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What power is next?
Team check for models
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KD laser
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Give nightvision
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Invisibility
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KD Invisibility
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idk
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Total Votes : 13
 

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micke1101

What to add Donjf6
micke1101


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PostSubject: What to add   What to add I_icon_minitimeMon Jul 28, 2008 4:46 pm

Hello now im not sure if the programs work (jan havent tested ingame just checked the codes)
but if they work i will add more so here is a options list
(if you think something is more important than these post a reply and i add it to poll if its not impossible or i consider it to much rip or unnessesary at least for now)


Last edited by micke1101 on Wed Aug 27, 2008 12:05 pm; edited 4 times in total
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Atspulgs

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PostSubject: Re: What to add   What to add I_icon_minitimeMon Jul 28, 2008 4:50 pm

i would like them all Very Happy + invisibility
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeTue Jul 29, 2008 10:41 am

well i gotta take 1 thing at the moment XD
and i want everything else to work first.
____________________________________________
Agree Agree Agree Agree Agree Agree
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Dr. Jan Itor

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PostSubject: Re: What to add   What to add I_icon_minitimeTue Jul 29, 2008 10:45 am

an auto updater? xD
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeTue Jul 29, 2008 10:58 am

updating the program so you dont need to download everytime?
XD i havent that knowledge yet maybe yang can help, ive tried it sometimes but still not sure the only thing im sure at is that you need a webhosted web site and not though for example filden.com or simular and it uses system xml and reads xml files
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Atspulgs

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PostSubject: Re: What to add   What to add I_icon_minitimeTue Jul 29, 2008 1:06 pm

auto updater is a wounderful idea
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awparN

What to add Newmem
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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 7:30 am

The weps spawn doesent work?, and yeah i want them all 2:D
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micke1101

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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 7:31 am

awparN wrote:
The weps spawn doesent work?, and yeah i want them all 2:D
it should be fixed in the current beta
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awparN

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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 7:36 am

micke1101 wrote:
awparN wrote:
The weps spawn doesent work?, and yeah i want them all 2:D
it should be fixed in the current beta
Okey, i wanna try beta:)? when its done.
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Atspulgs

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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 11:37 am

by the way when is it coming out? the new version i mean Smile
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 12:12 pm

Atspulgs wrote:
by the way when is it coming out? the new version i mean Smile
well i have everything for regeneration for hp and ap
but it wont be added until the betas have filled in 1 thing and everything is checked
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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 12:19 pm

when the new beta version is coming out?
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeWed Jul 30, 2008 12:33 pm

Atspulgs wrote:
when the new beta version is coming out?
when everything on the previous working Razz
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 2:25 am

ive added hp regen but it looks like you cant have regen for ap if you have a code example that works for ap so can you add it here
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Dr. Jan Itor

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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 3:02 am

yes u can
just look at goku
Code:

new userArmor = get_user_armor(id)

            // Give him armor
            if ( userArmor < g_ssjLevel[3] ) {
                if ( userArmor + g_armorPts > g_ssjLevel[3] ) {
                    set_user_armor(id, g_ssjLevel[3])
                }
                else {
                    // Give the armor item if armor is 0 so CS knows the player has armor
                    if ( userArmor <= 0 ) give_item(id, "item_assaultsuit")

                    set_user_armor(id, userArmor + g_armorPts)
// Check armor again after it's been set
            userArmor = get_user_armor(id)

            if ( userArmor < g_ssjLevel[0] ) {
                // run it this way so it doesn't check all the elses
                if ( g_isSaiyanLevel[id] > 0 ) {
                    shResetSpeed(id)
                    g_isSaiyanLevel[id] = 0
                }
            }
            else if ( userArmor >= g_ssjLevel[0] && userArmor < g_ssjLevel[1] ) {
                // Set these items only once when armor is ssjlevel 1
                if ( g_isSaiyanLevel[id] < 1 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 5
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 19)

                    set_hudmessage(255, 255, 100, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 1
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[1] && userArmor < g_ssjLevel[2] ) {
                // Set these items only once when armor is ssjlevel 2
                if ( g_isSaiyanLevel[id] < 2 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 7
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 39)

                    set_hudmessage(222, 226, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 2")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 2
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[2] && userArmor < g_ssjLevel[3] ) {
                // Set these items only once when armor is ssjlevel 3
                if ( g_isSaiyanLevel[id] < 3 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 9
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 59)

                    set_hudmessage(248, 220, 117, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 3")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup3.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 3
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[3] ) {
                // SSJ4 glows red
                shGlow(id, 196, 000, 000)
                // Set these items only once when armor is ssjlevel 4
                if ( g_isSaiyanLevel[id] < 4 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 11
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 79)

                    set_hudmessage(196, 0, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 4")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup4.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

         
         
           
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micke1101

What to add Donjf6
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 3:05 am

Dr. Jan Itor wrote:
yes u can
just look at goku
Code:

new userArmor = get_user_armor(id)

            // Give him armor
            if ( userArmor < g_ssjLevel[3] ) {
                if ( userArmor + g_armorPts > g_ssjLevel[3] ) {
                    set_user_armor(id, g_ssjLevel[3])
                }
                else {
                    // Give the armor item if armor is 0 so CS knows the player has armor
                    if ( userArmor <= 0 ) give_item(id, "item_assaultsuit")

                    set_user_armor(id, userArmor + g_armorPts)
// Check armor again after it's been set
            userArmor = get_user_armor(id)

            if ( userArmor < g_ssjLevel[0] ) {
                // run it this way so it doesn't check all the elses
                if ( g_isSaiyanLevel[id] > 0 ) {
                    shResetSpeed(id)
                    g_isSaiyanLevel[id] = 0
                }
            }
            else if ( userArmor >= g_ssjLevel[0] && userArmor < g_ssjLevel[1] ) {
                // Set these items only once when armor is ssjlevel 1
                if ( g_isSaiyanLevel[id] < 1 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 5
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 19)

                    set_hudmessage(255, 255, 100, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 1
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[1] && userArmor < g_ssjLevel[2] ) {
                // Set these items only once when armor is ssjlevel 2
                if ( g_isSaiyanLevel[id] < 2 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 7
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 39)

                    set_hudmessage(222, 226, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 2")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 2
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[2] && userArmor < g_ssjLevel[3] ) {
                // Set these items only once when armor is ssjlevel 3
                if ( g_isSaiyanLevel[id] < 3 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 9
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 59)

                    set_hudmessage(248, 220, 117, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 3")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup3.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 3
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[3] ) {
                // SSJ4 glows red
                shGlow(id, 196, 000, 000)
                // Set these items only once when armor is ssjlevel 4
                if ( g_isSaiyanLevel[id] < 4 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 11
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 79)

                    set_hudmessage(196, 0, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 4")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup4.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

         
         
           
well its much more coding XD
but i guess i could give it a try XP
its more if you check with hp
Code:
new gHealHP, gHealHPamount
plugin init

    register_cvar("gohan_healpoints", "10")
    register_cvar("gohan_healmax", "400")

set_task(1.0, "gohan_loop", 0, "", 0, "b")
    gHealPoints = get_cvar_num("gohan_healpoints")
    gHealAmount = get_cvar_num("gohan_healmax")

public {0}_loop()
{
    if ( !shModActive() || !hasRoundStarted() ) return

    for ( new id = 1; id <= SH_MAXSLOTS; id++ ) {
        if ( gHas{0}Power[id] && is_user_alive(id) ) {
            shAddHPs(id, gHealHP, gHealHPamount)
        }
    }
}

edit


Here is all probably needed
Code:
new g_armorPts
plugin_init
register_cvar("goku_aps", "5")

    set_task(1.0, "goku_loop", 0, "", 0, "b")
end
    g_armorPts = get_cvar_num("goku_aps")
newspawn
set_task(0.5, "goku_setarmor", id)
end
public goku_setarmor(id)
{
    if ( is_user_alive(id) ) {
        // Start a Goku off with 100 AP, even if user has more from other heroes
        give_item(id, "item_assaultsuit")
        set_user_armor(id, 100)
    }
}
public goku_loop()
{
    if ( !shModActive() || g_betweenRounds ) return

    new players[SH_MAXSLOTS], pnum, id

    get_players(players, pnum, "a")

    for (new i = 0; i < pnum; i++) {
        id = players[i]
        if ( g_hasGoku[id] && is_user_alive(id) ) {

            new userArmor = get_user_armor(id)

            // Give him armor
            if ( userArmor < g_ssjLevel[3] ) {
                if ( userArmor + g_armorPts > g_ssjLevel[3] ) {
                    set_user_armor(id, g_ssjLevel[3])
                }
                else {
                    // Give the armor item if armor is 0 so CS knows the player has armor
                    if ( userArmor <= 0 ) give_item(id, "item_assaultsuit")

                    set_user_armor(id, userArmor + g_armorPts)
                }
            }

            // Check armor again after it's been set
            userArmor = get_user_armor(id)

            if ( userArmor < g_ssjLevel[0] ) {
                // run it this way so it doesn't check all the elses
                if ( g_isSaiyanLevel[id] > 0 ) {
                    shResetSpeed(id)
                    g_isSaiyanLevel[id] = 0
                }
            }
            else if ( userArmor >= g_ssjLevel[0] && userArmor < g_ssjLevel[1] ) {
                // Set these items only once when armor is ssjlevel 1
                if ( g_isSaiyanLevel[id] < 1 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 5
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 19)

                    set_hudmessage(255, 255, 100, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 1
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[1] && userArmor < g_ssjLevel[2] ) {
                // Set these items only once when armor is ssjlevel 2
                if ( g_isSaiyanLevel[id] < 2 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 7
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 39)

                    set_hudmessage(222, 226, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 2")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 2
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[2] && userArmor < g_ssjLevel[3] ) {
                // Set these items only once when armor is ssjlevel 3
                if ( g_isSaiyanLevel[id] < 3 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 9
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 59)

                    set_hudmessage(248, 220, 117, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 3")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup3.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 3
                    ssj_boost(id)
                }
            }
            else if ( userArmor >= g_ssjLevel[3] ) {
                // SSJ4 glows red
                shGlow(id, 196, 000, 000)
                // Set these items only once when armor is ssjlevel 4
                if ( g_isSaiyanLevel[id] < 4 ) {
                    new parm[2]
                    parm[0] = id
                    parm[1] = 11
                    powerup_effect(parm)
                    set_task(0.1, "powerup_effect", 0, parm, 2, "a", 79)

                    set_hudmessage(196, 0, 0, -1.0, 0.25, 0, 0.25, 3.0, 0.0, 0.0, 84)
                    show_hudmessage(id, "Goku - You've turned Super Saiyan 4")
                    emit_sound(id, CHAN_STATIC, "shmod/goku_powerup4.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

                    g_isSaiyanLevel[id] = 4
                    shake_n_stun(id)
                    ssj_boost(id)
                }
            }
        }
    }
}
now just to clean it
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:02 am

no its not more coding thats just more coding cus goku uses different ssj levels u can make it small
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:12 am

Dr. Jan Itor wrote:
no its not more coding thats just more coding cus goku uses different ssj levels u can make it small
can you show?? XD
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:23 am

Code:
public newSpawn(id)
{
    g_inStun[id] = false

    if ( shModActive() && g_hasGoku[id]  && is_user_alive(id) ) {
        // Set armor in x seconds to avoid breaking max ap settings in other heroes
        set_task(0.5, "goku_setarmor", id)
}

if ( !shModActive() || g_betweenRounds ) return

    new players[SH_MAXSLOTS], pnum, id

    get_players(players, pnum, "a")

    for (new i = 0; i < pnum; i++) {
        id = players[i]
        if ( g_hasGoku[id] && is_user_alive(id) ) {

            new userArmor = get_user_armor(id)

            // Give him armor
            if ( userArmor < g_ssjLevel[3] ) {
                if ( userArmor + g_armorPts > g_ssjLevel[3] ) {
                    set_user_armor(id, g_ssjLevel[3])
                }
                else {
                    // Give the armor item if armor is 0 so CS knows the player has armor
                    if ( userArmor <= 0 ) give_item(id, "item_assaultsuit")

                    set_user_armor(id, userArmor + g_armorPts)
                }
            }


and the rest of the stuff u know
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:24 am

Dr. Jan Itor wrote:
Code:
public newSpawn(id)
{
    g_inStun[id] = false

    if ( shModActive() && g_hasGoku[id]  && is_user_alive(id) ) {
        // Set armor in x seconds to avoid breaking max ap settings in other heroes
        set_task(0.5, "goku_setarmor", id)
}

if ( !shModActive() || g_betweenRounds ) return

    new players[SH_MAXSLOTS], pnum, id

    get_players(players, pnum, "a")

    for (new i = 0; i < pnum; i++) {
        id = players[i]
        if ( g_hasGoku[id] && is_user_alive(id) ) {

            new userArmor = get_user_armor(id)

            // Give him armor
            if ( userArmor < g_ssjLevel[3] ) {
                if ( userArmor + g_armorPts > g_ssjLevel[3] ) {
                    set_user_armor(id, g_ssjLevel[3])
                }
                else {
                    // Give the armor item if armor is 0 so CS knows the player has armor
                    if ( userArmor <= 0 ) give_item(id, "item_assaultsuit")

                    set_user_armor(id, userArmor + g_armorPts)
                }
            }


and the rest of the stuff u know
that code still checks ssjgohan
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:29 am

yes ? just change it to userarmor < hero_armorr or something lol just read the code and u'll see what to do
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PostSubject: Re: What to add   What to add I_icon_minitimeThu Jul 31, 2008 4:34 am

ssjlevel is 1000 in ap shuld i use get_cvar_num function in that?
so instead of that ssjlevel[3] something that reads cvar
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