add more benefits in the dialog

This commit is contained in:
Lorenc Pekaj 2019-06-26 22:52:39 +10:00
parent c321b05230
commit e986d8b004

View File

@ -10,6 +10,7 @@
/* ** Definitions ** */
//#define DIALOG_VIEW_LEVEL 5943
#define DIALOG_VIEW_LEVEL_BENEFIT 5944
/* ** Macros ** */
#define IsDoubleXP() ( GetGVarInt( "doublexp" ) )
@ -57,15 +58,21 @@ static const
static const
g_requirementData [ ] [ E_BENEFIT_DATA ] =
{
// whatever the level stuff is (no idea)
{ E_POLICE, "Half the number of seconds you spend in jail.", 75.0 },
{ E_POLICE, "Success rate for booby pins increase every police level", 0.0 },
// Police benefits
{ E_POLICE, "Half the number of seconds you spend in jail", 75.0 },
{ E_POLICE, "Guranteed success when breaking into a safe", 50.0 },
{ E_POLICE, "Success rate for bobby pins increase 1% each 25 levels", 0.0 },
{ E_POLICE, "Bail amount decreases 1% each level", 0.0 },
// Robbery benefits
{ E_ROBBERY, "Higher the robbery level, the better success rate of a robbery", 0.0 },
{ E_ROBBERY, "Higher the robbery level, the faster you can break into a safe", 0.0 },
{ E_DEATHMATCH, "Benefit of dropping a health pickup when killing a player", 10.0 },
// Deathmatch benefits
{ E_DEATHMATCH, "1% chance of dropping armour when you kill a player", 50.0 },
{ E_DEATHMATCH, "Killed players will drop health equivalent to your level", 10.0 },
// Roleplay benefits
{ E_ROLEPLAY, "Increase success rate in mining based on roleplay level", 0.0 }
}
;
@ -138,14 +145,23 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
for ( new i = 0; i < sizeof( g_requirementData ); i ++ )
{
if ( g_requirementData[ i ][ E_LEVEL_INDEX ] == E_LEVELS: listitem )
if ( g_requirementData[ i ] [ E_LEVEL_INDEX ] == E_LEVELS: listitem )
{
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 ) );
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 )
);
}
}
ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's %s Level", ReturnPlayerName( watchingid ), g_levelData[ listitem ] [ E_NAME ] ), szLargeString, "Close", "" );
return 1;
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" );
}
else if ( dialogid == DIALOG_VIEW_LEVEL_BENEFIT && ! response )
{
return cmd_xp( playerid, sprintf( "%d", GetPVarInt( playerid, "experience_watchingid" ) ) );
}
else if ( dialogid == DIALOG_XPMARKET && response )
{