pushing required level benefits
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@ -44,9 +44,32 @@ enum E_RANK_DATA
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E_COLOR,
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};
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enum E_BENEFIT_DATA
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{
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E_LEVELS: E_LEVEL_INDEX,
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E_BENEFIT[ 64 ],
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Float: E_LEVEL_REQUIRE
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};
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static const
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Float: EXP_MAX_PLAYER_LEVEL = 100.0;
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static const
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g_requirementData [ ] [ E_BENEFIT_DATA ] =
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{
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// whatever the level stuff is (no idea)
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{ E_POLICE, "Half the number of seconds you spend in jail.", 75.0 },
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{ E_POLICE, "Success rate for booby pins increase every police level", 0.0 },
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{ E_ROBBERY, "Higher the robbery level, the better success rate of a robbery", 0.0 },
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{ E_ROBBERY, "Higher the robbery level, the faster you can break into a safe", 0.0 },
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{ E_DEATHMATCH, "Benefit of dropping a health pickup when killing a player", 10.0 },
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{ E_ROLEPLAY, "Increase success rate in mining based on roleplay level", 0.0 }
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}
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;
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static const
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g_levelData [ ] [ E_LEVEL_DATA ] =
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{
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@ -106,8 +129,23 @@ stock Float: GetPlayerLevel( playerid, E_LEVELS: level )
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/* ** Hooks ** */
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_VIEW_LEVEL && response ) {
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return cmd_level( playerid, sprintf( "%d", GetPVarInt( playerid, "experience_watchingid" ) ) ), 1;
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if ( dialogid == DIALOG_VIEW_LEVEL && response )
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{
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new
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watchingid = GetPVarInt( playerid, "experience_watchingid" );
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szLargeString = ""COL_GREY"Benefit\t"COL_GREY"Required Level\n";
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for ( new i = 0; i < sizeof( g_requirementData ); i ++ )
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{
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if ( g_requirementData[ i ][ E_LEVEL_INDEX ] == E_LEVELS: listitem )
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{
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format( szLargeString, sizeof( szLargeString ), "%s"COL_WHITE"%s\t"COL_GOLD"%s\n", szLargeString, g_requirementData[ i ][ E_BENEFIT ], number_format( g_requirementData[ i ][ E_LEVEL_REQUIRE ], .decimals = 0 ) );
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}
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}
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ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's %s Level", ReturnPlayerName( watchingid ), g_levelData[ listitem ] [ E_NAME ] ), szLargeString, "Close", "" );
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return 1;
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}
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else if ( dialogid == DIALOG_XPMARKET && response )
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{
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@ -256,7 +294,7 @@ CMD:level( playerid, params[ ] )
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}
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SetPVarInt( playerid, "experience_watchingid", watchingid );
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return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's Level - Total Level %d", ReturnPlayerName( watchingid ), player_total_lvl ), szLargeString, "Refresh", "Close" );
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return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's Level - Total Level %d", ReturnPlayerName( watchingid ), player_total_lvl ), szLargeString, "Select", "Close" );
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}
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CMD:rank( playerid, params[ ] )
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