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--------------------------------------------------
-- Player Classes Script by Unreal Software --
-- 28.02.2009 - www.UnrealSoftware.de --
-- Adds Player Classes to your server --
--------------------------------------------------
if sample==nil then sample={} end
sample.classes={}
-----------------------
-- INITIAL SETUP --
-----------------------
function initArray(m)
	local array = {}
	for i = 1, m do
		array[i]=0
	end
	return array
end
sample.classes.class=initArray(32)
function sample.classes.classmenu(id)
	menu(id,"Select your Class,Soldier|Armor+MG,Undead Guard|Last Of Undeads,Engineer|Wrench,Pyro|Flamethrower,Scout|Machete,Sniper|AWP")	
end
-----------------------
-- TEAM -> CLASS --
-----------------------
addhook("team","sample.classes.team")
function sample.classes.team(id,team)
	if (team>0) then
		sample.classes.classmenu(id)
	end
end
-----------------------
-- SERVERACTION --
-----------------------
addhook("serveraction","sample.classes.serveraction")
function sample.classes.serveraction(id)
	sample.classes.classmenu(id)
end
-----------------------
-- CLASS SELECTION --
-----------------------
addhook("menu","sample.classes.menu")
function sample.classes.menu(id,menu,sel)
	if (menu=="Select your Class") then
		if (sel>=0 and sel<=6) then
			sample.classes.class[id]=sel
			if (player(id,"health")>0) then
				parse("killplayer "..id)
			end
		end
	end
end
-----------------------
-- SPAWN --
-----------------------
addhook("spawn","sample.classes.spawn")
function sample.classes.spawn(id)
	-- SOLDIER
	if (sample.classes.class[id]<=1) then
		parse ("setmaxhealth "..id.." 150")
		parse ("setarmor "..id.." 202")
		parse ("speedmod "..id.." -5")
		return "40,4,51";
	end
	-- Undead
	if (sample.classes.class[id]==2) then
		parse ("setmaxhealth "..id.." 100")
		parse ("setarmor "..id.." 206")
		parse ("speedmod "..id.." 5")
		return "21,1";
	end
	-- ENGINEER
	if (sample.classes.class[id]==3) then
		parse ("setmaxhealth "..id.." 100")
		parse ("setarmor "..id.." 50")
		return "10,2,74";
	end
	-- PYRO
	if (sample.classes.class[id]==4) then
		parse ("setmaxhealth "..id.." 125")
		parse ("setarmor "..id.." 75")
		return "46,6,73";
	end
	-- SCOUT
	if (sample.classes.class[id]==5) then
		parse ("setmaxhealth "..id.." 75")
		parse ("setarmor "..id.." 0")
		parse ("speedmod "..id.." 15")
		return "5,69,54";
	end
	-- SNIPER
	if (sample.classes.class[id]==6) then
		parse ("setmaxhealth "..id.." 75")
		parse ("setarmor "..id.." 25")
		return "35,3,53";
	end
end
-----------------------
-- NO BUYING --
-----------------------
addhook("buy","sample.classes.buy")
function sample.classes.buy()
	return 1
end
-----------------------
-- NO COLLECTING --
-----------------------
addhook("walkover","sample.classes.walkover")
function sample.classes.walkover(id,iid,type)
	if (type>=61 and type<=68) then
		return 0
	end
	return 1
end
-----------------------
-- NO DROPPING --
-----------------------
addhook("drop","sample.classes.drop")
function sample.classes.drop()
	return 1
end
-----------------------
-- NO DEAD DROPPING --
-----------------------
addhook("die","sample.classes.die")
function sample.classes.die()
	return 1
end
-----------------------
-- LEVEL --
-----------------------
function initArray(m)
local array = {}
for i = 1, m do
array[i]=0
end
return array
end
level=initArray(32)
exp=initArray(32)
function string.split(text,b)
local cmd = {}
if b then
b = b
else
b = "%s"
end
b = "[^"..b.."]+"
for o in string.gmatch(text,b) do
table.insert(cmd,o)
end
return cmd
end
function totable(t,match)
local cmd = {}
if not match then match = "[^%s]+" end
for word in string.gmatch(t, match) do
table.insert(cmd, word)
end
return cmd
end
addhook("ms100","save_hud")
function save_hud()
for id = 1,32 do
if (player(id,"exists")) then
parse('hudtxt2 '..id..' 48 "©000100255Level: '..level[id]..' " 13 117')
parse('hudtxt2 '..id..' 49 "©000100255Exp: '..exp[id]..'/8 " 13 129')
end
end
end
addhook("kill","save_kill")
function save_kill(id)
	exp[id]=exp[id]+1
	if exp[id] == 8 then
		exp[id]=0
		level[id]=level[id]+1
		msg2(id,"©000255000Level up!@C")
		parse("sv_sound2 "..id.." levelup.wav")
		msg("©255075000"..player(id,"name").." reached "..level[id].." level!")
	end
	if exp[id] < 8 then
		parse("sv_sound2 "..id.." coin.wav")
	end
end
addhook("leave","save_leave") -- When you leave it saves
function save_leave(id)
if (player(id,"usgn")>0) then
io.output(io.open("sys/lua/saves/"..player(id,"usgn")..".txt","w+"))
io.write(exp[id].." "..level[id])
io.close()
end
end
addhook("die","save_die") -- When you die it saves
function save_die(id)
if (player(id,"usgn")>0) then
io.output(io.open("sys/lua/saves/"..player(id,"usgn")..".txt","w+"))
io.write(exp[id].." "..level[id])
io.close()
end
end
addhook("join","save_join") -- When join load
function save_join(id)
	if (player(id,"usgn")>0) then
		local filename = "sys/lua/saves/%s.txt"
		local file = io.open(filename:format(player(id,"usgn"), "r"))
		local line
		if not file then
			line = {0, 1}
			msg2(id,"©255000000Failed to save!@C")
		else
			line = file:read("*a"):split()
		end
		exp[id] = tonumber(line[1]) or 0 -- If line[1] is not a number, level[id] becomes 1
		level[id] = tonumber(line[2]) or 1 -- Same as above reasoning (prevents errors)
	else
		msg2(id,"©255000000No USGN found!@C")
		level[id]=1
	end
end
addhook("parse","save_parse")
function save_parse(cmd)
	_msg=totable(cmd)
	_t1=tostring(_msg[1])
	if (_t1=="set_lvl") then
		_t2=tonumber(_msg[2])
		_t3=tonumber(_msg[3])
		level[_t2]=_t3
		msg2(_t2,"©000255000Admin set your level to ".._t3.."!@C")
		parse("sv_sound2 ".._t2.." levelup.wav")
		msg("©255075000Admin set "..player(_t2,"name").." level to ".._t3.."!")
	end
	if (_t1=="give_lvl") then
		_t2=tonumber(_msg[2])
		_t3=tonumber(_msg[3])
		level[_t2]=level[_t2]+_t3
		msg2(_t2,"©000255000Admin give you ".._t3.." levels!@C")
		parse("sv_sound2 ".._t2.." levelup.wav")
		msg("©255075000Admin give "..player(_t2,"name").." ".._t3.." levels!")
	end
end
addhook("say","save_say")
function save_say(id,txt)
	if (txt=="!reset") then
		menu(id,"Reset your level?,Yes,No")
		parse("sv_sound2 "..id.." menu.wav")
		return 1
	end
end
addhook("say","save_sayy")
function save_sayy(id,txt)
	if txt == "!lvl_help" then
		msg2(id,"©000255000Server commands:")
		msg2(id,"©100255100!lvl_help - see Level and Exp mode commands")
		msg2(id,"©100255100!reset - reset your level to 1")
		msg2(id,"©100255100!info - See player level and exp")
		return 1
	end
end
addhook("say","save_sayyy")
function save_sayyy(id,txt)
	_msg=totable(txt)
	_t1=tostring(_msg[1])
	if _t1 == "!info" then
		_t2=tonumber(_msg[2])
		msg2(id,"©000100255"..player(_t2,"name").." has "..level[_t2].." level and "..exp[_t2].." exp.")
		return 1
	end
end
addhook("menu","save_menu")
function save_menu(id,title,sel)
	if title == "Reset your level?" then
		if sel == 1 then
			msg("©255000000"..player(id,"name").." Has reset level!")
			level[id]=1
			exp[id]=0
		elseif sel == 2 then
			level[id]=level[id]
			exp[id]=exp[id]
		end
	end
end
addhook("minute","save_minute")
function save_minute()
	msg("©000255000Level and Exp (v1.7) mode by RyceR")
	msg("©000255000Say !lvl_help to see Level and Exp mode commands")
	msg("©000255000Have Fun!")
end
------------
--Fireball--
------------
addhook("serveraction","my_serveraction")
function my_serveraction(id,action)
	if action == 3 then
		shootFireball(id)
	end
end
rpiconst = 180 / math.pi
imagepath = "sys/lua/fbmod/fireball.png" -- path to image
speed = 25 --speed of fireball
dmg = 100 --damage it does
function initArray(m,v)
local array = {}
for i = 1, m do
array[i]=v
end
return array
end
fireball = {x = 0,y = 0,dir = 0,fid = 0,exists=0,rot = 0}
fireballs = initArray(32,fireball) -- each person can only have 1 fireball atm.
function shootFireball(id)
	if(fireballs[id].exists ~= 0) then
		freeimage(fireballs[id].fid)
	end
	fireballs[id] = {x = player(id,"x"),y = player(id,"y"),dir =toRad(player(id,"rot")),fid = 0,exists = 1,rot = player(id,"rot")}
	drawFireball(id)
end
function toRad(deg) -- from degrees to radian
	return (deg / rpiconst)
end
function collision(xpos,ypos,id)
	if((xpos > player(id,"x") - 30) and (xpos < player(id,"x") + 30)) then
		if((ypos > player(id,"y") - 30) and (ypos < player(id,"y") + 30)) then
			--msg("collision!")
			return true
		end
	end
	return false
end
function updateFireball(id) --update position, check for bounds
	fireballs[id].y = fireballs[id].y - (math.cos(fireballs[id].dir)*speed)
	fireballs[id].x = fireballs[id].x + (math.sin(fireballs[id].dir)*speed)
	local xpos = fireballs[id].x -- tired of typing the long thing ;P
	local ypos = fireballs[id].y -- ditto
	for i,v in ipairs(player(0,"table")) do -- collision
		if(i ~= id) then
			if(collision(xpos,ypos,i)) then
				parse("sethealth "..i.." "..(player(i,"health")-dmg))
			end
		end
	end
	if(fireballs[id].x > (map("xsize")*32) or fireballs[id].x < 0 or fireballs[id].y > (map("ysize")*32) or fireballs[id].y < 0) then --check for map boundaries
		fireballs[id].exists = 0
		freeimage(fireballs[id].fid)
	else
		imagepos(fireballs[id].fid,fireballs[id].x,fireballs[id].y,fireballs[id].rot)
	end
end
function drawFireball(id) -- draw and rotate.
	fireballs[id].fid=image(imagepath,fireballs[id].x,fireballs[id].y,1)
	imagepos(fireballs[id].fid,fireballs[id].x,fireballs[id].y,fireballs[id].rot)
end
addhook("ms100","my_ms100")
function my_ms100()
	for i,v in ipairs(fireballs) do
		if(v.exists==0) then
			return
		end
		updateFireball(i)
	end
end
Can someone help me?? I know it's Edit of classes in samples
But i want the menu is on when i click F1 - serveraction 1 but menu is on when i click s action 1 s action 2 s action 3 pls helpAnd i want the fireball is work only on one class maybe undead guard
and if i say +Skill then skill - fireball is not working plz help
Edit Mod Help!
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