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//第八步,玩家杀人得分得金钱,死亡扣分扣金钱
public OnPlayerDeath(playerid, killerid, reason)//玩家被杀死时调用
{
//8.1,先显示个图标
SendDeathMessage(killerid, playerid, reason);
//8.2,没有凶手的死亡。就步处罚太重吧
if(killerid==INVALID_PLAYER_ID)//如果没有凶手
{
GivePlayerMoney(playerid,-500);//减少死亡的玩家金钱
SetPlayerScore(playerid,GetPlayerScore(playerid)-1);//减少死亡的玩家积分
if(GetPlayerMoney(playerid)<0)//如果被杀玩家的金钱小于0
{
GivePlayerMoney(playerid,-GetPlayerMoney(playerid));//恢复金钱
}
}
//8.3,有凶手就不同了
if(killerid!=INVALID_PLAYER_ID)//
{
new cash = GetPlayerMoney(playerid);//创建变量 cash = 获取玩家金钱
GivePlayerMoney(playerid,-(cash/2));//减少被杀玩家一半金钱
SetPlayerScore(playerid,GetPlayerScore(playerid)-1);//减少被杀玩家的积分
if(GetPlayerMoney(playerid)<0)//如果被杀玩家的金钱小于0
{
GivePlayerMoney(playerid,-cash);//恢复金钱
}
GivePlayerMoney(killerid,-(cash/2));//增加凶手的金钱为 被杀玩家一半金钱
SetPlayerScore(killerid,GetPlayerScore(playerid)+1);//增加凶手的积分
if(GetPlayerMoney(killerid)<0)//如果凶手的金钱小于0
{
GivePlayerMoney(playerid,-GetPlayerMoney(killerid));//恢复金钱
}
}
return 1;//如果返回值为0,那么玩家死亡后,要重新选择皮肤。如果不为0,就直接重生
}