This is my second release. It is a very simple script. The command to open the dialog is: /fightstyle
Code:
if (strcmp("/fightstyle", cmdtext, true, 11) == 0)
{
ShowPlayerDialog(playerid, 3, DIALOG_STYLE_LIST, "What is it that you want?", "Normal\nBoxing\nKungfu\nKneeHead\nGrabKick\nElbow", "Change", "Cancel");
return 1;
}
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(response)// They pressed the first button.
{
switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs.
{
case 3:// Our dialog!
{
switch(listitem)// Checking which listitem was selected
{
case 0:// The first item listed
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_NORMAL);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the Normal fight style!");
}
case 1: // The second item listed
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_BOXING);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the Boxing fight style!");
}
case 2: // The third item listed
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_KUNGFU);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the Kungfu fight style!");
}
case 3:
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_KNEEHEAD);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the KneeHead fight style!");
}
case 4:
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_GRABKICK);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the GrabKick fight style!");
}
case 5:
{
SetPlayerFightingStyle (playerid, FIGHT_STYLE_ELBOW);
SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to the Elbow fight style!");
}
}
}
}
}
return 1;
}
Hmmm. No. This is very easy.
I understand, but I am new to PAWN scripting. So I am still trying to learn. Sorry that is doesn't suit your needs/wants.