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oleksa

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Всем дарова, прошу изменить размещенные хп при попадание в меня и в игрока, в игрока по центру экрана, а в меня выше чутка сделать, и удалите стиллеры, буду очень благодарен! Вот код скрипта(дамаг информер)


// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

{0} 0662: printstring "DECRYPTED"
{13} 0662: printstring "CHOSENFTW"
{26} 03A4: name_thread 'kmf_dmg'
{37} 03F0: enable_text_draw 1
{41} 0001: wait 2000 ms
{46} 0AB1: call_scm_func @kmf_dmg_1955 0

:kmf_dmg_56
{56} 0001: wait 1000 ms
{61} 00D6: if and
{65} 0256: player $PLAYER_CHAR defined
{70} 02CB: actor $PLAYER_ACTOR bounding_sphere_visible
{75} 004D: jump_if_false @kmf_dmg_56
{82} 0050: gosub @kmf_dmg_96
{89} 0002: jump @kmf_dmg_161

:kmf_dmg_96
{96} 0006: 3@ = 0
{103} 0006: 4@ = 0
{110} 0006: 2@ = 0
{117} 0006: 5@ = 0
{124} 0006: 19@ = 0
{131} 0006: 6@ = 0
{138} 0006: 12@ = 0
{145} 0006: 24@ = -1
{152} 0006: 1@ = 0
{159} 0051: return

:kmf_dmg_161
{161} 0001: wait 0 ms

:kmf_dmg_165
{165} 0001: wait 0 ms
{169} 0050: gosub @kmf_dmg_204
{176} 0050: gosub @kmf_dmg_327
{183} 0050: gosub @kmf_dmg_392
{190} 0050: gosub @kmf_dmg_1049
{197} 0002: jump @kmf_dmg_165

:kmf_dmg_204
{204} 0226: 16@ = actor $PLAYER_ACTOR health
{212} 04DD: 29@ = actor $PLAYER_ACTOR armour
{220} 005A: 16@ += 29@ // (int)
{228} 0085: 4@ = 2@ // (int)
{236} 0062: 4@ -= 16@ // (int)
{244} 00D6: if and
{248} 001D: 2@ > 16@ // (int)
{256} 0019: 4@ > 1
{263} 004D: jump_if_false @kmf_dmg_310
{270} 005A: 3@ += 4@ // (int)
{278} 000A: 5@ += 1
{285} 0006: 6@ = 1
{292} 0006: 7@ = 250
{300} 0007: 8@ = 372.0

:kmf_dmg_310
{310} 0085: 2@ = 16@ // (int)
{318} 0006: 4@ = 0
{325} 0051: return

:kmf_dmg_327
{327} 00D6: if
{331} 02E0: actor $PLAYER_ACTOR firing_weapon
{336} 004D: jump_if_false @kmf_dmg_357
{343} 0006: 1@ = 1
{350} 0006: 33@ = 0

:kmf_dmg_357
{357} 00D6: if
{361} 0019: 33@ > 1000
{369} 004D: jump_if_false @kmf_dmg_390
{376} 0006: 1@ = 0
{383} 0006: 26@ = 1

:kmf_dmg_390
{390} 0051: return

:kmf_dmg_392
{392} 0226: 9@ = actor $PLAYER_ACTOR health
{400} 00D6: if
{404} 0019: 9@ > 0
{411} 004D: jump_if_false @kmf_dmg_668
{418} 00D6: if
{422} 0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
{430} 004D: jump_if_false @kmf_dmg_450
{437} 0AB1: call_scm_func @kmf_dmg_2201 1 22@

:kmf_dmg_450
{450} 00D6: if and
{454} 0039: 1@ == 1
{461} 0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
{469} 004D: jump_if_false @kmf_dmg_661
{476} 0AB1: call_scm_func @kmf_dmg_1491 0 23@ 17@ 28@
{495} 005A: 17@ += 28@ // (int)
{503} 00D6: if
{507} 803B: not 23@ == 24@ // (int)
{515} 004D: jump_if_false @kmf_dmg_545
{522} 0085: 18@ = 17@ // (int)
{530} 0085: 24@ = 23@ // (int)
{538} 0006: 26@ = 1

:kmf_dmg_545
{545} 0085: 21@ = 18@ // (int)
{553} 0062: 21@ -= 17@ // (int)
{561} 00D6: if
{565} 0019: 21@ > 2
{572} 004D: jump_if_false @kmf_dmg_646
{579} 00D6: if
{583} 0039: 26@ == 1
{590} 004D: jump_if_false @kmf_dmg_618
{597} 0006: 20@ = 0
{604} 0006: 19@ = 0
{611} 0006: 26@ = 0

:kmf_dmg_618
{618} 0050: gosub @kmf_dmg_670
{625} 0050: gosub @kmf_dmg_772
{632} 0050: gosub @kmf_dmg_867
{639} 0050: gosub @kmf_dmg_962

:kmf_dmg_646
{646} 0085: 18@ = 17@ // (int)
{654} 0002: jump @kmf_dmg_668

:kmf_dmg_661
{661} 0006: 24@ = -1

:kmf_dmg_668
{668} 0051: return

:kmf_dmg_670
{670} 00D6: if or
{674} 02D8: actor $PLAYER_ACTOR current_weapon == 30
{681} 02D8: actor $PLAYER_ACTOR current_weapon == 31
{688} 004D: jump_if_false @kmf_dmg_770
{695} 00D6: if
{699} 0039: 21@ == 7
{706} 004D: jump_if_false @kmf_dmg_720
{713} 000A: 21@ += 3

:kmf_dmg_720
{720} 00D6: if
{724} 0039: 21@ == 14
{731} 004D: jump_if_false @kmf_dmg_745
{738} 000E: 21@ -= 4

:kmf_dmg_745
{745} 00D6: if
{749} 0039: 21@ == 16
{756} 004D: jump_if_false @kmf_dmg_770
{763} 000E: 21@ -= 6

:kmf_dmg_770
{770} 0051: return

:kmf_dmg_772
{772} 00D6: if
{776} 02D8: actor $PLAYER_ACTOR current_weapon == 24
{783} 004D: jump_if_false @kmf_dmg_865
{790} 00D6: if
{794} 0039: 21@ == 49
{801} 004D: jump_if_false @kmf_dmg_815
{808} 000E: 21@ -= 3

:kmf_dmg_815
{815} 00D6: if
{819} 0039: 21@ == 42
{826} 004D: jump_if_false @kmf_dmg_840
{833} 000A: 21@ += 4

:kmf_dmg_840
{840} 00D6: if
{844} 0039: 21@ == 51
{851} 004D: jump_if_false @kmf_dmg_865
{858} 000E: 21@ -= 5

:kmf_dmg_865
{865} 0051: return

:kmf_dmg_867
{867} 00D6: if
{871} 02D8: actor $PLAYER_ACTOR current_weapon == 33
{878} 004D: jump_if_false @kmf_dmg_960
{885} 00D6: if
{889} 0039: 21@ == 21
{896} 004D: jump_if_false @kmf_dmg_910
{903} 000A: 21@ += 4

:kmf_dmg_910
{910} 00D6: if
{914} 0039: 21@ == 28
{921} 004D: jump_if_false @kmf_dmg_935
{928} 000E: 21@ -= 3

:kmf_dmg_935
{935} 00D6: if
{939} 0039: 21@ == 30
{946} 004D: jump_if_false @kmf_dmg_960
{953} 000E: 21@ -= 5

:kmf_dmg_960
{960} 0051: return

:kmf_dmg_962
{962} 005A: 20@ += 21@ // (int)
{970} 000A: 19@ += 1
{977} 0006: 12@ = 1
{984} 0006: 13@ = 250
{992} 0007: 14@ = 86.0
{1002} 00D6: if
{1006} 03D0: wav 1 loaded
{1010} 004D: jump_if_false @kmf_dmg_1021
{1017} 040D: unload_wav 1

:kmf_dmg_1021
{1021} 03CF: load_wav 17802 as 1

:kmf_dmg_1028
{1028} 0001: wait 0 ms
{1032} 03D0: wav 1 loaded
{1036} 004D: jump_if_false @kmf_dmg_1028
{1043} 03D1: play_wav 1
{1047} 0051: return

:kmf_dmg_1049
{1049} 00D6: if
{1053} 0039: 6@ == 1
{1060} 004D: jump_if_false @kmf_dmg_1268
{1067} 000F: 8@ -= 0.2
{1077} 000E: 7@ -= 2
{1084} 0AC8: 0@ = allocate_memory_size 96
{1091} 0AD3: 0@ = format "-%d_HP_(x%d)" 3@ 5@
{1117} 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED151' 30@
{1146} 0AA5: call 7439872 num_params 2 pop 2 30@ 0@
{1164} 03F0: enable_text_draw 1
{1168} 033F: set_text_draw_letter_size 0.4 1.15
{1180} 081C: draw_text_outline 1 RGBA 0 0 0 7@
{1193} 0340: set_text_draw_RGBA 238 44 44 7@
{1205} 033E: set_draw_text_position 281.0 8@ GXT 'CRED151' // Kќm €yp¤ќ
{1224} 0AC9: free_allocated_memory 0@
{1229} 00D6: if
{1233} 0039: 7@ == 0
{1240} 004D: jump_if_false @kmf_dmg_1268
{1247} 0006: 3@ = 0
{1254} 0006: 6@ = 0
{1261} 0006: 5@ = 0

:kmf_dmg_1268
{1268} 00D6: if
{1272} 0039: 12@ == 1
{1279} 004D: jump_if_false @kmf_dmg_1489
{1286} 000F: 14@ -= 0.2
{1296} 000E: 13@ -= 2
{1303} 0AC8: 0@ = allocate_memory_size 1024
{1311} 03F0: enable_text_draw 1
{1315} 0AD3: 0@ = format "+%d_HP_(x%d)" 20@ 19@
{1341} 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED153' 31@
{1370} 0AA5: call 7439872 num_params 2 pop 2 31@ 0@
{1388} 033F: set_text_draw_letter_size 0.4 1.15
{1400} 081C: draw_text_outline 1 RGBA 0 0 0 13@
{1413} 0340: set_text_draw_RGBA 0 191 255 13@
{1426} 033E: set_draw_text_position 281.0 14@ GXT 'CRED153' // ЋapЎќ¤ Maџyaћp
{1445} 0AC9: free_allocated_memory 0@
{1450} 00D6: if
{1454} 0039: 13@ == 0
{1461} 004D: jump_if_false @kmf_dmg_1489
{1468} 0006: 12@ = 0
{1475} 0006: 24@ = -1
{1482} 0006: 26@ = 1

:kmf_dmg_1489
{1489} 0051: return

:kmf_dmg_1491
{1491} 0AB1: call_scm_func @kmf_dmg_1799 0 1@
{1504} 000A: 1@ += 353
{1512} 0A8D: 2@ = read_memory 1@ size 2 virtual_protect 0
{1524} 0AB1: call_scm_func @kmf_dmg_1628 1 2@ 3@
{1540} 000A: 3@ += 0
{1547} 0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0
{1559} 000A: 4@ += 444
{1567} 0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0
{1579} 000A: 4@ += 4
{1586} 0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
{1598} 0092: 10@ = float 5@ to_integer
{1606} 0092: 11@ = float 6@ to_integer
{1614} 0AB2: ret 3 2@ 10@ 11@

:kmf_dmg_1628
{1628} 0AA2: 1@ = load_library "kernel32.dll" // IF and SET
{1647} 0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
{1673} 0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
{1696} 000A: 3@ += 2203896
{1706} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1718} 000A: 3@ += 973
{1726} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1738} 000A: 3@ += 24
{1745} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1757} 000A: 3@ += 46
{1764} 0012: 0@ *= 4
{1771} 005A: 3@ += 0@ // (int)
{1779} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1791} 0AB2: ret 1 3@

:kmf_dmg_1799
{1799} 0AA2: 1@ = load_library "kernel32.dll" // IF and SET
{1818} 0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
{1844} 0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
{1867} 000A: 3@ += 2203896
{1877} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1889} 000A: 3@ += 973
{1897} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1909} 000A: 3@ += 24
{1916} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1928} 000A: 3@ += 34
{1935} 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
{1947} 0AB2: ret 1 3@

:kmf_dmg_1955
{1955} 0AA2: 0@ = load_library "samp.dll" // IF and SET
{1970} 0085: 1@ = 0@ // (int)
{1978} 000A: 1@ += 2203876
{1988} 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 1
{2000} 0085: 2@ = 0@ // (int)
{2008} 000A: 2@ += 409616
{2018} 0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 8190976 0 "{7CFC00}• KMF Power - Damage Informer 0.3.7 {E066FF}NO SAMPFUNCS" 8
{2108} 0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 8190976 0 "{7CFC00}• by Powerful. & Fk. special for {E066FF}GalaxY-RPG.RU" 8
{2196} 0AB2: ret 0

:kmf_dmg_2201
{2201} 0AB1: call_scm_func @kmf_dmg_2644 1 0@ 1@
{2217} 0470: 2@ = actor $PLAYER_ACTOR current_weapon
{2225} 00D6: if or
{2229} 0039: 2@ == 22
{2236} 0039: 2@ == 23
{2243} 0039: 2@ == 24
{2250} 0039: 2@ == 26
{2257} 0039: 2@ == 28
{2264} 0039: 2@ == 32
{2271} 004D: jump_if_false @kmf_dmg_2333
{2278} 00D6: if
{2282} 0021: 1@ > 35.0
{2292} 004D: jump_if_false @kmf_dmg_2320
{2299} 0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
{2313} 0002: jump @kmf_dmg_2333

:kmf_dmg_2320
{2320} 0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:kmf_dmg_2333
{2333} 00D6: if or
{2337} 0039: 2@ == 25
{2344} 0039: 2@ == 27
{2351} 004D: jump_if_false @kmf_dmg_2413
{2358} 00D6: if
{2362} 0021: 1@ > 40.0
{2372} 004D: jump_if_false @kmf_dmg_2400
{2379} 0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
{2393} 0002: jump @kmf_dmg_2413

:kmf_dmg_2400
{2400} 0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:kmf_dmg_2413
{2413} 00D6: if
{2417} 0039: 2@ == 29
{2424} 004D: jump_if_false @kmf_dmg_2486
{2431} 00D6: if
{2435} 0021: 1@ > 45.0
{2445} 004D: jump_if_false @kmf_dmg_2473
{2452} 0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
{2466} 0002: jump @kmf_dmg_2486

:kmf_dmg_2473
{2473} 0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:kmf_dmg_2486
{2486} 00D6: if or
{2490} 0039: 2@ == 30
{2497} 0039: 2@ == 31
{2504} 004D: jump_if_false @kmf_dmg_2566
{2511} 00D6: if
{2515} 0021: 1@ > 50.0
{2525} 004D: jump_if_false @kmf_dmg_2553
{2532} 0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
{2546} 0002: jump @kmf_dmg_2566

:kmf_dmg_2553
{2553} 0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:kmf_dmg_2566
{2566} 00D6: if
{2570} 0039: 2@ == 33
{2577} 004D: jump_if_false @kmf_dmg_2639
{2584} 00D6: if
{2588} 0021: 1@ > 60.0
{2598} 004D: jump_if_false @kmf_dmg_2626
{2605} 0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
{2619} 0002: jump @kmf_dmg_2639

:kmf_dmg_2626
{2626} 0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:kmf_dmg_2639
{2639} 0AB2: ret 0

:kmf_dmg_2644
{2644} 00A0: store_actor 0@ position_to 1@ 2@ 3@
{2658} 00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
{2672} 0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
{2689} 0AB2: ret 1 7@
 

AWRage

Активный
642
141
{1205} 033E: set_draw_text_position 281.0 8@ GXT 'CRED151'
{1426} 033E: set_draw_text_position 281.0 14@ GXT 'CRED153'
Заменить на:
033E: set_draw_text_position 340.0 224.0 GXT 'CRED151'
033E: set_draw_text_position 340.0 224.0 GXT 'CRED153'
И скомпилировать.
 

oleksa

Новичок
Автор темы
31
0
{1205} 033E: set_draw_text_position 281.0 8@ GXT 'CRED151'
{1426} 033E: set_draw_text_position 281.0 14@ GXT 'CRED153'
Заменить на:
033E: set_draw_text_position 340.0 224.0 GXT 'CRED151'
033E: set_draw_text_position 340.0 224.0 GXT 'CRED153'
И скомпилировать.

Сделай это пожалуйста, буду очень благодарен
 

oleksa

Новичок
Автор темы
31
0
{1205} 033E: set_draw_text_position 281.0 8@ GXT 'CRED151'
{1426} 033E: set_draw_text_position 281.0 14@ GXT 'CRED153'
Заменить на:
033E: set_draw_text_position 340.0 224.0 GXT 'CRED151'
033E: set_draw_text_position 340.0 224.0 GXT 'CRED153'
И скомпилировать.

Мне надо сделать в том Дамаге что я залил на файлообменик
 
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