From 1005a506b6b8353ff5982bf128d595c44b7cc18a Mon Sep 17 00:00:00 2001 From: Lorenc Pekaj Date: Fri, 28 Sep 2018 10:29:13 +1000 Subject: [PATCH] add more levels ... copy queries at the bottom to fully populate --- gamemodes/irresistible/cnr/experience.pwn | 56 +++++++++++++++++------ 1 file changed, 42 insertions(+), 14 deletions(-) diff --git a/gamemodes/irresistible/cnr/experience.pwn b/gamemodes/irresistible/cnr/experience.pwn index b301937..03937a7 100644 --- a/gamemodes/irresistible/cnr/experience.pwn +++ b/gamemodes/irresistible/cnr/experience.pwn @@ -9,7 +9,7 @@ #include < YSI\y_hooks > /* ** Definitions ** */ -#define EXP_MAX_PLAYER_LEVEL ( 100 ) +#define EXP_MAX_PLAYER_LEVEL ( 100.0 ) /* ** Double XP ** */ #define IsDoubleXP() ( GetGVarInt( "doublexp" ) ) @@ -19,12 +19,12 @@ enum E_LEVELS { E_LAW_ENFORCEMENT, E_DEATHMATCH, E_ROBBERY, - // E_FIREMAN, - // E_HITMAN, - // E_BURGLAR, - // E_TERRORIST, - // E_CAR_JACKER, - // E_DRUG_PRODUCTION + E_FIREMAN, + E_HITMAN, + E_BURGLAR, + E_TERRORIST, + E_CAR_JACKER, + E_DRUG_PRODUCTION }; enum E_LEVEL_DATA { @@ -35,9 +35,15 @@ static const g_levelData[ ] [ E_LEVEL_DATA ] = { // Level Name Level 100 Req. XP Dilation (just to confuse user) - { "Law Enforcement", 25000.0, 3.0 }, // 25K arrests - { "Robbery", 100000.0, 2.0 }, // 100K robberies - { "Deathmatch", 200000.0, 1.0 } // 200K kills + { "Law Enforcement", 10000.0, 3.0 }, // 10K arrests + { "Robbery", 50000.0, 2.0 }, // 100K robberies + { "Deathmatch", 100000.0, 1.0 }, // 100K kills + { "Fireman", 10000.0, 3.0 }, // 10k fires + { "Hitman", 1500.0, 1.5 }, // 1.5k contracts + { "Burglar", 2000.0, 2.5 }, // 2K burglaries + { "Terrorist", 15000.0, 2.0 }, // 15k blown entities + { "Car Jacker", 10000.0, 2.0 }, // 10k cars jacked + { "Drug Production", 10000.0, 2.0 } // 10k exports drug related } ; @@ -90,6 +96,9 @@ hook OnPlayerDisconnect( playerid, reason ) { /* ** Commands ** */ CMD:level( playerid, params[ ] ) { + new + player_total_lvl = 0; + szLargeString = ""COL_GREY"Skill\t"COL_GREY"Current Level\t"COL_GREY"% To Next Level\n"; for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ ) @@ -97,9 +106,17 @@ CMD:level( playerid, params[ ] ) new Float: current_rank = GetPlayerLevel( playerid, E_LEVELS: level_id ); new Float: progress_to_next_level = floatfract( current_rank ) * 100.0; - format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%d\t%0.1f%\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank, progress_to_next_level ); + player_total_lvl += floatround( current_rank, floatround_floor ); + format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%0.0f / %0.0f\t%0.1f%\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank, EXP_MAX_PLAYER_LEVEL, progress_to_next_level ); } - return ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Player Level", szLargeString, "Close", "" ); + return ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}Player Level - Total Level %d", player_total_lvl ), szLargeString, "Close", "" ); +} + +CMD:givelevel( playerid, params[ ] ) { + new rank, Float: xp; + sscanf( params, "df", rank, xp ); + GivePlayerExperience( playerid, E_LEVELS: rank, xp ); + return 1; } /* ** SQL Threads ** */ @@ -125,13 +142,13 @@ thread Experience_OnLoad( playerid ) } /* ** Functions ** */ -stock GivePlayerExperience( playerid, E_LEVELS: level, Float: experience = 1.0 ) +stock GivePlayerExperience( playerid, E_LEVELS: level, Float: default_xp = 1.0 ) { if ( ! IsPlayerLoggedIn( playerid ) ) return; // dilation is there so people see +3 when they arrest ... could trigger dopamine levels instead of constantly +1 lol - new xp_earned = ( experience * g_levelData[ _: level ] [ E_XP_DILATION ] ) * ( IsDoubleXP( ) ? 2.0 : 1.0 ); + new xp_earned = ( default_xp * g_levelData[ _: level ] [ E_XP_DILATION ] ) * ( IsDoubleXP( ) ? 2.0 : 1.0 ); // check if its over 100 anyway if ( ( g_playerExperience[ playerid ] [ level ] += xp_earned ) > g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) { @@ -173,4 +190,15 @@ stock GetPlayerTotalLevel( playerid, &level = 0 ) { PRIMARY KEY (USER_ID, LEVEL_ID), FOREIGN KEY (USER_ID) REFERENCES USERS (ID) ON DELETE CASCADE ); + + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 0 as LEVEL_ID, ARRESTS * 3.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 1 as LEVEL_ID, ROBBERIES * 2.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 2 as LEVEL_ID, KILLS * 1.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 3 as LEVEL_ID, FIRES * 3.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 4 as LEVEL_ID, CONTRACTS * 1.5 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 5 as LEVEL_ID, BURGLARIES * 1.5 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 6 as LEVEL_ID, (BLEW_JAILS + BLEW_VAULT) * 2.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 7 as LEVEL_ID, VEHICLES_JACKED * 2.0 AS EXPERIENCE FROM USERS); + INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 8 as LEVEL_ID, (METH_YIELDED + (TRUCKED*0.33)) * 2.0 AS EXPERIENCE FROM USERS); + DELETE FROM USER_LEVELS WHERE EXPERIENCE = 0; */