13.05.2012, 17:42
depois de selecionar o tipo de casa nada acontece
pawn Код:
if(strcmp(cmd, "/criarcasa", true) == 0)
{
if (PlayerInfo[playerid][pAdmin] >= 1340)
{
ShowPlayerDialog(playerid, 147852, DIALOG_STYLE_LIST, "BSF RPG : Selecione o Tipo de Casa", "Apartamento\nCasa pequena\nCasa Media\n Casa Grande", "Criar", "Cancelar");
return 1;
}
}
pawn Код:
na public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
if(dialogid == 147852)
{
if(response == 0)
{
return 1;
}
if(response == 1)
{
if(listitem == 0)
{
new houseid = -1;
new string2[256];
new Float:X, Float:Y, Float:Z;
GetPlayerPos(playerid, X,Y,Z);
for(new h = 0; h < sizeof(HouseInfo); h++)
{
if(HouseInfo[h][hSetted] == 1)
{
houseid = h + 1;
}
}
ShowPlayerDialog(playerid, 9999999, DIALOG_STYLE_MSGBOX, "Criaзгo de Casas", "Apartamento Criado \n Valor 45000 \n Nivel 3 \n Para Editar e sу usar /seditar", "Fechar", "");
HouseInfo[houseid][hValue] = 45000;
HouseInfo[houseid][hLevel] = 3;
strmid(HouseInfo[houseid][hDiscription], "Apartamento", 0, strlen("Apartamento"), 255);
HouseInfo[houseid][hExitx] = 2365.3381;
HouseInfo[houseid][hExity] = -1135.4713;
HouseInfo[houseid][hExitz] = 1050.8826;
HouseInfo[houseid][hInt] = 8;
HouseInfo[houseid][hEntrancex] = X;
HouseInfo[houseid][hEntrancey] = Y;
HouseInfo[houseid][hEntrancez] = Z;
HouseInfo[houseid][hWorld] = houseid;
HouseInfo[houseid][hSetted] = 1;
strmid(HouseInfo[houseid][hOwner],"The State",0,strlen("The State"),255);
strmid(HouseInfo[houseid][hMessage],"Apartamento",0,strlen("Apartamento"),255);
format(string, sizeof(string),"* Criada Casa Numero %d. A Casa foi feita automaticamente, Para editar use /seditar.",houseid);
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string,sizeof(string),"[AdmCmd]: Uma Moradia foi Criada [ Casa Numero: [%d]].",houseid);
ABroadCast(COLOR_LIGHTRED,string, 5);
format(string2,sizeof(string2),"{FAFAFA}.:{F52323}Casa a Venda{FAFAFA}:. \n {FAFAFA}Casa Numero:{F52323} %d \n {FAFAFA}Preзo: {F52323}R$%d \n {FAFAFA}Descriзгo: {F52323}%s \n {FAFAFA}Nivel Requerido:{F52323} %d",HouseInfo[houseid][hWorld], HouseInfo[houseid][hValue],HouseInfo[houseid][hDiscription], HouseInfo[houseid][hLevel]);
HouseLabel[houseid] = Create3DTextLabel(string2 ,0x00FF00AA,X,Y,Z,25, 0, 1);
HousePickup[houseid] = CreateDynamicPickup(1273, 1, HouseInfo[houseid][hEntrancex], HouseInfo[houseid][hEntrancey], HouseInfo[houseid][hEntrancez]);
OnPropUpdate(1,houseid);
OnPropTextdrawUpdate(1, houseid);
OnHousePickupUpdate(houseid);
SendClientMessage(playerid, COLOR_GREY,"* O Limite de textos 3d ja foi feito Sу apareceram na proxima GMX!");
// Salvamento de Casas
format(string, sizeof(string),"Casas/%d.ini",houseid);
dini_Create(string);
dini_FloatSet(string,"Entrance_X",HouseInfo[houseid][hEntrancex]);
dini_FloatSet(string,"Entrance_Y",HouseInfo[houseid][hEntrancey]);
dini_FloatSet(string,"Entrance_Z",HouseInfo[houseid][hEntrancez]);
dini_FloatSet(string,"Exit_X",HouseInfo[houseid][hExitx]);
dini_FloatSet(string,"Exit_Y",HouseInfo[houseid][hExity]);
dini_FloatSet(string,"Exit_Z",HouseInfo[houseid][hExitz]);
dini_IntSet(string,"Health_X",0); dini_IntSet(string,"Health_Y",0);
dini_IntSet(string,"Health_Z",0); dini_IntSet(string,"Armour_X",0);
dini_IntSet(string,"Armour_Y",0); dini_IntSet(string,"Armour_Z",0);
dini_Set(string,"Owner",HouseInfo[houseid][hOwner]);
dini_Set(string,"Description",HouseInfo[houseid][hDiscription]);
dini_IntSet(string,"Price",HouseInfo[houseid][hValue]);
dini_IntSet(string,"Health",HouseInfo[houseid][hHel]);
dini_IntSet(string,"Armour",HouseInfo[houseid][hArm]);
dini_IntSet(string,"Interior",HouseInfo[houseid][hInt]);
dini_IntSet(string,"Locked",HouseInfo[houseid][hLock]);
dini_IntSet(string,"Owned",0);
dini_IntSet(string,"Rooms",0);
dini_IntSet(string,"RentPrice",0);
dini_IntSet(string,"Takings",0);
dini_IntSet(string,"LevelNeeded",HouseInfo[houseid][hLevel]);
dini_IntSet(string,"World",HouseInfo[houseid][hWorld]);
dini_IntSet(string,"Setted",HouseInfo[houseid][hSetted]);
dini_Set(string,"Message",HouseInfo[houseid][hMessage]);
// Fim do Salvamento
OnPropUpdate(1,houseid);
return 1;
}
if(listitem == 1)
{
new houseid = -1;
new string2[256];
new Float:X, Float:Y, Float:Z;
GetPlayerPos(playerid, X,Y,Z);
for(new h = 0; h < sizeof(HouseInfo); h++)
{
if(HouseInfo[h][hSetted] == 1)
{
houseid = h + 1;
}
}
HouseInfo[houseid][hValue] = 50000;
HouseInfo[houseid][hLevel] = 4;
HouseInfo[houseid][hExitx] = 223.1147;
HouseInfo[houseid][hExity] = 1287.2872;
HouseInfo[houseid][hExitz] = 1082.1406;
HouseInfo[houseid][hInt] = 1;
ShowPlayerDialog(playerid, 9999999, DIALOG_STYLE_MSGBOX, "Criaзгo de Casas", "Cada Pequena Criada \n Valor 50000 \n Nivel 4 \n Para Editar e sу usar /seditar", "Fechar", "");
HouseInfo[houseid][hEntrancex] = X;
HouseInfo[houseid][hEntrancey] = Y;
HouseInfo[houseid][hEntrancez] = Z;
HouseInfo[houseid][hWorld] = houseid;
HouseInfo[houseid][hSetted] = 1;
strmid(HouseInfo[houseid][hOwner],"The State",0,strlen("The State"),255);
strmid(HouseInfo[houseid][hMessage],"Cafofo",0,strlen("Cafofo"),255);
format(string, sizeof(string),"* Criada Casa Numero %d. A Casa foi feita automaticamente, Para editar use /seditar.",houseid);
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string,sizeof(string),"[AdmCmd]: Uma Moradia foi Criada [ Casa Numero: [%d]].",houseid);
ABroadCast(COLOR_LIGHTRED,string, 5);
format(string2,sizeof(string2),"{FAFAFA}.:{F52323}Casa a Venda{FAFAFA}:. \n {FAFAFA}Casa Numero:{F52323} %d \n {FAFAFA}Preзo: {F52323}R$%d \n {FAFAFA}Descriзгo: {F52323}%s \n {FAFAFA}Nivel Requerido:{F52323} %d",HouseInfo[houseid][hWorld], HouseInfo[houseid][hValue],HouseInfo[houseid][hDiscription], HouseInfo[houseid][hLevel]);
HouseLabel[houseid] = Create3DTextLabel(string2 ,0x00FF00AA,X,Y,Z,25, 0, 1);
HousePickup[houseid] = CreateDynamicPickup(1273, 1, HouseInfo[houseid][hEntrancex], HouseInfo[houseid][hEntrancey], HouseInfo[houseid][hEntrancez]);
OnPropUpdate(1,houseid);
OnPropTextdrawUpdate(1, houseid);
OnHousePickupUpdate(houseid);
SendClientMessage(playerid, COLOR_GREY,"* O Limite de textos 3d ja foi feito Sу apareceram na proxima GMX!");
// Salvamento de Casas
format(string, sizeof(string),"Casas/%d.ini",houseid);
dini_Create(string);
dini_FloatSet(string,"Entrance_X",HouseInfo[houseid][hEntrancex]);
dini_FloatSet(string,"Entrance_Y",HouseInfo[houseid][hEntrancey]);
dini_FloatSet(string,"Entrance_Z",HouseInfo[houseid][hEntrancez]);
dini_FloatSet(string,"Exit_X",HouseInfo[houseid][hExitx]);
dini_FloatSet(string,"Exit_Y",HouseInfo[houseid][hExity]);
dini_FloatSet(string,"Exit_Z",HouseInfo[houseid][hExitz]);
dini_IntSet(string,"Health_X",0); dini_IntSet(string,"Health_Y",0);
dini_IntSet(string,"Health_Z",0); dini_IntSet(string,"Armour_X",0);
dini_IntSet(string,"Armour_Y",0); dini_IntSet(string,"Armour_Z",0);
dini_Set(string,"Owner",HouseInfo[houseid][hOwner]);
dini_Set(string,"Description",HouseInfo[houseid][hDiscription]);
dini_IntSet(string,"Price",HouseInfo[houseid][hValue]);
dini_IntSet(string,"Health",HouseInfo[houseid][hHel]);
dini_IntSet(string,"Armour",HouseInfo[houseid][hArm]);
dini_IntSet(string,"Interior",HouseInfo[houseid][hInt]);
dini_IntSet(string,"Locked",HouseInfo[houseid][hLock]);
dini_IntSet(string,"Owned",0);
dini_IntSet(string,"Rooms",0);
dini_IntSet(string,"RentPrice",0);
dini_IntSet(string,"Takings",0);
dini_IntSet(string,"LevelNeeded",HouseInfo[houseid][hLevel]);
dini_IntSet(string,"World",HouseInfo[houseid][hWorld]);
dini_IntSet(string,"Setted",HouseInfo[houseid][hSetted]);
dini_Set(string,"Message",HouseInfo[houseid][hMessage]);
// Fim do Salvamento
OnPropUpdate(1,houseid);
return 1;
}
if(listitem == 2)
{
new houseid = -1;
new string2[256];
new Float:X, Float:Y, Float:Z;
GetPlayerPos(playerid, X,Y,Z);
for(new h = 0; h < sizeof(HouseInfo); h++)
{
if(HouseInfo[h][hSetted] == 1)
{
houseid = h + 1;
}
}
HouseInfo[houseid][hValue] = 65000;
HouseInfo[houseid][hLevel] = 6;
strmid(HouseInfo[houseid][hDiscription], "Convencional", 0, strlen("Convencional"), 255);
HouseInfo[houseid][hExitx] = 2317.8289;
HouseInfo[houseid][hExity] = -1026.3838;
HouseInfo[houseid][hExitz] = 1050.2178;
HouseInfo[houseid][hInt] = 9;
ShowPlayerDialog(playerid, 9999999, DIALOG_STYLE_MSGBOX, "Criaзгo de Casas", "Casa Media Criado \n Valor 65000 \n Nivel 6 \n Para Editar e sу usar /seditar", "Fechar", "");
HouseInfo[houseid][hEntrancex] = X;
HouseInfo[houseid][hEntrancey] = Y;
HouseInfo[houseid][hEntrancez] = Z;
HouseInfo[houseid][hWorld] = houseid;
HouseInfo[houseid][hSetted] = 1;
strmid(HouseInfo[houseid][hOwner],"The State",0,strlen("The State"),255);
strmid(HouseInfo[houseid][hMessage],"Comum",0,strlen("Comum"),255);
format(string, sizeof(string),"* Criada Casa Numero %d. A Casa foi feita automaticamente, Para editar use /seditar.",houseid);
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string,sizeof(string),"[AdmCmd]: Uma Moradia foi Criada [ Casa Numero: [%d]].",houseid);
ABroadCast(COLOR_LIGHTRED,string, 5);
format(string2,sizeof(string2),"{FAFAFA}.:{F52323}Casa a Venda{FAFAFA}:. \n {FAFAFA}Casa Numero:{F52323} %d \n {FAFAFA}Preзo: {F52323}R$%d \n {FAFAFA}Descriзгo: {F52323}%s \n {FAFAFA}Nivel Requerido:{F52323} %d",HouseInfo[houseid][hWorld], HouseInfo[houseid][hValue],HouseInfo[houseid][hDiscription], HouseInfo[houseid][hLevel]);
HouseLabel[houseid] = Create3DTextLabel(string2 ,0x00FF00AA,X,Y,Z,25, 0, 1);
HousePickup[houseid] = CreateDynamicPickup(1273, 1, HouseInfo[houseid][hEntrancex], HouseInfo[houseid][hEntrancey], HouseInfo[houseid][hEntrancez]);
OnPropUpdate(1,houseid);
OnPropTextdrawUpdate(1, houseid);
OnHousePickupUpdate(houseid);
SendClientMessage(playerid, COLOR_GREY,"* O Limite de textos 3d ja foi feito Sу apareceram na proxima GMX!");
// Salvamento de Casas
format(string, sizeof(string),"Casas/%d.ini",houseid);
dini_Create(string);
dini_FloatSet(string,"Entrance_X",HouseInfo[houseid][hEntrancex]);
dini_FloatSet(string,"Entrance_Y",HouseInfo[houseid][hEntrancey]);
dini_FloatSet(string,"Entrance_Z",HouseInfo[houseid][hEntrancez]);
dini_FloatSet(string,"Exit_X",HouseInfo[houseid][hExitx]);
dini_FloatSet(string,"Exit_Y",HouseInfo[houseid][hExity]);
dini_FloatSet(string,"Exit_Z",HouseInfo[houseid][hExitz]);
dini_IntSet(string,"Health_X",0); dini_IntSet(string,"Health_Y",0);
dini_IntSet(string,"Health_Z",0); dini_IntSet(string,"Armour_X",0);
dini_IntSet(string,"Armour_Y",0); dini_IntSet(string,"Armour_Z",0);
dini_Set(string,"Owner",HouseInfo[houseid][hOwner]);
dini_Set(string,"Description",HouseInfo[houseid][hDiscription]);
dini_IntSet(string,"Price",HouseInfo[houseid][hValue]);
dini_IntSet(string,"Health",HouseInfo[houseid][hHel]);
dini_IntSet(string,"Armour",HouseInfo[houseid][hArm]);
dini_IntSet(string,"Interior",HouseInfo[houseid][hInt]);
dini_IntSet(string,"Locked",HouseInfo[houseid][hLock]);
dini_IntSet(string,"Owned",0);
dini_IntSet(string,"Rooms",0);
dini_IntSet(string,"RentPrice",0);
dini_IntSet(string,"Takings",0);
dini_IntSet(string,"LevelNeeded",HouseInfo[houseid][hLevel]);
dini_IntSet(string,"World",HouseInfo[houseid][hWorld]);
dini_IntSet(string,"Setted",HouseInfo[houseid][hSetted]);
dini_Set(string,"Message",HouseInfo[houseid][hMessage]);
// Fim do Salvamento
OnPropUpdate(1,houseid);
return 1;
}
if(listitem == 3)
{
new houseid = -1;
new string2[256];
new Float:X, Float:Y, Float:Z;
GetPlayerPos(playerid, X,Y,Z);
for(new h = 0; h < sizeof(HouseInfo); h++)
{
if(HouseInfo[h][hSetted] == 1)
{
houseid = h + 1;
}
}
HouseInfo[houseid][hValue] = 85000;
HouseInfo[houseid][hLevel] = 9;
strmid(HouseInfo[houseid][hDiscription], "Casa Grande", 0, strlen("Casa Grande"), 255);
HouseInfo[houseid][hExitx] = 140.4385;
HouseInfo[houseid][hExity] = 1366.2946;
HouseInfo[houseid][hExitz] = 1083.8594;
HouseInfo[houseid][hInt] = 5;
ShowPlayerDialog(playerid, 9999999, DIALOG_STYLE_MSGBOX, "Criaзгo de Casas", "Casa Grande Criado \n Valor 85000 \n Nivel 9 \n Para Editar e sу usar /seditar", "Fechar", "");
HouseInfo[houseid][hEntrancex] = X;
HouseInfo[houseid][hEntrancey] = Y;
HouseInfo[houseid][hEntrancez] = Z;
HouseInfo[houseid][hWorld] = houseid;
HouseInfo[houseid][hSetted] = 1;
strmid(HouseInfo[houseid][hOwner],"The State",0,strlen("The State"),255);
strmid(HouseInfo[houseid][hMessage],"Mansгo",0,strlen("Mansгo"),255);
format(string, sizeof(string),"* Criada Casa Numero %d. A Casa foi feita automaticamente, Para editar use /seditar.",houseid);
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string,sizeof(string),"[AdmCmd]: Uma Moradia foi Criada [ Casa Numero: [%d]].",houseid);
format(string2,sizeof(string2),"{FAFAFA}.:{F52323}Casa a Venda{FAFAFA}:. \n {FAFAFA}Casa Numero:{F52323} %d \n {FAFAFA}Preзo: {F52323}R$%d \n {FAFAFA}Descriзгo: {F52323}%s \n {FAFAFA}Nivel Requerido:{F52323} %d",HouseInfo[houseid][hWorld], HouseInfo[houseid][hValue],HouseInfo[houseid][hDiscription], HouseInfo[houseid][hLevel]);
HouseLabel[houseid] = Create3DTextLabel(string2 ,0x00FF00AA,X,Y,Z,25, 0, 1);
HousePickup[houseid] = CreateDynamicPickup(1273, 1, HouseInfo[houseid][hEntrancex], HouseInfo[houseid][hEntrancey], HouseInfo[houseid][hEntrancez]);
OnPropUpdate(1,houseid);
OnPropTextdrawUpdate(1, houseid);
OnHousePickupUpdate(houseid);
SendClientMessage(playerid, COLOR_GREY,"* O Limite de textos 3d ja foi feito Sу apareceram na proxima GMX!");
// Salvamento de Casas
format(string, sizeof(string),"Casas/%d.ini",houseid);
dini_Create(string);
dini_FloatSet(string,"Entrance_X",HouseInfo[houseid][hEntrancex]);
dini_FloatSet(string,"Entrance_Y",HouseInfo[houseid][hEntrancey]);
dini_FloatSet(string,"Entrance_Z",HouseInfo[houseid][hEntrancez]);
dini_FloatSet(string,"Exit_X",HouseInfo[houseid][hExitx]);
dini_FloatSet(string,"Exit_Y",HouseInfo[houseid][hExity]);
dini_FloatSet(string,"Exit_Z",HouseInfo[houseid][hExitz]);
dini_IntSet(string,"Health_X",0); dini_IntSet(string,"Health_Y",0);
dini_IntSet(string,"Health_Z",0); dini_IntSet(string,"Armour_X",0);
dini_IntSet(string,"Armour_Y",0); dini_IntSet(string,"Armour_Z",0);
dini_Set(string,"Owner",HouseInfo[houseid][hOwner]);
dini_Set(string,"Description",HouseInfo[houseid][hDiscription]);
dini_IntSet(string,"Price",HouseInfo[houseid][hValue]);
dini_IntSet(string,"Health",HouseInfo[houseid][hHel]);
dini_IntSet(string,"Armour",HouseInfo[houseid][hArm]);
dini_IntSet(string,"Interior",HouseInfo[houseid][hInt]);
dini_IntSet(string,"Locked",HouseInfo[houseid][hLock]);
dini_IntSet(string,"Owned",0);
dini_IntSet(string,"Rooms",0);
dini_IntSet(string,"RentPrice",0);
dini_IntSet(string,"Takings",0);
dini_IntSet(string,"LevelNeeded",HouseInfo[houseid][hLevel]);
dini_IntSet(string,"World",HouseInfo[houseid][hWorld]);
dini_IntSet(string,"Setted",HouseInfo[houseid][hSetted]);
dini_Set(string,"Message",HouseInfo[houseid][hMessage]);
// Fim do Salvamento
OnPropUpdate(1,houseid);
return 1;
}
}
return 1;
}