add different colors to experience
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@ -32,7 +32,9 @@ enum E_LEVELS {
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};
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enum E_LEVEL_DATA {
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E_NAME[ 16 ], Float: E_MAX_UNITS, Float: E_XP_DILATION
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E_NAME[ 16 ], E_COLOUR,
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Float: E_MAX_UNITS, Float: E_XP_DILATION
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};
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static const
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@ -41,10 +43,10 @@ static const
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static const
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g_levelData [ ] [ E_LEVEL_DATA ] =
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{
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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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{ "Robbery", 30000.0, 15.0 }, // 30K robberies
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{ "Deathmatch", 75000.0, 10.0 } // 75K kills
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// Level Name Bar Color Level 100 Req. XP Dilation (just to confuse user)
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{ "Police", 0x3E7EFFFF, 7500.0, 20.0 }, // 7.5k arrests
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{ "Robbery", 0xF83245FF, 30000.0, 15.0 }, // 30K robberies
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{ "Deathmatch", 0xFF9233FF, 75000.0, 10.0 } // 75K kills
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/*
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{ "Fireman", 10000.0, 9.0 }, // 10k fires
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{ "Hitman", 1500.0, 4.5 }, // 1.5k contracts
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@ -234,7 +236,9 @@ stock GivePlayerExperience( playerid, E_LEVELS: level, Float: default_xp = 1.0,
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// alert user
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KillTimer( p_playerExpHideTimer[ playerid ] );
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PlayerTextDrawColor( playerid, p_playerExpTitle[ playerid ], g_levelData[ _: level ] [ E_COLOUR ] );
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PlayerTextDrawShow( playerid, p_playerExpTitle[ playerid ] );
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SetPlayerProgressBarColour( playerid, p_playerExpProgress[ playerid ], g_levelData[ _: level ] [ E_COLOUR ] );
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ShowPlayerProgressBar( playerid, p_playerExpProgress[ playerid ] );
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PlayerTextDrawSetString( playerid, p_playerExpAwardTD[ playerid ], sprintf( "+%0.0f XP", xp_earned ) );
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PlayerTextDrawShow( playerid, p_playerExpAwardTD[ playerid ] );
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