reduce bc success by 5% ... reduce lvl 100 requirements
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@ -39,9 +39,9 @@ static const
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g_levelData[ ] [ E_LEVEL_DATA ] =
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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", 10000.0, 20.0 }, // 10K arrests
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{ "Police", 7500.0, 20.0 }, // 7.5k arrests
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{ "Robbery", 50000.0, 15.0 }, // 100K robberies
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{ "Robbery", 30000.0, 15.0 }, // 30K robberies
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{ "Deathmatch", 100000.0, 10.0 } // 100K kills
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{ "Deathmatch", 75000.0, 10.0 } // 75K kills
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/*
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/*
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{ "Fireman", 10000.0, 9.0 }, // 10k fires
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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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{ "Hitman", 1500.0, 4.5 }, // 1.5k contracts
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@ -25333,7 +25333,7 @@ stock BreakPlayerCuffs( playerid, &attempts = 0 )
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GetServerPoliceRatio( police_percentage );
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GetServerPoliceRatio( police_percentage );
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// probability based off some factors
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// probability based off some factors
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new probability = 20 + floatround( police_percentage, floatround_floor );
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new probability = 15 + floatround( police_percentage, floatround_floor );
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// attempt to uncuff
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// attempt to uncuff
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for ( attempts = 1; attempts < p_BobbyPins[ playerid ]; attempts ++ )
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for ( attempts = 1; attempts < p_BobbyPins[ playerid ]; attempts ++ )
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