success rate depending on roleplay level
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@ -44,6 +44,7 @@ static stock
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g_orePrices [ ] = { 675, 900, 600, 2750, 3000, 3500, 4000, 2200, 2300, 1200 },
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g_oreMiningTime [ ] = { 2000, 2800, 1600, 6800, 7200, 7600, 8000, 6400, 6560, 4000 },
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g_oreQuanities [ ] = { 8, 8, 8, 8, 5, 3, 3, 5, 5, 6 },
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g_oreProbability [ ] = { 85, 80, 90, 45, 35, 30, 25, 52, 30, 75 },
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// Iterator
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Iterator: miningrock < MAX_ROCKS >
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@ -155,22 +156,17 @@ hook OnProgressCompleted( playerid, progressid, params )
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if ( progressid == PROGRESS_MINING )
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{
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new m = p_MiningOre{ playerid };
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new iRandom = random( 101 );
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new iRandom = random( 100 );
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p_isMining{ playerid } = false;
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g_miningData[ m ] [ E_MINING ] = INVALID_PLAYER_ID;
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if ( ( g_miningData[ m ] [ E_ORE ] == ORE_IRON && iRandom > 80 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_BAUXITE && iRandom > 85 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_GOLD && iRandom > 45 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_COAL && iRandom > 90 ||
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( g_miningData[ m ] [ E_ORE ] == ORE_DIAMOND && iRandom > 30 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_RUBY && iRandom > 35 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_SAPHHIRE && iRandom > 30 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_EMERALD && iRandom > 52 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_PLATINUM && iRandom > 25 ) ||
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( g_miningData[ m ] [ E_ORE ] == ORE_AMETHYST && iRandom > 75 ) )
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)
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new Float: random_chance = fRandomEx( 0.0, 101.0 );
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random_chance += GetPlayerLevel( playerid, E_ROLEPLAY ) * 0.2;
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// potential for a 20% success rate
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if ( random_chance < 20.0 )
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{
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SetPlayerMineOre( playerid, m );
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return SendError( playerid, "You did not find any ore. Mining again." );
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@ -384,7 +380,7 @@ hook OnPlayerEnterDynRaceCP( playerid, checkpointid )
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GivePlayerCash( playerid, cashEarned );
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StockMarket_UpdateEarnings( E_STOCK_MINING_COMPANY, cashEarned, 0.5 );
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GivePlayerScore( playerid, floatround( oresExported / 2 ) ); // 16 score is a bit too much for ore... so half that = 8
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//GivePlayerExperience( playerid, E_MINING, float( oresExported ) * 0.2 );
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GivePlayerExperience( playerid, E_ROLEPLAY, float( oresExported ) * 0.2 );
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SendServerMessage( playerid, "You have exported %d rock ore(s) to an industry, earning you "COL_GOLD"%s"COL_WHITE".", oresExported, cash_format( cashEarned ) );
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}
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return Y_HOOKS_BREAK_RETURN_1;
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@ -52,9 +52,9 @@ static const
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{
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// Level Name Bar Color Level 100 Req. XP Dilation Sell Value
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{ "Police", 0x3E7EFFFF, 7500.0, 20.0, 10.0 }, // 7.5k arrests
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{ "Robbery", 0xF83245FF, 30000.0, 15.0, 10.0 }, // 30K robberies
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{ "Deathmatch", 0xFF9233FF, 75000.0, 10.0, 5.0 }, // 75K kills
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{ "Roleplay", 0x33FF50FF, 75000.0, 10.0, 12.0 } // 14K minijob
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{ "Robbery", 0xF83245FF, 30000.0, 15.0, 10.0 }, // 30k robberies
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{ "Deathmatch", 0xFF9233FF, 75000.0, 10.0, 5.0 }, // 75k kills
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{ "Roleplay", 0x33FF50FF, 75000.0, 10.0, 12.0 } // 75k minijob
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/*
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{ "Fireman", 10000.0, 9.0 }, // 10k fires
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