add more benefits in the dialog
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@ -10,6 +10,7 @@
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/* ** Definitions ** */
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/* ** Definitions ** */
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//#define DIALOG_VIEW_LEVEL 5943
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//#define DIALOG_VIEW_LEVEL 5943
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#define DIALOG_VIEW_LEVEL_BENEFIT 5944
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/* ** Macros ** */
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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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@ -57,15 +58,21 @@ static const
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static const
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static const
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g_requirementData [ ] [ E_BENEFIT_DATA ] =
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g_requirementData [ ] [ E_BENEFIT_DATA ] =
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{
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{
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// whatever the level stuff is (no idea)
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// Police benefits
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{ E_POLICE, "Half the number of seconds you spend in jail.", 75.0 },
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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_POLICE, "Guranteed success when breaking into a safe", 50.0 },
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{ E_POLICE, "Success rate for bobby pins increase 1% each 25 levels", 0.0 },
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{ E_POLICE, "Bail amount decreases 1% each level", 0.0 },
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// Robbery benefits
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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 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_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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// Deathmatch benefits
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{ E_DEATHMATCH, "1% chance of dropping armour when you kill a player", 50.0 },
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{ E_DEATHMATCH, "Killed players will drop health equivalent to your level", 10.0 },
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// Roleplay benefits
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{ E_ROLEPLAY, "Increase success rate in mining based on roleplay level", 0.0 }
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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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;
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;
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@ -140,12 +147,21 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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{
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if ( g_requirementData[ i ] [ E_LEVEL_INDEX ] == E_LEVELS: listitem )
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if ( g_requirementData[ i ] [ E_LEVEL_INDEX ] == E_LEVELS: listitem )
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{
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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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format(
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szLargeString,
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sizeof( szLargeString ),
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"%s"COL_WHITE"%s\t"COL_GOLD"%s\n",
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szLargeString,
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g_requirementData[ i ] [ E_BENEFIT ],
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number_format( g_requirementData[ i ] [ E_LEVEL_REQUIRE ], .decimals = 0 )
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);
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}
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}
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}
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}
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return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL_BENEFIT, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's %s Level", ReturnPlayerName( watchingid ), g_levelData[ listitem ] [ E_NAME ] ), szLargeString, "Close", "Back" );
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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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}
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return 1;
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else if ( dialogid == DIALOG_VIEW_LEVEL_BENEFIT && ! response )
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{
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return cmd_xp( playerid, sprintf( "%d", GetPVarInt( playerid, "experience_watchingid" ) ) );
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}
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}
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else if ( dialogid == DIALOG_XPMARKET && response )
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else if ( dialogid == DIALOG_XPMARKET && response )
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{
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{
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