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Sep 23rd, 2012
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  1. /*
  2. *   Item Defines
  3. */
  4.  
  5. // Item Charge Defines
  6. #define NECKLACE_CHARGES    4
  7. #define HELM_CHARGES        3
  8. #define CHARGE_DISPOSE      1
  9. #define RING_INCREMENT      1
  10.  
  11. // Item Variable Defines
  12. #define MAX_SHOPMENU_ITEMS  18
  13. #define MAX_PLAYER_ITEMS    2
  14. #define MAX_PAGE_ITEMS      9
  15. #define ITEM_SLOT_ONE       0
  16. #define ITEM_SLOT_TWO       1
  17. #define ITEM_SLOT_FULL      2
  18.  
  19. #define ITEM_NONE          -1
  20. #define ITEM_ANKH           0
  21. #define ITEM_BOOTS          1
  22. #define ITEM_CLAWS          2
  23. #define ITEM_CLOAK          3
  24. #define ITEM_MASK           4
  25. #define ITEM_NECKLACE       5
  26. #define ITEM_FROST          6
  27. #define ITEM_HEALTH         7
  28. #define ITEM_TOME           8
  29. #define ITEM_SCROLL         9
  30. #define ITEM_PROTECTANT     10
  31. #define ITEM_HELM           11
  32. #define ITEM_AMULET         12
  33. #define ITEM_SOCK           13
  34. #define ITEM_GLOVES         14
  35. #define ITEM_RING           15
  36. #define ITEM_CHAMELEON      16
  37. #define ITEM_MOLE           17
  38.  
  39. #define MAX_ITEMS_PAGE      9
  40.  
  41. // Item Variables
  42. new g_iShopMenuItems[33][MAX_PLAYER_ITEMS];         // Holds the player's current items
  43. new g_iFutureItem[33];                              // Holds the item that the player wants to buy
  44.  
  45. new g_iTotalRings[33];                              // Holds the number of rings the player has
  46. new g_iNecklaceCharges[33];                         // Holds the number of charges left in the player's necklace
  47. new g_iHelmCharges[33];                             // Holds the number of charges left in the player's helm
  48.  
  49. new bool:g_bPlayerBoughtAnkh[33];                   // Set to true when a user buys an ankh
  50. new bool:g_bPlayerBoughtMole[33];                   // Set to true when a user buys a mole
  51.  
  52. new g_iGloveTimer[33];                              // Keeps track of how much time is left to give a user a grenade
  53.  
  54. new ITEM_COST[MAX_SHOPMENU_ITEMS];                  // Holds the price of an item
  55.  
  56. #define ITEM_CHARGEABLE     1
  57. #define ITEM_USEONBUY       2
  58. #define ITEM_BUYWHENDEAD    4
  59. #define ITEM_NEXTROUNDUSE   8
  60.  
  61. new g_iFlag[MAX_SHOPMENU_ITEMS] = {0};          // Stores information about items
  62.  
  63. #define ITEM_COST_RATIO     0.7
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