/dropmoney, /dropweapon ... 1% chance drop of armour when you die if ur dm lvl over 50

This commit is contained in:
Lorenc Pekaj 2018-10-14 16:10:57 +11:00
parent 1cfe7cffe6
commit 749f52ca73
2 changed files with 117 additions and 23 deletions

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@ -70,7 +70,8 @@ static stock
{ "{8ADE47}Stephanie:"COL_WHITE" Contribute to our feature "COL_GREY"/crowdfunds"COL_WHITE"! Early supporters get benefits!" }, { "{8ADE47}Stephanie:"COL_WHITE" Contribute to our feature "COL_GREY"/crowdfunds"COL_WHITE"! Early supporters get benefits!" },
{ "{8ADE47}Stephanie:"COL_WHITE" Don't want to be interrupted as an innocent player? Enter passive mode with "COL_GREY"/passive"COL_WHITE"!" }, { "{8ADE47}Stephanie:"COL_WHITE" Don't want to be interrupted as an innocent player? Enter passive mode with "COL_GREY"/passive"COL_WHITE"!" },
{ "{8ADE47}Stephanie:"COL_WHITE" You can buy premium player homes using "COL_GREY"/estate"COL_WHITE"!" }, { "{8ADE47}Stephanie:"COL_WHITE" You can buy premium player homes using "COL_GREY"/estate"COL_WHITE"!" },
{ "{8ADE47}Stephanie:"COL_WHITE" You can buy Irresistible Coins from players using "COL_GREY"/ic buy"COL_WHITE"!" } { "{8ADE47}Stephanie:"COL_WHITE" You can buy Irresistible Coins from players using "COL_GREY"/ic buy"COL_WHITE"!" },
{ "{8ADE47}Stephanie:"COL_WHITE" Buy a secure wallet to reduce the amount of money you drop when you die!" }
}, },
g_randomMessageTick = 0 g_randomMessageTick = 0
; ;

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@ -16,7 +16,7 @@
#define WEAPON_DROP_ENABLED #define WEAPON_DROP_ENABLED
/* ** Definitions ** */ /* ** Definitions ** */
#define MAX_WEAPON_DROPS ( 50 ) #define MAX_WEAPON_DROPS ( 100 )
#define WEAPON_HEALTH ( 100 ) #define WEAPON_HEALTH ( 100 )
#define WEAPON_ARMOUR ( 101 ) #define WEAPON_ARMOUR ( 101 )
@ -30,6 +30,7 @@ enum E_WEAPONDROP_DATA {
static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ]; static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ];
static Iterator: weapondrop < MAX_WEAPON_DROPS >; static Iterator: weapondrop < MAX_WEAPON_DROPS >;
static p_PlayerPickupDelay [ MAX_PLAYERS ];
static g_HealthPickup; static g_HealthPickup;
@ -46,18 +47,16 @@ hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
hook OnPlayerDeath( playerid, killerid, reason ) hook OnPlayerDeath( playerid, killerid, reason )
#endif #endif
{ {
static new Float: X, Float: Y, Float: Z;
Float: X, Float: Y, Float: Z; new expire_time = GetServerTime( ) + 180;
GetPlayerPos( playerid, X, Y, Z );
if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) ) if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) )
{ {
if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) ) if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) )
return 1; return 1;
GetPlayerPos( playerid, X, Y, Z );
new
expire_time = GetServerTime( ) + 180;
for ( new slotid = 0; slotid < 13; slotid++ ) for ( new slotid = 0; slotid < 13; slotid++ )
{ {
@ -88,22 +87,30 @@ hook OnPlayerDeath( playerid, killerid, reason )
CreateWeaponPickup( WEAPON_HEALTH, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); CreateWeaponPickup( WEAPON_HEALTH, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
} }
// money // random armour drop (1% chance)
new if ( killer_dm_level >= 50 && random( 101 ) == 66 ) {
player_money = GetPlayerCash( playerid ); CreateWeaponPickup( WEAPON_ARMOUR, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
if ( player_money )
{
// half the amount lost through secure wallet
if ( p_SecureWallet{ playerid } ) {
player_money = floatround( float( player_money ) * 0.5 );
}
// reduce player money
GivePlayerCash( playerid, -player_money );
CreateWeaponPickup( WEAPON_MONEY, player_money, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
} }
} }
// drop player money
new
player_money = floatround( float( GetPlayerCash( playerid ) ) * 0.25 );
if ( player_money > 0 )
{
// half the amount lost through secure wallet
if ( p_SecureWallet{ playerid } ) {
player_money = floatround( float( player_money ) * 0.5 );
}
// message the player
ShowPlayerHelpDialog( playerid, 5000, "~w~You have dropped ~r~%s", cash_format( player_money ) );
// reduce player money
GivePlayerCash( playerid, -player_money );
CreateWeaponPickup( WEAPON_MONEY, player_money, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
}
return 1; return 1;
} }
@ -119,6 +126,10 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
return 1; return 1;
} }
// ignore if theres a delay
if ( p_PlayerPickupDelay[ playerid ] > GetServerTime( ) )
return 1;
// Player Drops // Player Drops
foreach ( new dropid : weapondrop ) foreach ( new dropid : weapondrop )
{ {
@ -202,6 +213,88 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
return 1; return 1;
} }
/* ** Commands ** */
CMD:moneybag( playerid, params[ ] ) return cmd_dropmoney( playerid, params );
CMD:dm( playerid, params[ ] ) return cmd_dropmoney( playerid, params );
CMD:dropmoney( playerid, params[ ] )
{
new
money;
if ( sscanf( params, "d", money ) ) return SendUsage( playerid, "/dropmoney [AMOUNT]" );
else if ( money < 10000 ) return SendError( playerid, "The minimum amount you can drop is $10,000." );
else if ( money > GetPlayerCash( playerid ) ) return SendError( playerid, "You do not have this much money on you." );
else if ( GetPlayerVIPLevel( playerid ) < VIP_REGULAR ) return SendError( playerid, "You need to be V.I.P to use this, to become one visit "COL_GREY"donate.sfcnr.com" );
else if ( GetPVarInt( playerid, "dropmoney_cooldown" ) > GetServerTime( ) ) return SendError( playerid, "You must wait %d seconds before using this command again.", GetPVarInt( playerid, "dropmoney_cooldown" ) - GetServerTime( ) );
else
{
new
Float: X, Float: Y, Float: Z;
GetPlayerPos( playerid, X, Y, Z );
if ( CreateWeaponPickup( WEAPON_MONEY, money, 0, X, Y, Z, GetServerTime( ) + 300 ) != ITER_NONE ) {
p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 4;
SendServerMessage( playerid, "You have dropped a %s money bag. It will expire in five minutes.", cash_format( money ) );
GivePlayerCash( playerid, -money );
Streamer_Update( playerid );
SetPVarInt( playerid, "dropmoney_cooldown", GetServerTime( ) + 10 );
} else {
SendError( playerid, "Failed to create a money bag. Try again in a little bit." );
}
}
return 1;
}
CMD:disposeweapon( playerid, params[ ] ) return cmd_dropweapon( playerid, params );
CMD:dw( playerid, params[ ] ) return cmd_dropweapon( playerid, params );
CMD:dropweapon( playerid, params[ ] ) {
if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
new
iCurrentWeapon = GetPlayerWeapon( playerid ),
iWeaponID[ 13 ],
iWeaponAmmo[ 13 ]
;
if ( iCurrentWeapon != 0 )
{
for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ )
{
new
iWeapon,
iAmmo;
GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo );
if ( iWeapon != iCurrentWeapon ) {
GetPlayerWeaponData( playerid, iSlot, iWeaponID[ iSlot ], iWeaponAmmo[ iSlot ] );
}
else
{
new
Float: X, Float: Y, Float: Z;
if ( GetPlayerPos( playerid, X, Y, Z ) && CreateWeaponPickup( iWeapon, iAmmo, iSlot, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, GetServerTime( ) + 120 ) != ITER_NONE ) {
p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 3;
}
}
}
ResetPlayerWeapons( playerid );
for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ ) {
GivePlayerWeapon( playerid, iWeaponID[ iSlot ], 0 <= iWeaponAmmo[ iSlot ] < 16384 ? iWeaponAmmo[ iSlot ] : 16384 );
}
SetPlayerArmedWeapon( playerid, 0 ); // prevent driveby
return SendServerMessage( playerid, "You have dropped your weapon." );
} else {
return SendError( playerid, "You are not holding any weapon." );
}
}
/* ** Functions ** */ /* ** Functions ** */
stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) { stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) {
@ -215,7 +308,7 @@ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z,
switch ( weaponid ) { switch ( weaponid ) {
case WEAPON_HEALTH: modelid = 1240; case WEAPON_HEALTH: modelid = 1240;
case WEAPON_MONEY: { case WEAPON_MONEY: {
if ( ammo > 10000 ) { if ( ammo >= 1000 ) {
modelid = 1550; modelid = 1550;
} else { } else {
modelid = 1212; modelid = 1212;