Author Topic: Critical Hit v0.2a & v0.5e  (Read 1890 times)

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Offline zop

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Critical Hit v0.2a & v0.5e
« on: September 10, 2008, 08:09:41 am »
Script Name:Critical Hit
Script Description:Give different chance rate for each weapon to make more damage.
Original Author(s):Zop
Core Version:2.6.3
Credits:Nova credits to Avarax.
Code:Download and read if you need. ^_^

How it work:
-Critical hit rate base on weapon Damage and FireInterval in weapon.ini.
-Damage bigger, rate smaller. FireInterval bigger, rate bigger.
-I take m79 and Barret off because these 2 weapons already strong enough.
-Player have to take an any default secondary weapon with him. That make sure counts with currect weapon.
-This is not really a serious counting work. Just for fun. ^_^

-Fixed level bugs.

-Fixed temp level and skill level bug.
-Fixed stupid message.

-Add when player make a critical hit, there is a flame show on him.

-When player kills an enemy by barret, he will get a chance make that enemy's dead body do an arrow nova to hurt enemy's team.

-Fixed div zero problem.

-When player with m79 was killed by enemy, he will get a chance to throw some grenades.
-When player with barret was killed by enemy, he will get a chance to steal bullets from enemies nearby.
-Optimized codes.

-Fixed it will not change rate if level the same.

-Add when player return flag which was grabbed, player get 3 points for critical hit level.
-Add when player get flag with him, he will get a temporary level bonus.

-Made codes clear.

-Add show how many kills needed to next level.

-Fixed score level problem.

-Fixed kill counting problem.

This version is for CTF with Level up & down.
-Everyone start with Critical Hit Level 0. That means no critical hit bonus at begnning.
-When flag score, team members will up a Critical Hit level.
-When flag was scored, team members will down a Critical Hit level.
-Up or down Critical Hit level is up or down the Critical Hit rate. (you know what I mean :P)
-Every 10 kills is a level range. 1 ~ 10, 11 ~ 20,... etc
Every time scored will add 10 kills to all team members.
So, at the first time scored, you got 10 kill points.
Then if you got killed, it down to 9. So you down level to level 0, it's in 1 ~ 10.

I change some rates for more balance.(I guess)

-Fixed 1 random number bug.
« Last Edit: October 05, 2008, 01:53:01 am by zop »[/size=1]

Offline DorkeyDear

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Re: Critical Hit v0.2
« Reply #1 on: September 10, 2008, 08:43:53 pm »
for those who wish for a much more simple script...
Code: [Select]
function OnPlayerDamage(Victim, Shooter: byte; Damage: integer) : integer;
  if (Random(1, 10) = 1) then Damage:= 2 * Damage;
  Result := Damage;

zop's a lot cooler though  :P

Offline As de Espada

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Re: Critical Hit v0.2a
« Reply #2 on: September 12, 2008, 07:54:02 pm »
omg, this is almost like knowing the shooter's weapon. That's very cool man!
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Offline zop

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Re: Critical Hit v0.2a & v0.5
« Reply #3 on: September 29, 2008, 12:35:26 pm »
I give some skills to m79 and barret.
These are still by chances and levels.
Have fun. ^_^[/size=1]

Offline Ray

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Re: Critical Hit v0.2a & v0.5a & v0.5b
« Reply #4 on: October 01, 2008, 04:08:37 pm »
Soldat TF2 anyone?
<.< > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp > Gimp