/stats in a dialog
#1

Hello ,i wanna show player stats in a dialog ,here is the code:
pawn Код:
ShowStats(playerid,targetid)
{
    if(IsPlayerConnected(targetid)) {
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
        new cash =  GetPlayerCash(targetid);
        new sext[16], std[20], employer[64], rank[64], division[64], jtext2[20], jtext[20], pnumber[20], facfam[20];
        if(PlayerInfo[targetid][pPnumber] == 0) pnumber = "None"; else format(pnumber, sizeof(pnumber), "%d", PlayerInfo[targetid][pPnumber]);
        if(PlayerInfo[targetid][pSex] == 1) { sext = "Male"; } else { sext = "Female"; }
        switch(STDPlayer[targetid])
        {
            case 1: std = "Chlamydia";
            case 2: std = "Gonorrhea";
            case 3: std = "Syphilis";
            default: std = "None";
        }
        facfam = "Faction";
        if(PlayerInfo[targetid][pFMember] < 255)
        {
            facfam = "Family"; division = "None";
            format(employer, sizeof(employer), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyName]);
            switch(PlayerInfo[targetid][pRank])
            {
                case 1: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
                case 2: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank2]);
                case 3: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank3]);
                case 4: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank4]);
                case 5: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank5]);
                case 6: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank6]);
                default: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
            }
        }
        else GetPlayerFactionInfo(targetid, rank, division, employer);
        switch(PlayerInfo[targetid][pJob])
        {
            case 1: jtext = "Detective";
            case 2: jtext = "Lawyer";
            case 3: jtext = "Whore";
            case 4: jtext = "Drugs Dealer";
            //case 5: jtext = "Car Jacker";
            case 6: jtext = "News Reporter";
            case 7: jtext = "Car Mechanic";
            case 8: jtext = "Bodyguard";
            case 9: jtext = "Arms Dealer";
            case 10: jtext = "Car Dealer";
            case 12: jtext = "Boxer";
            case 14: jtext = "Drug Smuggler";
            case 15: jtext = "Paper Boy";
            case 16: jtext = "Trucker";
            case 17: jtext = "Taxi Driver";
            case 18: jtext = "Craftsman";
            case 19: jtext = "Bartender";
            case 20: jtext = "Trucker";
            case 21: jtext = "Pizza Boy";
            case 22: jtext = "Fedex Driver";
            default: jtext = "None";
        }
        switch(PlayerInfo[targetid][pJob2])
        {
            case 1: jtext2 = "Detective";
            case 2: jtext2 = "Lawyer";
            case 3: jtext2 = "Whore";
            case 4: jtext2 = "Drugs Dealer";
            //case 5: jtext2 = "Car Jacker";
            case 6: jtext2 = "News Reporter";
            case 7: jtext2 = "Car Mechanic";
            case 8: jtext2 = "Bodyguard";
            case 9: jtext2 = "Arms Dealer";
            case 10: jtext2 = "Car Dealer";
            case 12: jtext2 = "Boxer";
            case 14: jtext2 = "Drug Smuggler";
            case 15: jtext2 = "Paper Boy";
            case 16: jtext2 = "Trucker";
            case 17: jtext2 = "Taxi Driver";
            case 18: jtext2 = "Craftsman";
            case 19: jtext2 = "Bartender";
            case 20: jtext2 = "Trucker";
            case 21: jtext2 = "Pizza Boy";
            case 22: jtext2 = "Fedex Driver";
            default: jtext2 = "None";
        }
        new jlevel, jlevel2;
        switch(PlayerInfo[targetid][pJob])
        {
            case 1:
            {
                    new skilllevel = PlayerInfo[targetid][pDetSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 2:
            {
                    new skilllevel = PlayerInfo[targetid][pLawSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 3:
            {
                    new skilllevel = PlayerInfo[targetid][pSexSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 4:
            {
                    new skilllevel = PlayerInfo[targetid][pDrugsSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 7:
            {
                    new skilllevel = PlayerInfo[targetid][pMechSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 9:
            {
                    new skilllevel = PlayerInfo[targetid][pArmsSkill];
                    if(skilllevel >= 0 && skilllevel < 50) { jlevel = 1; }
                    else if(skilllevel >= 50 && skilllevel < 100) { jlevel = 2; }
                    else if(skilllevel >= 100 && skilllevel < 200) { jlevel = 3; }
                    else if(skilllevel >= 200 && skilllevel < 400) { jlevel = 4; }
                    else if(skilllevel >= 400) { jlevel = 5; }
            }
            case 12:
            {
                    new skilllevel = PlayerInfo[targetid][pBoxSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 14: jlevel = 1;
            case 20:
            {
                    new skilllevel = PlayerInfo[targetid][pTruckSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            default: jlevel = 0;
        }
        switch(PlayerInfo[targetid][pJob2])
        {
            case 1:
            {
                    new skilllevel = PlayerInfo[targetid][pDetSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 2:
            {
                    new skilllevel = PlayerInfo[targetid][pLawSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 3:
            {
                    new skilllevel = PlayerInfo[targetid][pSexSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 4:
            {
                    new skilllevel = PlayerInfo[targetid][pDrugsSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 7:
            {
                    new skilllevel = PlayerInfo[targetid][pMechSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 9:
            {
                    new skilllevel = PlayerInfo[targetid][pArmsSkill];
                    if(skilllevel >= 0 && skilllevel < 50) { jlevel2 = 1; }
                    else if(skilllevel >= 50 && skilllevel < 100) { jlevel2 = 2; }
                    else if(skilllevel >= 100 && skilllevel < 200) { jlevel2 = 3; }
                    else if(skilllevel >= 200 && skilllevel < 400) { jlevel2 = 4; }
                    else if(skilllevel >= 400) { jlevel2 = 5; }
            }
            case 12:
            {
                    new skilllevel = PlayerInfo[targetid][pBoxSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 14: jlevel2 = 1;
            case 20:
            {
                    new skilllevel = PlayerInfo[targetid][pTruckSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            default: jlevel2 = 0;
        }
        new drank[20];
        switch(PlayerInfo[targetid][pDonateRank])
        {
            case 1: drank = "Bronze";
            case 2: drank = "Silver";
            case 3: drank = "Gold";
            case 4: drank = "Platinum";
            case 5: drank = "Server Investor";
            default: drank = "None";
        }
        new insur[20];
        switch(PlayerInfo[targetid][pInsurance])
        {
            case 1: insur = "County General";
            case 2: insur = "All Saints";
            case 3: insur = "Red County";
            case 4: insur = "Fort Carson";
            case 5: insur = "San Fierro";
            case 6: insur = "Club VIP";
            case 7: insur = "Home care";
            case 9: insur = "El Quabrados";
            case 10: insur = "Demorgan";
            default: insur = "None";
        }
        new married[20];
        strmid(married, PlayerInfo[targetid][pMarriedTo], 0, strlen(PlayerInfo[targetid][pMarriedTo]), 255);
        new upgradep = PlayerInfo[targetid][gPupgrade];
        new age = PlayerInfo[targetid][pAge];
        new ptime = PlayerInfo[targetid][pConnectTime];
        new bigfish = PlayerInfo[targetid][pBiggestFish];
        new crimes = PlayerInfo[targetid][pCrimes];
        new arrests = PlayerInfo[targetid][pArrested];
        new pot = PlayerInfo[targetid][pPot];
        new crack = PlayerInfo[targetid][pCrack];
        new mats = PlayerInfo[targetid][pMats];
        new wanted = PlayerInfo[targetid][pWantedLevel];
        new level = PlayerInfo[targetid][pLevel];
        new exp = PlayerInfo[targetid][pExp];
        new account = PlayerInfo[targetid][pAccount];
        new nxtlevel = PlayerInfo[targetid][pLevel]+1;
        new expamount = nxtlevel*levelexp;
        new costlevel = nxtlevel*levelcost;//10k for testing purposes
        new housekey = PlayerInfo[targetid][pPhousekey];
        new housekey2 = PlayerInfo[targetid][pPhousekey2];
        new rentkey = PlayerInfo[targetid][pRenting];
        new radiofreq = PlayerInfo[targetid][pRadioFreq];
        new intir = GetPlayerInterior(targetid);
        new tokens = PlayerInfo[targetid][pTokens];
        new ptokens = PlayerInfo[targetid][pPaintTokens];
        new checks = PlayerInfo[targetid][pChecks];
        new Float:shealth = PlayerInfo[targetid][pSHealth];
        //new Float:sarmor = PlayerInfo[targetid][pSArmor];
        new Float:health, Float:armor;
        new packages = GetPVarInt(targetid, "Packages");
        new crates = PlayerInfo[targetid][pCrates];
        new rope = PlayerInfo[targetid][pRope],
            rag = PlayerInfo[targetid][pRag],
            cigars = PlayerInfo[targetid][pCigar],
            sprunk = PlayerInfo[targetid][pSprunk],
            spray = PlayerInfo[targetid][pSpraycan],
            realvw = GetPlayerVirtualWorld(targetid),
            vw = PlayerInfo[targetid][pVW],
            warns = PlayerInfo[targetid][pWarns],
            jailt = PlayerInfo[targetid][pJailTime],
            wjailt = PlayerInfo[targetid][pBeingSentenced];
        GetPlayerHealth(targetid,health);
        GetPlayerArmour(targetid,armor);
        new Float:px,Float:py,Float:pz;
        GetPlayerPos(targetid, px, py, pz);
        new totalwealth;
        new name[MAX_PLAYER_NAME];
        GetPlayerName(targetid, name, sizeof(name));
        new nmutes = PlayerInfo[targetid][pNMuteTotal];
        new admutes = PlayerInfo[targetid][pADMuteTotal];
        new oocmutes = PlayerInfo[targetid][pOOCMuteTotal];
        new rpskill = PlayerInfo[targetid][pRPSkill];
        totalwealth = account + cash;
        if(PlayerInfo[targetid][pPhousekey] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey]][hSafeMoney];
        if(PlayerInfo[targetid][pPhousekey2] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey2]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey2]][hSafeMoney];
        new coordsstring[150];
        format(coordsstring, sizeof(coordsstring),"%s - Level %d | %s | Age: %d | Total wealth: $%d | Playing hours: %d | Phone number: %s | RP Skill: %d",GetPlayerNameEx(targetid), level, sext, age, totalwealth, ptime, pnumber, rpskill);
        SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Cash: $%d | Bank balance: $%d | Upgrade points: %d | Spawn armor: %.0f | Next level: %d/%d hours ($%d)", cash, account, upgradep, shealth, exp, expamount, costlevel);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "%s: %s | Rank: %s (%d) | Division: %s | Job: %s (level: %d) | Job 2: %s (level: %d)", facfam, employer, rank, PlayerInfo[targetid][pRank], division, jtext,jlevel,jtext2, jlevel2);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Crimes: %d | Arrests: %d | Insurance: %s | Wanted level: %d | Health: %.1f | Armor: %.1f | Paintball Tokens: %d",crimes,arrests,insur, wanted, health, armor, ptokens);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Married to: %s | Biggest fish: %d | Pot: %d | Crack: %d | Packages: %d | Crates: %d | Radio frequency: %d mhz",married,bigfish,pot,crack,packages,crates, radiofreq);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Materials: %d | Rope: %d | Rag: %d | Cigars: %d | Sprunk: %d | Spray: %d | Screwdrivers: %d | VIP tokens: %d | Checks: %d | VIP: %s",mats,rope,rag,cigars,sprunk,spray, PlayerInfo[targetid][pScrewdriver],tokens,checks,drank);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "OOCMutes: %d | ADMutes: %d | NMutes: %d | RMutes: %d | Weapons Restricted: %d | Gang Warns: %d | Warnings: %d", oocmutes, admutes, nmutes, PlayerInfo[targetid][pRMutedTotal],PlayerInfo[targetid][pWRestricted], PlayerInfo[targetid][pGangWarn], warns);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        if (PlayerInfo[playerid][pAdmin] >= 2)
        {
            format(coordsstring, sizeof(coordsstring), "House: %d | House 2: %d | Renting: %d | Int: %d | VW: %d | Real VW: %d | Jail: %d sec | WJail: %d sec | AFK: %i", housekey,housekey2,rentkey,intir,vw,realvw,jailt,wjailt, playerAFKTime[targetid]);
            SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        }
        if (PlayerInfo[playerid][pAdmin] >= 1337)
        {
            if(PlayerInfo[targetid][pHelper] >= 2 && PlayerInfo[playerid][pAdmin] >= 2)
            {
                format(coordsstring, sizeof(coordsstring), "Hours on duty: %d | Accepted help requests: %d", PlayerInfo[targetid][pDutyHours], PlayerInfo[targetid][pAcceptedHelp]);
                SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
            }
        }
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
    }
}
Can anyone help me with it please ?
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#2

try

pawn Код:
//  top of gamemode
#define PTSTATS 123321

// function
ShowStats(playerid,targetid)
{
    if(IsPlayerConnected(targetid))
    {
        new cash =  GetPlayerCash(targetid);
        new sext[16], std[20], employer[64], rank[64], division[64], jtext2[20], jtext[20], pnumber[20], facfam[20];
        if(PlayerInfo[targetid][pPnumber] == 0) pnumber = "None"; else format(pnumber, sizeof(pnumber), "%d", PlayerInfo[targetid][pPnumber]);
        if(PlayerInfo[targetid][pSex] == 1) { sext = "Male"; } else { sext = "Female"; }
        switch(STDPlayer[targetid])
        {
            case 1: std = "Chlamydia";
            case 2: std = "Gonorrhea";
            case 3: std = "Syphilis";
            default: std = "None";
        }
        facfam = "Faction";
        if(PlayerInfo[targetid][pFMember] < 255)
        {
            facfam = "Family"; division = "None";
            format(employer, sizeof(employer), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyName]);
            switch(PlayerInfo[targetid][pRank])
            {
                case 1: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
                case 2: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank2]);
                case 3: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank3]);
                case 4: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank4]);
                case 5: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank5]);
                case 6: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank6]);
                default: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
            }
        }
        else GetPlayerFactionInfo(targetid, rank, division, employer);
        switch(PlayerInfo[targetid][pJob])
        {
            case 1: jtext = "Detective";
            case 2: jtext = "Lawyer";
            case 3: jtext = "Whore";
            case 4: jtext = "Drugs Dealer";
            //case 5: jtext = "Car Jacker";
            case 6: jtext = "News Reporter";
            case 7: jtext = "Car Mechanic";
            case 8: jtext = "Bodyguard";
            case 9: jtext = "Arms Dealer";
            case 10: jtext = "Car Dealer";
            case 12: jtext = "Boxer";
            case 14: jtext = "Drug Smuggler";
            case 15: jtext = "Paper Boy";
            case 16: jtext = "Trucker";
            case 17: jtext = "Taxi Driver";
            case 18: jtext = "Craftsman";
            case 19: jtext = "Bartender";
            case 20: jtext = "Trucker";
            case 21: jtext = "Pizza Boy";
            case 22: jtext = "Fedex Driver";
            default: jtext = "None";
        }
        switch(PlayerInfo[targetid][pJob2])
        {
            case 1: jtext2 = "Detective";
            case 2: jtext2 = "Lawyer";
            case 3: jtext2 = "Whore";
            case 4: jtext2 = "Drugs Dealer";
            //case 5: jtext2 = "Car Jacker";
            case 6: jtext2 = "News Reporter";
            case 7: jtext2 = "Car Mechanic";
            case 8: jtext2 = "Bodyguard";
            case 9: jtext2 = "Arms Dealer";
            case 10: jtext2 = "Car Dealer";
            case 12: jtext2 = "Boxer";
            case 14: jtext2 = "Drug Smuggler";
            case 15: jtext2 = "Paper Boy";
            case 16: jtext2 = "Trucker";
            case 17: jtext2 = "Taxi Driver";
            case 18: jtext2 = "Craftsman";
            case 19: jtext2 = "Bartender";
            case 20: jtext2 = "Trucker";
            case 21: jtext2 = "Pizza Boy";
            case 22: jtext2 = "Fedex Driver";
            default: jtext2 = "None";
        }
        new jlevel, jlevel2;
        switch(PlayerInfo[targetid][pJob])
        {
            case 1:
            {
                    new skilllevel = PlayerInfo[targetid][pDetSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 2:
            {
                    new skilllevel = PlayerInfo[targetid][pLawSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 3:
            {
                    new skilllevel = PlayerInfo[targetid][pSexSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 4:
            {
                    new skilllevel = PlayerInfo[targetid][pDrugsSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 7:
            {
                    new skilllevel = PlayerInfo[targetid][pMechSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 9:
            {
                    new skilllevel = PlayerInfo[targetid][pArmsSkill];
                    if(skilllevel >= 0 && skilllevel < 50) { jlevel = 1; }
                    else if(skilllevel >= 50 && skilllevel < 100) { jlevel = 2; }
                    else if(skilllevel >= 100 && skilllevel < 200) { jlevel = 3; }
                    else if(skilllevel >= 200 && skilllevel < 400) { jlevel = 4; }
                    else if(skilllevel >= 400) { jlevel = 5; }
            }
            case 12:
            {
                    new skilllevel = PlayerInfo[targetid][pBoxSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 14: jlevel = 1;
            case 20:
            {
                    new skilllevel = PlayerInfo[targetid][pTruckSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                    else if(skilllevel >= 401) { jlevel = 5; }
            }
            default: jlevel = 0;
        }
        switch(PlayerInfo[targetid][pJob2])
        {
            case 1:
            {
                    new skilllevel = PlayerInfo[targetid][pDetSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 2:
            {
                    new skilllevel = PlayerInfo[targetid][pLawSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 3:
            {
                    new skilllevel = PlayerInfo[targetid][pSexSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 4:
            {
                    new skilllevel = PlayerInfo[targetid][pDrugsSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 7:
            {
                    new skilllevel = PlayerInfo[targetid][pMechSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 9:
            {
                    new skilllevel = PlayerInfo[targetid][pArmsSkill];
                    if(skilllevel >= 0 && skilllevel < 50) { jlevel2 = 1; }
                    else if(skilllevel >= 50 && skilllevel < 100) { jlevel2 = 2; }
                    else if(skilllevel >= 100 && skilllevel < 200) { jlevel2 = 3; }
                    else if(skilllevel >= 200 && skilllevel < 400) { jlevel2 = 4; }
                    else if(skilllevel >= 400) { jlevel2 = 5; }
            }
            case 12:
            {
                    new skilllevel = PlayerInfo[targetid][pBoxSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 14: jlevel2 = 1;
            case 20:
            {
                    new skilllevel = PlayerInfo[targetid][pTruckSkill];
                    if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                    else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                    else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                    else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                    else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            default: jlevel2 = 0;
        }
        new drank[20];
        switch(PlayerInfo[targetid][pDonateRank])
        {
            case 1: drank = "Bronze";
            case 2: drank = "Silver";
            case 3: drank = "Gold";
            case 4: drank = "Platinum";
            case 5: drank = "Server Investor";
            default: drank = "None";
        }
        new insur[20];
        switch(PlayerInfo[targetid][pInsurance])
        {
            case 1: insur = "County General";
            case 2: insur = "All Saints";
            case 3: insur = "Red County";
            case 4: insur = "Fort Carson";
            case 5: insur = "San Fierro";
            case 6: insur = "Club VIP";
            case 7: insur = "Home care";
            case 9: insur = "El Quabrados";
            case 10: insur = "Demorgan";
            default: insur = "None";
        }
        new married[20];
        strmid(married, PlayerInfo[targetid][pMarriedTo], 0, strlen(PlayerInfo[targetid][pMarriedTo]), 255);
        new upgradep = PlayerInfo[targetid][gPupgrade];
        new age = PlayerInfo[targetid][pAge];
        new ptime = PlayerInfo[targetid][pConnectTime];
        new bigfish = PlayerInfo[targetid][pBiggestFish];
        new crimes = PlayerInfo[targetid][pCrimes];
        new arrests = PlayerInfo[targetid][pArrested];
        new pot = PlayerInfo[targetid][pPot];
        new crack = PlayerInfo[targetid][pCrack];
        new mats = PlayerInfo[targetid][pMats];
        new wanted = PlayerInfo[targetid][pWantedLevel];
        new level = PlayerInfo[targetid][pLevel];
        new exp = PlayerInfo[targetid][pExp];
        new account = PlayerInfo[targetid][pAccount];
        new nxtlevel = PlayerInfo[targetid][pLevel]+1;
        new expamount = nxtlevel*levelexp;
        new costlevel = nxtlevel*levelcost;//10k for testing purposes
        new housekey = PlayerInfo[targetid][pPhousekey];
        new housekey2 = PlayerInfo[targetid][pPhousekey2];
        new rentkey = PlayerInfo[targetid][pRenting];
        new radiofreq = PlayerInfo[targetid][pRadioFreq];
        new intir = GetPlayerInterior(targetid);
        new tokens = PlayerInfo[targetid][pTokens];
        new ptokens = PlayerInfo[targetid][pPaintTokens];
        new checks = PlayerInfo[targetid][pChecks];
        new Float:shealth = PlayerInfo[targetid][pSHealth];
        //new Float:sarmor = PlayerInfo[targetid][pSArmor];
        new Float:health, Float:armor;
        new packages = GetPVarInt(targetid, "Packages");
        new crates = PlayerInfo[targetid][pCrates];
        new rope = PlayerInfo[targetid][pRope],
            rag = PlayerInfo[targetid][pRag],
            cigars = PlayerInfo[targetid][pCigar],
            sprunk = PlayerInfo[targetid][pSprunk],
            spray = PlayerInfo[targetid][pSpraycan],
            realvw = GetPlayerVirtualWorld(targetid),
            vw = PlayerInfo[targetid][pVW],
            warns = PlayerInfo[targetid][pWarns],
            jailt = PlayerInfo[targetid][pJailTime],
            wjailt = PlayerInfo[targetid][pBeingSentenced];
        GetPlayerHealth(targetid,health);
        GetPlayerArmour(targetid,armor);
        new Float:px,Float:py,Float:pz;
        GetPlayerPos(targetid, px, py, pz);
        new totalwealth;
        new name[MAX_PLAYER_NAME];
        GetPlayerName(targetid, name, sizeof(name));
        new nmutes = PlayerInfo[targetid][pNMuteTotal];
        new admutes = PlayerInfo[targetid][pADMuteTotal];
        new oocmutes = PlayerInfo[targetid][pOOCMuteTotal];
        new rpskill = PlayerInfo[targetid][pRPSkill];
        totalwealth = account + cash;
        if(PlayerInfo[targetid][pPhousekey] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey]][hSafeMoney];
        if(PlayerInfo[targetid][pPhousekey2] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey2]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey2]][hSafeMoney];
        new coordsstring[150], PT[1000];
        format(coordsstring, sizeof(coordsstring),"%s - Level %d | %s | Age: %d | Total wealth: $%d | Playing hours: %d | Phone number: %s | RP Skill: %d\n",GetPlayerNameEx(targetid), level, sext, age, totalwealth, ptime, pnumber, rpskill);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "Cash: $%d | Bank balance: $%d | Upgrade points: %d | Spawn armor: %.0f | Next level: %d/%d hours ($%d)\n", cash, account, upgradep, shealth, exp, expamount, costlevel);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "%s: %s | Rank: %s (%d) | Division: %s | Job: %s (level: %d) | Job 2: %s (level: %d)\n", facfam, employer, rank, PlayerInfo[targetid][pRank], division, jtext,jlevel,jtext2, jlevel2);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "Crimes: %d | Arrests: %d | Insurance: %s | Wanted level: %d | Health: %.1f | Armor: %.1f | Paintball Tokens: %d\n",crimes,arrests,insur, wanted, health, armor, ptokens);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "Married to: %s | Biggest fish: %d | Pot: %d | Crack: %d | Packages: %d | Crates: %d | Radio frequency: %d mhz\n",married,bigfish,pot,crack,packages,crates, radiofreq);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "Materials: %d | Rope: %d | Rag: %d | Cigars: %d | Sprunk: %d | Spray: %d | Screwdrivers: %d | VIP tokens: %d | Checks: %d | VIP: %s\n",mats,rope,rag,cigars,sprunk,spray, PlayerInfo[targetid][pScrewdriver],tokens,checks,drank);
        strcat(PT, coordsstring, sizeof(PT));
        format(coordsstring, sizeof(coordsstring), "OOCMutes: %d | ADMutes: %d | NMutes: %d | RMutes: %d | Weapons Restricted: %d | Gang Warns: %d | Warnings: %d\n", oocmutes, admutes, nmutes, PlayerInfo[targetid][pRMutedTotal],PlayerInfo[targetid][pWRestricted], PlayerInfo[targetid][pGangWarn], warns);
        strcat(PT, coordsstring, sizeof(PT));
        if (PlayerInfo[playerid][pAdmin] >= 2)
        {
            format(coordsstring, sizeof(coordsstring), "House: %d | House 2: %d | Renting: %d | Int: %d | VW: %d | Real VW: %d | Jail: %d sec | WJail: %d sec | AFK: %i\n", housekey,housekey2,rentkey,intir,vw,realvw,jailt,wjailt, playerAFKTime[targetid]);
            strcat(PT, coordsstring, sizeof(PT));
        }
        if (PlayerInfo[playerid][pAdmin] >= 1337)
        {
            if(PlayerInfo[targetid][pHelper] >= 2 && PlayerInfo[playerid][pAdmin] >= 2)
            {
                format(coordsstring, sizeof(coordsstring), "Hours on duty: %d | Accepted help requests: %d\n", PlayerInfo[targetid][pDutyHours], PlayerInfo[targetid][pAcceptedHelp]);
                strcat(PT, coordsstring, sizeof(PT));
            }
        }
        ShowPlayerDialog(playerid, PTSTATS, DIALOG_STYLE_MSGBOX, "Stats", PT, "OK", "");
    }
}
Reply
#3

it doesnt show in a dialoge ,still shows in the chat
Reply
#4

Any other ideas ?
Reply
#5

i tested and show a dialog my code, see again there
Reply
#6

now when i do /stats nothing shows
Reply
#7

i fixed the problem ,thanks anw
+ Rep
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