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Tutorial Quest System


hanako

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Salut, am zis sa mai reimprospatez putin aceasta zona, si am oferit jumatate din quest (mai trebuie facuta decat salvarea).

Pai, quest-ul este aproape complet, mai e de facut decat salvarea.

// puneti asta la float-uri
new Float:QuestObjects[20][3] = {
{1666.6095,2254.1096,10.8203},
{1676.3660,1624.0376,10.8203},
{1686.7211,1115.1724,10.7152},
{2086.3630,1318.9218,10.8203},
{2437.3992,1660.2825,15.2361},
{2316.0188,2333.9509,10.8203},
{1476.4000,1921.8619,10.8946},
{1890.8251,1986.9982,13.7848},
{2576.2412,1077.5697,10.6719},
{2162.3022,919.3609,10.8203},
{1492.2125,667.3132,10.9838},
{2300.9333,556.3300,7.7813},
{2805.9348,909.8344,10.7500},
{2800.6467,913.4963,11.5617},
{2829.0735,1279.7488,10.7709},
{2776.4670,2523.5203,10.8203},
{1041.3608,1062.0674,10.1691},
{1386.4358,922.4484,10.8184},
{1082.9188,1685.3890,6.9541},
{914.1532,2035.2485,11.6145}
};
// asta puneti la enum pInfo
pObiecteAdunate, pQuestObjects[20],
// daca aveti public onplayerpickupdynamicpickup puneti asta sub
	for(new i; i < 20; i++) { 
			if(pickupid == PlayerInfo[playerid][pQuestObjects][i]) { 
				PlayerInfo[playerid][pObiecteAdunate]++; 
				SCMf(playerid, COLOR_GREY, "progress quest: (%d/20)", PlayerInfo[playerid][pObiecteAdunate]); 
				DestroyDynamicPickup(PlayerInfo[playerid][pQuestObjects][i]); 
				RemovePlayerMapIcon(playerid, 70+i);
				verificaquestobiecte(playerid);
			}
		} 
		return 1;
	}
daca nu-l aveti,
public OnPlayerPickUpDynamicPickup(playerid, pickupid) { 
	for(new i; i < 20; i++) { 
		if(pickupid == PlayerInfo[playerid][pQuestObjects][i]) { 
			PlayerInfo[playerid][pObiecteAdunate]++; 
			SCMf(playerid, COLOR_GREY, "progress quest: (%d/20)", PlayerInfo[playerid][pObiecteAdunate]); 
			DestroyDynamicPickup(PlayerInfo[playerid][pQuestObjects][i]); 
			RemovePlayerMapIcon(playerid, 70+i);
			verificaquestobiecte(playerid);
		}
	} 
	return 1;
}
apoi faceti o functie (verificaquestobiecte)
function verificaquestobiecte(playerid) {
	if(PlayerInfo[playerid][pObiecteAdunate] == 20) {
		new money = 300000 + random(250000);
		new pp = 25 + random(3);
		new rp = 4 + random(3);
		new rob = 5 + random(2);
		SCM(playerid, COLOR_YELLOW2, "Felicitari! Ai terminat quest-ul special si ai primit:");
		SCMf(playerid, -1, "- %s bani", FormatNumber(money));
		SCMf(playerid, -1, "- %d puncte premium", pp);
		SCMf(playerid, -1, "- %d puncte de respect", rp);
		SCMf(playerid, -1, "- %d puncte de rob", rob);
		GivePlayerCash(playerid, money);
		PlayerInfo[playerid][pPremiumPoints] += pp; pUpdateInt(playerid, "PremiumPoints", PlayerInfo[playerid][pPremiumPoints]); // aici modificati voi cum aveti
		PlayerInfo[playerid][pExp] += rp; pUpdateInt(playerid, "Respect", PlayerInfo[playerid][pExp]); // aici modificati voi cum aveti
		PlayerInfo[playerid][pRob] += rob; pUpdateInt(playerid, "Rob", PlayerInfo[playerid][pRob]); // aici modificati voi cum aveti
	}
	return 1;
}
inclusiv comanda [/startquest] 
	CMD:startquest(playerid, params[]) {
		if(arecpactiv(playerid)) return true;
		if(!IsPlayerInRangeOfPoint(playerid, 3, 1907.9348,1511.0798,14.0482)) {
		  SCM(playerid, COLOR_ERROR, "Nu esti la locatia potrivita, ti-a fost setat un punct pe harta.");
		  SetPlayerCheckpointEx(playerid, 1907.9348,1511.0798,14.0482, 3.0);
		  CP[playerid] = 43;
		  return true;	
		}
		SCMf(playerid, -1, "Ai inceput quest-ul, du-te si aduna cele 25 caiete (progress: %d/20)", PlayerInfo[playerid][pObiecteAdunate]); 
		for(new i = 0; i < sizeof(QuestObjects); i++) {
			PlayerInfo[playerid][pQuestObjects][i] = CreateDynamicPickup(2855, 18, QuestObjects[i][0], QuestObjects[i][1], QuestObjects[i][2], -1); 
			SetPlayerMapIcon(playerid, 70+i, QuestObjects[i][0], QuestObjects[i][1], QuestObjects[i][2] , 56, -1, MAPICON_GLOBAL); 
		}
		return 1;
	}

 

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