success rate depending on roleplay level

This commit is contained in:
Stev 2019-06-01 17:26:09 +01:00
parent a27e3fbc67
commit 040c4684b0
2 changed files with 12 additions and 16 deletions

View File

@ -44,6 +44,7 @@ static stock
g_orePrices [ ] = { 675, 900, 600, 2750, 3000, 3500, 4000, 2200, 2300, 1200 }, g_orePrices [ ] = { 675, 900, 600, 2750, 3000, 3500, 4000, 2200, 2300, 1200 },
g_oreMiningTime [ ] = { 2000, 2800, 1600, 6800, 7200, 7600, 8000, 6400, 6560, 4000 }, g_oreMiningTime [ ] = { 2000, 2800, 1600, 6800, 7200, 7600, 8000, 6400, 6560, 4000 },
g_oreQuanities [ ] = { 8, 8, 8, 8, 5, 3, 3, 5, 5, 6 }, g_oreQuanities [ ] = { 8, 8, 8, 8, 5, 3, 3, 5, 5, 6 },
g_oreProbability [ ] = { 85, 80, 90, 45, 35, 30, 25, 52, 30, 75 },
// Iterator // Iterator
Iterator: miningrock < MAX_ROCKS > Iterator: miningrock < MAX_ROCKS >
@ -155,22 +156,17 @@ hook OnProgressCompleted( playerid, progressid, params )
if ( progressid == PROGRESS_MINING ) if ( progressid == PROGRESS_MINING )
{ {
new m = p_MiningOre{ playerid }; new m = p_MiningOre{ playerid };
new iRandom = random( 101 ); new iRandom = random( 100 );
p_isMining{ playerid } = false; p_isMining{ playerid } = false;
g_miningData[ m ] [ E_MINING ] = INVALID_PLAYER_ID; g_miningData[ m ] [ E_MINING ] = INVALID_PLAYER_ID;
if ( ( g_miningData[ m ] [ E_ORE ] == ORE_IRON && iRandom > 80 ) || new Float: random_chance = fRandomEx( 0.0, 101.0 );
( g_miningData[ m ] [ E_ORE ] == ORE_BAUXITE && iRandom > 85 ) ||
( g_miningData[ m ] [ E_ORE ] == ORE_GOLD && iRandom > 45 ) || random_chance += GetPlayerLevel( playerid, E_ROLEPLAY ) * 0.2;
( g_miningData[ m ] [ E_ORE ] == ORE_COAL && iRandom > 90 ||
( g_miningData[ m ] [ E_ORE ] == ORE_DIAMOND && iRandom > 30 ) || // potential for a 20% success rate
( g_miningData[ m ] [ E_ORE ] == ORE_RUBY && iRandom > 35 ) || if ( random_chance < 20.0 )
( g_miningData[ m ] [ E_ORE ] == ORE_SAPHHIRE && iRandom > 30 ) ||
( g_miningData[ m ] [ E_ORE ] == ORE_EMERALD && iRandom > 52 ) ||
( g_miningData[ m ] [ E_ORE ] == ORE_PLATINUM && iRandom > 25 ) ||
( g_miningData[ m ] [ E_ORE ] == ORE_AMETHYST && iRandom > 75 ) )
)
{ {
SetPlayerMineOre( playerid, m ); SetPlayerMineOre( playerid, m );
return SendError( playerid, "You did not find any ore. Mining again." ); return SendError( playerid, "You did not find any ore. Mining again." );
@ -384,7 +380,7 @@ hook OnPlayerEnterDynRaceCP( playerid, checkpointid )
GivePlayerCash( playerid, cashEarned ); GivePlayerCash( playerid, cashEarned );
StockMarket_UpdateEarnings( E_STOCK_MINING_COMPANY, cashEarned, 0.5 ); StockMarket_UpdateEarnings( E_STOCK_MINING_COMPANY, cashEarned, 0.5 );
GivePlayerScore( playerid, floatround( oresExported / 2 ) ); // 16 score is a bit too much for ore... so half that = 8 GivePlayerScore( playerid, floatround( oresExported / 2 ) ); // 16 score is a bit too much for ore... so half that = 8
//GivePlayerExperience( playerid, E_MINING, float( oresExported ) * 0.2 ); GivePlayerExperience( playerid, E_ROLEPLAY, float( oresExported ) * 0.2 );
SendServerMessage( playerid, "You have exported %d rock ore(s) to an industry, earning you "COL_GOLD"%s"COL_WHITE".", oresExported, cash_format( cashEarned ) ); SendServerMessage( playerid, "You have exported %d rock ore(s) to an industry, earning you "COL_GOLD"%s"COL_WHITE".", oresExported, cash_format( cashEarned ) );
} }
return Y_HOOKS_BREAK_RETURN_1; return Y_HOOKS_BREAK_RETURN_1;

View File

@ -52,9 +52,9 @@ static const
{ {
// Level Name Bar Color Level 100 Req. XP Dilation Sell Value // Level Name Bar Color Level 100 Req. XP Dilation Sell Value
{ "Police", 0x3E7EFFFF, 7500.0, 20.0, 10.0 }, // 7.5k arrests { "Police", 0x3E7EFFFF, 7500.0, 20.0, 10.0 }, // 7.5k arrests
{ "Robbery", 0xF83245FF, 30000.0, 15.0, 10.0 }, // 30K robberies { "Robbery", 0xF83245FF, 30000.0, 15.0, 10.0 }, // 30k robberies
{ "Deathmatch", 0xFF9233FF, 75000.0, 10.0, 5.0 }, // 75K kills { "Deathmatch", 0xFF9233FF, 75000.0, 10.0, 5.0 }, // 75k kills
{ "Roleplay", 0x33FF50FF, 75000.0, 10.0, 12.0 } // 14K minijob { "Roleplay", 0x33FF50FF, 75000.0, 10.0, 12.0 } // 75k minijob
/* /*
{ "Fireman", 10000.0, 9.0 }, // 10k fires { "Fireman", 10000.0, 9.0 }, // 10k fires