Add refresh button to /level as well as a user parameter
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@ -9,9 +9,9 @@
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#include < YSI\y_hooks >
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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/* ** Definitions ** */
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#define EXP_MAX_PLAYER_LEVEL ( 100.0 )
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#define DIALOG_VIEW_LEVEL 5943
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/* ** Double XP ** */
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/* ** Macros ** */
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#define IsDoubleXP() ( GetGVarInt( "doublexp" ) )
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#define IsDoubleXP() ( GetGVarInt( "doublexp" ) )
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/* ** Constants ** */
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/* ** Constants ** */
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@ -36,7 +36,10 @@ enum E_LEVEL_DATA {
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};
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};
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static const
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static const
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g_levelData[ ] [ E_LEVEL_DATA ] =
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Float: EXP_MAX_PLAYER_LEVEL = 100.0;
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static const
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g_levelData [ ] [ E_LEVEL_DATA ] =
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{
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{
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// Level Name Level 100 Req. XP Dilation (just to confuse user)
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// Level Name Level 100 Req. XP Dilation (just to confuse user)
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{ "Police", 7500.0, 20.0 }, // 7.5k arrests
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{ "Police", 7500.0, 20.0 }, // 7.5k arrests
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@ -75,6 +78,14 @@ stock Float: GetPlayerTotalExperience( playerid ) {
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}
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}
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/* ** Hooks ** */
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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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}
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return 1;
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}
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hook OnPlayerUpdateEx( playerid )
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hook OnPlayerUpdateEx( playerid )
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{
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{
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if ( IsPlayerLoggedIn( playerid ) )
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if ( IsPlayerLoggedIn( playerid ) )
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@ -103,6 +114,15 @@ hook OnPlayerDisconnect( playerid, reason ) {
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/* ** Commands ** */
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/* ** Commands ** */
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CMD:level( playerid, params[ ] )
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CMD:level( playerid, params[ ] )
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{
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{
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new
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watchingid;
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if ( sscanf( params, "u", watchingid ) )
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watchingid = playerid;
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if ( !IsPlayerConnected( watchingid ) )
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watchingid = playerid;
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new
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new
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player_total_lvl = 0;
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player_total_lvl = 0;
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@ -110,14 +130,16 @@ CMD:level( playerid, params[ ] )
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for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ )
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for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ )
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{
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{
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new Float: current_rank = GetPlayerLevel( playerid, E_LEVELS: level_id );
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new Float: current_rank = GetPlayerLevel( watchingid, E_LEVELS: level_id );
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new Float: next_rank = floatround( current_rank, floatround_floor ) + 1.0;
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new Float: next_rank = floatround( current_rank, floatround_floor ) + 1.0;
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new Float: next_rank_xp = ( g_levelData[ level_id ] [ E_MAX_UNITS ] * g_levelData[ level_id ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * ( next_rank * next_rank );
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new Float: next_rank_xp = ( g_levelData[ level_id ] [ E_MAX_UNITS ] * g_levelData[ level_id ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * ( next_rank * next_rank );
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player_total_lvl += floatround( current_rank, floatround_floor );
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player_total_lvl += floatround( current_rank, floatround_floor );
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format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%s%0.0f / %0.0f\t"COL_PURPLE"%0.0f XP\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank >= 100.0 ? ( COL_GREEN ) : ( COL_GREY ), current_rank, EXP_MAX_PLAYER_LEVEL, next_rank_xp - g_playerExperience[ playerid ] [ E_LEVELS: level_id ] );
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format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%s%0.0f / %0.0f\t"COL_PURPLE"%0.0f XP\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank >= 100.0 ? ( COL_GREEN ) : ( COL_GREY ), current_rank, EXP_MAX_PLAYER_LEVEL, next_rank_xp - g_playerExperience[ watchingid ] [ E_LEVELS: level_id ] );
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}
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}
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return ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}Player Level - Total Level %d", player_total_lvl ), szLargeString, "Close", "" );
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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(%d) Level - Total Level %d", ReturnPlayerName( watchingid ), watchingid, player_total_lvl ), szLargeString, "Refresh", "Close" );
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}
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}
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/* ** SQL Threads ** */
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/* ** SQL Threads ** */
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@ -156,7 +178,7 @@ stock GivePlayerExperience( playerid, E_LEVELS: level, Float: default_xp = 1.0,
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new Float: next_rank_xp = ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * float( next_rank * next_rank );
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new Float: next_rank_xp = ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * float( next_rank * next_rank );
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if ( g_playerExperience[ playerid ] [ level ] + xp_earned >= next_rank_xp ) {
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if ( g_playerExperience[ playerid ] [ level ] + xp_earned >= next_rank_xp ) {
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ShowPlayerHelpDialog( playerid, 10000, "~y~~h~Congratulations!~n~~n~~w~Your %s Level is now ~y~%d.", g_levelData[ _: level ] [ E_NAME ], next_rank );
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ShowPlayerHelpDialog( playerid, 10000, "~y~Congratulations!~n~~n~~w~Your %s Level is now ~y~%d.", g_levelData[ _: level ] [ E_NAME ], next_rank );
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if ( !IsPlayerUsingRadio( playerid ) ) PlayAudioStreamForPlayer( playerid, "http://files.sfcnr.com/game_sounds/levelup.mp3" );
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if ( !IsPlayerUsingRadio( playerid ) ) PlayAudioStreamForPlayer( playerid, "http://files.sfcnr.com/game_sounds/levelup.mp3" );
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}
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}
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@ -1,4 +1,5 @@
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(+) Adds a system of buying (/buycoins) and selling (/sellcoins) Irresistible Coins.
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(+) Adds an entirely new level and xp system (/level) ... sell your old xp via /xpmarket.
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(+) Adds a system of buying (/ic buy) and selling (/ic sell) Irresistible Coins.
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(+) Adds a premium real estate listing system, use /estate to see if any homes are interesting.
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(+) Adds a premium real estate listing system, use /estate to see if any homes are interesting.
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(+) Adds passive mode (togglable via /settings). Disables random death matching as an innocent player.
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(+) Adds passive mode (togglable via /settings). Disables random death matching as an innocent player.
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(+) You can now disable automatic weapon pickup through /settings.
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(+) You can now disable automatic weapon pickup through /settings.
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