/* Weapon shop - by MarkoN */
/* If you want to change a price of some weapon do CTRL+F and type // NAME //
ex. // Vibrator // , set up if(GetPlayerMoney(playerid) >=250) (250 = how much money it needs) and
GivePlayerMoney(playerid, -250); (-250 = How much will it take)*/
// INC.
#include <a_samp>
// DEFINES
#define MAIN (101)
#define WEAPONS (102) //this way they dont mess up the dialogs in the gamemode
#define ELSE (103)
#define RED 0xFF0000FF
#define ROYALBLUE 0x4169E1FF
// Start
public OnFilterScriptInit()
{
print("\n==============================");
print("Weapon shop 1.2 - Started");
print("==============================\n");
return 1;
}
public OnFilterScriptExit()
{
print("\n==============================");
print("Weapon shop 1.2 - Closed");
print("==============================\n");
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/wshop", cmdtext, true, 6) == 0)
{
/*If you want to make it like a normal weapon shop and a player needs to go to a location add a code like this :
if(IsPlayerInRangeOfPoint(playerid, D, X, Y, Z)) // D = Distance , normally i use 1.0 or 2.0
{
ShowPlayerDialog(playerid, MAIN, DIALOG_STYLE_LIST, "{FFFF00}Weapon Shop 1.2", "{F0F0F0}Weapons\n{00FFFF}Else", "Ok", "Close");
}
else
{
SendClientMessage(playerid, RED, "You are not near the weapon shop checkpoint!"); // Youll need to make checkpoints , i suggest using it with mapicons ex. SetPlayerMapIcon( playerid, ICONID, X, Y, Z, ICONTYPE, COLOR, MAPICON_LOCAL_CHECKPOINT ); // You can find icons here : http://wiki.sa-mp.com/wiki/MapIcons and replace them with ICONTYPE , Only use colors on the square icon!
}*/
ShowPlayerDialog(playerid, MAIN, DIALOG_STYLE_LIST, "{FFFF00}Weapon Shop 1.2", "{F0F0F0}Weapons\n{00FFFF}Else", "Ok", "Close");
return 1;
}
return 0;
}
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == MAIN && response)
{
switch(listitem)
{
case 0:
{
ShowPlayerDialog(playerid, WEAPONS, DIALOG_STYLE_LIST, "{F0F0F0}Weapons", "9mm 500$\n9mm silenced 700$\nDesert Eagle 1000$\nShotgun 1500$\nSwanoff Shotgun 1700$\nCombat Shotgun 2000$\nMicro SMG/Uzi 1000$\nMP5 1250$\nAK-47 2000$\nM4 2250$\nTec-9 1000$\nCountry Rifle 1500$\nSniper Rifle 3000$", "Buy", "Close");
}
case 1:
{
ShowPlayerDialog(playerid, ELSE, DIALOG_STYLE_LIST, "{FFFF00}Else", "Armor 25% 250$\nArmor 50% 500$\nArmor 75% 750$\nArmor 100% 1000$\nHealth Refill 1000$\nVibrator 250$\nDouble Dildo 500$\nBombs 2000$", "Buy", "Close");
}
}
}
if(dialogid == WEAPONS && response)
{
switch(listitem)
{
case 0: /* 9mm */
{
if(GetPlayerMoney(playerid) >=500)
{
GivePlayerWeapon(playerid, 22, 500);
GivePlayerMoney(playerid, -500);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a 9mm"); /* Successfull pourcheas message */
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!"); /* Not enough money message */
}
}
case 1: /* 9mm Silenced */
{
if(GetPlayerMoney(playerid) >=700)
{
GivePlayerWeapon(playerid, 23, 500);
GivePlayerMoney(playerid, -700);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a 9mm Silenced");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 2: /* Desert Eagle */
{
if(GetPlayerMoney(playerid) >=1000)
{
GivePlayerWeapon(playerid, 24, 107);
GivePlayerMoney(playerid,-1000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Desert Eagle");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 3: /* Shotgun */
{
if(GetPlayerMoney(playerid) >=1500)
{
GivePlayerWeapon(playerid, 25, 150);
GivePlayerMoney(playerid, -1500);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Shotgun");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 4: /* Sawnoff Shotgun */
{
if(GetPlayerMoney(playerid) >=1700)
{
GivePlayerWeapon(playerid, 26, 200);
GivePlayerMoney(playerid, -1700);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Sawnoff Shotgun");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 5: /* Combat Shotgun */
{
if(GetPlayerMoney(playerid) >=2000)
{
GivePlayerWeapon(playerid, 27, 200);
GivePlayerMoney(playerid, -2000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Combat Shotgun");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 6: /* Micro SMG/Uzi */
{
if(GetPlayerMoney(playerid) >=1000)
{
GivePlayerWeapon(playerid, 28, 500);
GivePlayerMoney(playerid, -1000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Micro SMG/Uzi");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 7: /* MP-5 */
{
if(GetPlayerMoney(playerid) >=1250)
{
GivePlayerWeapon(playerid, 29, 250);
GivePlayerMoney(playerid, -1250);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a MP-5");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 8: /* AK-47 */
{
if(GetPlayerMoney(playerid) >=2000)
{
GivePlayerWeapon(playerid, 30, 300);
GivePlayerMoney(playerid, -2000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a AK-47");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 9: /* M4 */
{
if(GetPlayerMoney(playerid) >=2250)
{
GivePlayerWeapon(playerid, 31, 300);
GivePlayerMoney(playerid, -2250);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a M4");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 10: /* Tec-9 */
{
if(GetPlayerMoney(playerid) >=1000)
{
GivePlayerWeapon(playerid, 32, 500);
GivePlayerMoney(playerid, -1000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Tec-9");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 11: /* Country Rifle */
{
if(GetPlayerMoney(playerid) >=1500)
{
GivePlayerWeapon(playerid, 33, 250);
GivePlayerMoney(playerid, -1500);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Country Rifle");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
case 12: /* Sniper Rifle */
{
if(GetPlayerMoney(playerid) >=3000)
{
GivePlayerWeapon(playerid, 34, 100);
GivePlayerMoney(playerid, -3000);
SendClientMessage(playerid, ROYALBLUE, "[WEAPONS] » Successfully bought a Sniper Rifle");
}
else
{
SendClientMessage(playerid, RED, "[WEAPONS] » You dont have enough money!");
}
}
}
if(dialogid == ELSE && response)
{
switch(listitem)
{
case 0:
{
if(GetPlayerMoney(playerid) >=250) /* 25% Armor */
{
SetPlayerArmour(playerid, 25.0);
GivePlayerMoney(playerid, -250);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 25% Armor");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 1:
{
if(GetPlayerMoney(playerid) >=500) /* 50% Armor */
{
SetPlayerArmour(playerid, 50.0);
GivePlayerMoney(playerid, -500);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 50% Armor");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 2:
{
if(GetPlayerMoney(playerid) >=750) /* 75% Armor */
{
SetPlayerArmour(playerid, 75.0);
GivePlayerMoney(playerid, -500);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 75% Armor");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 3:
{
if(GetPlayerMoney(playerid) >=1000) /* 100% Armor */
{
SetPlayerArmour(playerid, 100.0);
GivePlayerMoney(playerid, -1000);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 100% Armor");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 4:
{
if(GetPlayerMoney(playerid) >=1000) /* 100% Health */
{
SetPlayerHealth(playerid, 100);
GivePlayerMoney(playerid, -1000);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 100% HP");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 5:
{
if(GetPlayerMoney(playerid) >=250) /* Vibrator */
{
GivePlayerWeapon(playerid, 12, 1);
GivePlayerMoney(playerid, -250);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought a Vibrator");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 6:
{
if(GetPlayerMoney(playerid) >=500) /* Double Dildo */
{
GivePlayerWeapon(playerid, 10, 1);
GivePlayerMoney(playerid, -500);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought a Double Dildo");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
case 7:
{
if(GetPlayerMoney(playerid) >=2000) /* Bombs */
{
GivePlayerWeapon(playerid, 16, 10);
GivePlayerMoney(playerid, -2000);
SendClientMessage(playerid, ROYALBLUE, "[ELSE] » You successfully bought 10 Bombs");
}
else
{
SendClientMessage(playerid, RED, "[ELSE] » You dont have enough money!");
}
}
}
}
}
return 1;
}
// END //