commit
f052005fe9
@ -1761,6 +1761,9 @@ stock GetProductPrice( businessid, bool: hardened = false )
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if ( strmatch( szCity, "San Fierro" ) ) {
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price *= 1.10;
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}
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else {
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price *= 0.50;
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}
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// hardened with vehicle, 25% more profit
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if ( hardened ) {
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@ -180,6 +180,9 @@ CMD:arrest( playerid, params[ ] )
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( COP_ARREST_PAY_PER_WANTED );
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new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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if ( GetPlayerLevel( victimid, E_POLICE ) >= 75.0 ) {
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totalSeconds = floatround( float( totalSeconds ) * 0.5 );
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}
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GivePlayerScore( playerid, 2 );
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GivePlayerExperience( playerid, E_POLICE );
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GivePlayerCash( playerid, totalCash );
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@ -396,9 +399,13 @@ stock BreakPlayerCuffs( playerid )
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}
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else p_BobbyPins[ playerid ] --;
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new probability = 50; // success rate probability
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new Float: probability = fRandomEx( 0.0, 100.0 );
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if ( random( 101 ) <= probability )
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// multiply success rate every 25 levels (only 1, 2, 3, 4x)
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probability *= GetPlayerLevel( playerid, E_POLICE ) / 25.0 + 1.0;
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// if probability >= n% after multiplying as well then uncuff
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if ( probability >= 75.0 )
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{
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if ( ! IsPlayerCuffed( playerid ) )
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{
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@ -32,13 +32,13 @@ CMD:bail( playerid, params[ ] )
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else if ( GetPVarInt( pID, "bail_antispam" ) > g_iTime ) return SendError( playerid, "You must wait 10 seconds before offering a bail to this player." );
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else
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{
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equa = BAIL_DOLLARS_PER_SECOND * p_JailTime[ pID ];
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if ( p_JailTime[ pID ] >= ALCATRAZ_TIME_WANTED ) equa *= 2;
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p_BailOfferer[ pID ] = playerid;
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p_BailTimestamp[ pID ] = g_iTime + 120;
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SetPVarInt( pID, "bail_antispam", g_iTime + 1 );
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SendServerMessage( playerid, "You have offered %s(%d) bail for "COL_GOLD"%s", ReturnPlayerName( pID ), pID, cash_format( equa ) );
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SendClientMessageFormatted( pID, -1, ""COL_GREY"[SERVER]"COL_WHITE" %s(%d) has offered to bail you out for "COL_GOLD"%s"COL_WHITE". "COL_ORANGE"/acceptbail"COL_WHITE" to accept the bail.", ReturnPlayerName( playerid ), playerid, cash_format( equa ) );
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ pID ] ) * ( 1.0 - GetPlayerLevel( pID, E_POLICE ) / 125.0 ) );
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if ( p_JailTime[ pID ] >= ALCATRAZ_TIME_WANTED ) equa *= 2;
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p_BailOfferer[ pID ] = playerid;
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p_BailTimestamp[ pID ] = g_iTime + 120;
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SetPVarInt( pID, "bail_antispam", g_iTime + 1 );
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SendServerMessage( playerid, "You have offered %s(%d) bail for "COL_GOLD"%s", ReturnPlayerName( pID ), pID, cash_format( equa ) );
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SendClientMessageFormatted( pID, -1, ""COL_GREY"[SERVER]"COL_WHITE" %s(%d) has offered to bail you out for "COL_GOLD"%s"COL_WHITE". "COL_ORANGE"/acceptbail"COL_WHITE" to accept the bail.", ReturnPlayerName( playerid ), playerid, cash_format( equa ) );
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}
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return 1;
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}
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@ -46,7 +46,7 @@ CMD:bail( playerid, params[ ] )
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CMD:acceptbail( playerid, params[ ] )
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{
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new
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equa = BAIL_DOLLARS_PER_SECOND * p_JailTime[ playerid ];
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ playerid ] ) * ( 1.0 - GetPlayerLevel( playerid, E_POLICE ) / 125.0 ) );
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if ( p_JailTime[ playerid ] >= ALCATRAZ_TIME_WANTED )
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equa *= 2;
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@ -61,7 +61,7 @@ CMD:acceptbail( playerid, params[ ] )
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new
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cashEarned = floatround( equa * 0.70 );
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GivePlayerCash( playerid, -equa );
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GivePlayerCash( playerid, -equa );
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GivePlayerCash( p_BailOfferer[ playerid ], cashEarned );
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StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, cashEarned, 0.1 );
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SendClientMessageFormatted( p_BailOfferer[ playerid ], -1, ""COL_GREEN"[BAIL]"COL_WHITE" %s(%d) has paid bail. You have earned "COL_GOLD"%s"COL_WHITE" from his bail.", ReturnPlayerName( playerid ), playerid, cash_format( cashEarned ) );
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@ -11,7 +11,7 @@
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/* ** Definitions ** */
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#define MAX_FIRES ( 10 )
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#define FIRE_EXTINGUISH_PAYOUT ( 6000 )
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#define FIRE_EXTINGUISH_PAYOUT ( 5000 )
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/* ** Variables ** */
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enum E_FIRE_DATA
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@ -85,8 +85,8 @@ hook OnPlayerUpdateEx( playerid )
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if ( g_fireData[ i ] [ E_HEALTH ] <= 0.0 )
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{
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new
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money_earned = RandomEx( FIRE_EXTINGUISH_PAYOUT / 2, FIRE_EXTINGUISH_PAYOUT );
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new min_money_earned = floatround( float( FIRE_EXTINGUISH_PAYOUT ) * 0.75 );
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new money_earned = RandomEx( min_money_earned, FIRE_EXTINGUISH_PAYOUT );
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ach_HandleExtinguishedFires( playerid );
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SendClientMessageToAllFormatted( -1, "{A83434}[FIREMAN]"COL_WHITE" %s(%d) has earned "COL_GOLD"%s"COL_WHITE" for extinguishing a house fire.", ReturnPlayerName( playerid ), playerid, cash_format( money_earned ) );
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@ -117,6 +117,10 @@ hook OnServerUpdate( )
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hook OnServerGameDayEnd( )
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{
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for ( new fireid = 0; fireid < MAX_FIRES; fireid ++ )
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{
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HouseFire_Remove( fireid );
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}
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HouseFire_Create( );
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return 1;
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}
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@ -44,9 +44,32 @@ enum E_RANK_DATA
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E_COLOR,
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};
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enum E_BENEFIT_DATA
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{
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E_LEVELS: E_LEVEL_INDEX,
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E_BENEFIT[ 64 ],
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Float: E_LEVEL_REQUIRE
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};
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static const
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Float: EXP_MAX_PLAYER_LEVEL = 100.0;
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static const
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g_requirementData [ ] [ E_BENEFIT_DATA ] =
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{
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// whatever the level stuff is (no idea)
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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_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_DEATHMATCH, "Benefit of dropping a health pickup when killing a player", 10.0 },
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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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static const
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g_levelData [ ] [ E_LEVEL_DATA ] =
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{
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@ -106,8 +129,23 @@ stock Float: GetPlayerLevel( playerid, E_LEVELS: level )
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/* ** Hooks ** */
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_VIEW_LEVEL && response ) {
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return cmd_level( playerid, sprintf( "%d", GetPVarInt( playerid, "experience_watchingid" ) ) ), 1;
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if ( dialogid == DIALOG_VIEW_LEVEL && response )
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{
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new
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watchingid = GetPVarInt( playerid, "experience_watchingid" );
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szLargeString = ""COL_GREY"Benefit\t"COL_GREY"Required Level\n";
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for ( new i = 0; i < sizeof( g_requirementData ); i ++ )
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{
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if ( g_requirementData[ i ][ E_LEVEL_INDEX ] == E_LEVELS: listitem )
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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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}
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}
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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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return 1;
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}
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else if ( dialogid == DIALOG_XPMARKET && response )
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{
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@ -256,7 +294,7 @@ CMD:level( playerid, params[ ] )
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}
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SetPVarInt( playerid, "experience_watchingid", watchingid );
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return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's Level - Total Level %d", ReturnPlayerName( watchingid ), player_total_lvl ), szLargeString, "Refresh", "Close" );
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return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's Level - Total Level %d", ReturnPlayerName( watchingid ), player_total_lvl ), szLargeString, "Select", "Close" );
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}
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CMD:rank( playerid, params[ ] )
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@ -538,6 +538,10 @@ stock createRobberyLootInstance( playerid, robberyid, type )
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random_chance = 100.0;
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}
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if ( GetPlayerLevel( playerid, E_POLICE ) >= 50.0 ) {
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random_chance = 100.0;
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}
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// level increase chance of success
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random_chance += GetPlayerLevel( playerid, E_ROBBERY ) * 0.2; // increase success rate by 0.2% per level
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@ -1,3 +1,4 @@
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v11.68.210
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v11.66.204
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v11.65.200
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v11.60.190
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8
scriptfiles/changelogs/cnr/v11.68.210.txt
Normal file
8
scriptfiles/changelogs/cnr/v11.68.210.txt
Normal file
@ -0,0 +1,8 @@
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(+) New players are given $5,000 when they register.
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(+) Police level over 75 will half the number of seconds you spend in jail.
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(+) Success rate of bobby pins doubles every 25th police level.
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(+) Bail is reduced up to a maximum of 80% with every police level.
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(/) Payout for robberies in LS and LV has been reduced.
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(/) Fireman minimum pay increased, maximum set to $5,000 though per fire.
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(*) Adds map loading/unloading functionality to event module.
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(*) All fires are remade after an in-game day.
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Loading…
Reference in New Issue
Block a user