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Advanced Rank System

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Nov 4th, 2012
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  1. #include <a_samp>
  2. #include <zcmd>
  3. #include <sscanf>
  4.  
  5. new Text:Textdraw2;
  6. new TRank[150];
  7.  
  8.  
  9.  
  10. //============================[Colors]================================
  11. #define red 0xAA3333AA
  12. //============================[Finish of Colors]======================
  13.  
  14.  
  15. public OnFilterScriptInit()
  16. {
  17. print("\n--------------------------------------");
  18. print(" Rank system by Private200");
  19. print("--------------------------------------\n");
  20. Textdraw2 = TextDrawCreate(390.000000, 0.000000, "Rank:~r~");
  21. TextDrawBackgroundColor(Textdraw2, 16711935);
  22. TextDrawFont(Textdraw2, 1);
  23. TextDrawLetterSize(Textdraw2, 0.570000, 2.700000);
  24. TextDrawColor(Textdraw2, 65535);
  25. TextDrawSetOutline(Textdraw2, 1);
  26. TextDrawSetProportional(Textdraw2, 1);
  27. return 1;
  28. }
  29. public OnPlayerConnect(playerid)
  30. {
  31. SendClientMessage(playerid,red,"Rank system by Private200 integrated to the server");
  32. }
  33. public OnPlayerSpawn( playerid )
  34. {
  35. new string[ 128 ];
  36. if(GetPlayerScore(playerid) >= 1000)
  37. {
  38. TRank = "6"; /// The rank name
  39. TextDrawSetString(Textdraw2, string);
  40. }
  41. else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1000)
  42. {
  43. TRank = "5"; /// The rank name
  44. TextDrawSetString(Textdraw2, string);
  45. }
  46. else if(GetPlayerScore(playerid) >= 500 && GetPlayerScore(playerid) < 700)
  47. {
  48. TRank = "4"; /// The rank name
  49. TextDrawSetString(Textdraw2, string);
  50. }
  51. else if(GetPlayerScore(playerid) >= 200 && GetPlayerScore(playerid) < 500)
  52. {
  53. TRank = "3"; /// The rank name
  54. TextDrawSetString(Textdraw2, string);
  55. }
  56. else if(GetPlayerScore(playerid) >= 100 && GetPlayerScore(playerid) < 200)
  57. {
  58. TRank = "2"; /// The rank name
  59. TextDrawSetString(Textdraw2, string);
  60. }
  61. else if(GetPlayerScore(playerid) >= 50 && GetPlayerScore(playerid) < 100)
  62. {
  63. TRank = "1"; /// The rank name
  64. TextDrawSetString(Textdraw2, string);
  65. }
  66. else if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 50)
  67. {
  68. TRank = "0"; /// The rank name
  69. TextDrawSetString(Textdraw2, string);
  70. }
  71. format( string, sizeof string, "~y~Rank:~w~ %s",TRank);
  72. TextDrawSetString(Textdraw2, string);
  73. TextDrawShowForPlayer( playerid, Textdraw2 );
  74. return 1;
  75. }
  76.  
  77. public OnPlayerUpdate( playerid )
  78. {
  79. new string[ 128 ];
  80. if(GetPlayerScore(playerid) >= 1000)
  81. {
  82. TRank = "6"; /// The rank name
  83. TextDrawSetString(Textdraw2, string);
  84. }
  85. else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1000)
  86. {
  87. TRank = "5"; /// The rank name
  88. TextDrawSetString(Textdraw2, string);
  89. }
  90. else if(GetPlayerScore(playerid) >= 500 && GetPlayerScore(playerid) < 700)
  91. {
  92. TRank = "4"; /// The rank name
  93. TextDrawSetString(Textdraw2, string);
  94. }
  95. else if(GetPlayerScore(playerid) >= 200 && GetPlayerScore(playerid) < 500)
  96. {
  97. TRank = "3"; /// The rank name
  98. TextDrawSetString(Textdraw2, string);
  99. }
  100. else if(GetPlayerScore(playerid) >= 100 && GetPlayerScore(playerid) < 200)
  101. {
  102. TRank = "2"; /// The rank name
  103. TextDrawSetString(Textdraw2, string);
  104. }
  105. else if(GetPlayerScore(playerid) >= 50 && GetPlayerScore(playerid) < 100)
  106. {
  107. TRank = "1"; /// The rank name
  108. TextDrawSetString(Textdraw2, string);
  109. }
  110. else if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 50)
  111. {
  112. TRank = "0"; /// The rank name
  113. TextDrawSetString(Textdraw2, string);
  114. }
  115. format( string, sizeof string, "~y~Rank:~w~ %s",TRank);
  116. TextDrawSetString(Textdraw2, string);
  117. TextDrawShowForPlayer( playerid, Textdraw2 );
  118. return 1;
  119. }
  120. COMMAND:myrank(playerid, params[])
  121. {
  122. if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 50) {
  123. SendClientMessage(playerid,red,"Your rank RANK NAME 1");
  124. }
  125. else if(GetPlayerScore(playerid) >= 50 && GetPlayerScore(playerid) < 100) {
  126. SendClientMessage(playerid,red,"Your rank RANK NAME 3");
  127. return 1;
  128. }
  129. else if(GetPlayerScore(playerid) >= 100 && GetPlayerScore(playerid) < 200) {
  130. SendClientMessage(playerid,red,"Your rank RANK NAME 4");
  131. return 1;
  132. }
  133. else if(GetPlayerScore(playerid) >= 200 && GetPlayerScore(playerid) < 500) {
  134. SendClientMessage(playerid,red,"Your rank RANK NAME 5");
  135. return 1;
  136. }
  137. else if(GetPlayerScore(playerid) >= 500 && GetPlayerScore(playerid) < 700) {
  138. SendClientMessage(playerid,red,"Your rank RANK NAME 6");
  139. return 1;
  140. }
  141. else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1000) {
  142. SendClientMessage(playerid,red,"Your rank is RANK NAME 7");
  143. return 1;
  144. }
  145. else {
  146. SendClientMessage(playerid,red,"Your rank RANK NAME is over 1000 !!!!");
  147. return 1;
  148. }
  149. return 1;
  150. }
  151. COMMAND:ranks(playerid, params[])
  152. {
  153. ShowPlayerDialog(playerid, 35, DIALOG_STYLE_LIST, "Ranks avaible on the server:", "Rank Name for 1000 score\nRank Name for 700 score\nRank Name for 500 score\nRank Name for 200 score\nRank Name for 100 score\nRank name for 50 score", "okay", "Cancel");
  154. return 1;
  155. }
  156. public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
  157. {
  158. if(response)// They pressed the first button.
  159. {
  160. switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs.
  161. {
  162. case 35:// Our dialog!
  163. {
  164. switch(listitem)// Checking which listitem was selected
  165. {
  166. case 0:// The first item listed
  167. { //I left them blank , so nothing happends when someone click them
  168. }
  169. case 1: // The second item listed
  170. { //I left them blank , so nothing happends when someone click them
  171. }
  172. case 2: // The third item listed
  173. { //I left them blank , so nothing happends when someone click them
  174. }
  175. case 3: // The third item listed
  176. { //I left them blank , so nothing happends when someone click them
  177. }
  178. case 4: // The fourth item listed
  179. { //I left them blank , so nothing happends when someone click them
  180. }
  181. case 5: // The fifht item listed
  182. { //I left them blank , so nothing happends when someone click them
  183. }
  184. case 6: // The sixth item listed
  185. { //I left them blank , so nothing happends when someone click them
  186. }
  187. }
  188. }
  189. }
  190. }
  191. return 1;
  192. }
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