Im going to show you have to make an XP mod.
Before starting, you should have basic scripting Knowledge.
Inculde all the important modules
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#include <amxmodx>
#include <amxmisc>
#include <nvault>Here there is 5, but if you want to add 2 more animals, like a bird and a fish, then you can put 7. But we are dealing with 5
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#define MAXCLASSES 5Code: Select all
new PlayerXP[33],PlayerLevel[33],PlayerClass[33]
//these are for special kills
new XP_Kill,XP_Knife,XP_Hs,SaveXP
//this is for Nvault. so that We can save XP
new g_vault Code:
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new const CLASSES[MAXCLASSES][] = {
"None",
"Dog",
"Cat",
"Horse",
"Cow"
} Now we create the levels, and how many xp you ned to gain a level.
There is 7 levels
Code:
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new const LEVELS[7] = {
0,
100,//this means you need 100 xp
200,//this means you need 200 xp
400,//this means you need 400 xp
800,//so on
1600,//so on
3200 //so on
} Code: Select all
public plugin_init()
{
register_plugin("XpMod", "1.0", "Fxfighter")
//we need this to check your level after you kill some one
register_event("DeathMsg", "eDeath", "a")
//is saving on?
SaveXP = register_cvar("SaveXP","1")
//how many xp are u gonna get per kill?
XP_Kill=register_cvar("XP_per_kill", "20")
//if you get a hs you get bonus xp
XP_Hs=register_cvar("XP_hs_bonus","20")
//if you make a knife kill you get bounus xp
XP_Knife=register_cvar("XP_knife_bonus","20")
//we just opened a new connection NVAULT connection
// we will call it animod
g_vault = nvault_open("animod")
// register a say command to change class
register_clcmd("say /class", "ChangeClass")
register_clcmd("say_team /class", "ChangeClass")
//show how much xp you have
register_clcmd("say /xp", "ShowHud")
register_clcmd("say_team /xp", "ShowHud")
} Code:
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public eDeath( ) //function name
{
// If the player's Class is nothing, then dont bother to do any of the below
if(PlayerClass[attacker] == 0)
return PLUGIN_CONTINUE
// Create a variable to store the attacker's id
new attacker = read_data( 1 )
// We create the victim variable, so that this function can check
// if a player was killed
new iVictim = read_data( 2 )
// If a player was killed by a HeadShot, this will be used for the cvar Xp_Hs
new headshot = read_data( 3 )
//which weapon was used
new clip, ammo, weapon = get_user_weapon(attacker,clip,ammo);
PlayerXP[attacker] += get_pcvar_num(XP_Kill)
// used for the xp_hs cvar
// it checks if the victim was killed by a headshot
if(headshot)
// give him/her bonus xp
PlayerXP[attacker] += get_pcvar_num(XP_Hs)
// checks if the victim was killed by a knife
if(weapon == CSW_KNIFE)
//give him/her bonus xp
PlayerXP[attacker] += get_pcvar_num(XP_Knife)
// this checks if the player has enough xp to advance to a new level
while(PlayerXP[attacker] >= LEVELS[PlayerLevel[attacker]])
{ // this will create the Congratulations message.
client_print(attacker, print_chat, "[Animal Mod] Congratulations! You are a level %i %s!", PlayerLevel[attacker],CLASSES[PlayerClass[attacker]])
// Add his/her level
PlayerLevel[attacker] += 1
}
// shows his level on a hud message
ShowHud(attacker)
} Code: Select all
public ShowHud(id)
{
set_hudmessage(255, 0, 0, 0.75, 0.01, 0, 6.0, 15.0)
show_hudmessage(id, "Level: %i^nXP: %i^nClass: %s",PlayerLevel[id],PlayerXP[id],CLASSES[PlayerClass[id]])
} Here is the menu selector. It will give you the options to select your animal. It uses the new menu system. I dont feel like going into detail with the new menu system
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public ChangeClass(id)
{
new menu = menu_create("Class Menu" , "Class_Handle");
menu_additem(menu ,"Dog", "1" , 0);
menu_additem(menu ,"Cat", "2" , 0);
menu_additem(menu ,"Horse", "3" , 0);
menu_additem(menu ,"Cow", "4" , 0);
menu_setprop(menu , MPROP_EXIT , MEXIT_ALL);
menu_display(id , menu , 0);
return PLUGIN_CONTINUE;
}
public Class_Handle(id , menu , item)
{
if(item == MENU_EXIT)
{
menu_destroy(menu);
}
new szCommand[6] , szName[64]; new access , callback;
menu_item_getinfo(menu , item , access , szCommand , 5 , szName , 63 , callback);
new i = str_to_num(szCommand)
if(PlayerClass[id] != i)
{
PlayerClass[id] = i client_print(id,print_chat,"You are now a %s",CLASSES[i])
}
else
{
client_print(id,print_chat,"You are alredy a %s",CLASSES[i])
}
menu_destroy(menu);
return PLUGIN_CONTINUE
} Code: Select all
public client_connect(id)
{
// Only does it if xp saving is on
if(get_pcvar_num(SaveXP) == 1)
{
// load your player data
LoadData(id)
}
} Code: Select all
public client_disconnect(id)
{
// Only does it if xp saving is on
if(get_pcvar_num(SaveXP) == 1)
{
// lets save the data
SaveData(id)
}
} Code: Select all
public SaveData(id)
{
// get the players steam id. We need this because we are saving by steam id
new AuthID[35] get_user_authid(id,AuthID,34)
new vaultkey[64],vaultdata[256]
// format wat is going to be in the animal mod vault file
format(vaultkey,63,"%s-Mod",AuthID)
format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
// save the data
nvault_set(g_vault,vaultkey,vaultdata)
return PLUGIN_CONTINUE
} Code: Select all
public LoadData(id)
{
new AuthID[35] get_user_authid(id,AuthID,34)
new vaultkey[64],vaultdata[256]
// search
format(vaultkey,63,"%s-Mod",AuthID)
format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
// load the data
nvault_get(g_vault,vaultkey,vaultdata,255)
replace_all(vaultdata, 255, "#", " ")
new playerxp[32], playerlevel[32]
parse(vaultdata, playerxp, 31, playerlevel, 31)
PlayerXP[id] = str_to_num(playerxp)
PlayerLevel[id] = str_to_num(playerlevel)
return PLUGIN_CONTINUE
} Code: Select all
#include <amxmodx>
#include <amxmisc>
#include <nvault>
#define MAXCLASSES 5
new const CLASSES[MAXCLASSES][] = {
"None",
"Dog",
"Cat",
"Horse",
"Cow"
}
new const LEVELS[6] = {
100,
200,
400,
800,
1600,
3200
}
new PlayerXP[33],PlayerLevel[33],PlayerClass[33]
new XP_Kill,XP_Knife,XP_Hs,SaveXP,g_vault
public plugin_init()
{
register_plugin("XpMod", "1.0", "Fxfighter")
register_event("DeathMsg", "eDeath", "a")
SaveXP = register_cvar("SaveXP","1")
XP_Kill=register_cvar("XP_per_kill", "20")
XP_Hs=register_cvar("XP_hs_bonus","20")
XP_Knife=register_cvar("XP_knife_bonus","20")
g_vault = nvault_open("animod")
register_clcmd("say /class", "ChangeClass")
register_clcmd("say_team /class", "ChangeClass")
register_clcmd("say /xp", "ShowHud")
register_clcmd("say_team /xp", "ShowHud")
}
public eDeath( )
{
new attacker = read_data( 1 )
new iVictim = read_data( 2 )
new headshot = read_data( 3 )
new clip, ammo, weapon = get_user_weapon(attacker,clip,ammo);
PlayerXP[attacker] += get_pcvar_num(XP_Kill)
if(headshot)
PlayerXP[attacker] += get_pcvar_num(XP_Hs)
if(weapon == CSW_KNIFE)
PlayerXP[attacker] += get_pcvar_num(XP_Knife)
while(PlayerXP[attacker] >= LEVELS[PlayerLevel[attacker]])
{
client_print(attacker, print_chat, "[Animal Mod] Congratulations! You are a level %i %s!",
PlayerLevel[attacker] += 1
}
ShowHud(attacker)
SaveData(attacker)
}
public ShowHud(id)
{
set_hudmessage(255, 0, 0, 0.75, 0.01, 0, 6.0, 15.0)
show_hudmessage(id, "Level: %i^nXP: %i^nClass: %s",PlayerLevel[id],PlayerXP[id],CLASSES[PlayerClass[id]])
}
public ChangeClass(id)
{
new menu = menu_create("Class Menu" , "Class_Handle");
menu_additem(menu ,"Dog", "1" , 0);
menu_additem(menu ,"Cat", "2" , 0);
menu_additem(menu ,"Horse", "3" , 0);
menu_additem(menu ,"Cow", "4" , 0);
menu_setprop(menu , MPROP_EXIT , MEXIT_ALL);
menu_display(id , menu , 0);
return PLUGIN_CONTINUE;
}
public Class_Handle(id , menu , item)
{
if(item == MENU_EXIT)
{
menu_destroy(menu);
}
new szCommand[6] , szName[64];
new access , callback;
menu_item_getinfo(menu , item , access , szCommand , 5 , szName , 63 , callback);
new i = str_to_num(szCommand)
if(PlayerClass[id] != i)
{
PlayerClass[id] = i
client_print(id,print_chat,"You are now a %s",CLASSES[i])
}
else
{
client_print(id,print_chat,"You are alredy a %s",CLASSES[i])
}
menu_destroy(menu);
return PLUGIN_CONTINUE
}
public client_connect(id)
{
if(get_pcvar_num(SaveXP) == 1)
{
LoadData(id)
}
}
public client_disconnect(id)
{
if(get_pcvar_num(SaveXP) == 1)
{
SaveData(id)
}
PlayerXP[id] = 0
PlayerLevel[id] = 0
PlayerClass[id] = 0
}
public SaveData(id)
{
new AuthID[35]
get_user_authid(id,AuthID,34)
new vaultkey[64],vaultdata[256]
format(vaultkey,63,"%s-Mod",AuthID)
format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
nvault_set(g_vault,vaultkey,vaultdata)
return PLUGIN_CONTINUE
}
public LoadData(id)
{
new AuthID[35]
get_user_authid(id,AuthID,34)
new vaultkey[64],vaultdata[256]
format(vaultkey,63,"%s-Mod",AuthID)
format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
nvault_get(g_vault,vaultkey,vaultdata,255)
replace_all(vaultdata, 255, "#", " ")
new playerxp[32], playerlevel[32]
parse(vaultdata, playerxp, 31, playerlevel, 31)
PlayerXP[id] = str_to_num(playerxp)
PlayerLevel[id] = str_to_num(playerlevel)
return PLUGIN_CONTINUE
}