public skilltree(id)
{
new text[513]
new keys
new len = format(text, 512, "\yWybierz Staty- \rPunkty: %i^n^n\w1. \dInteligencja \r[%i] \d[Wieksze obrazenia czarami]^n\w2. \dSila \r[%i] \d[Masz wiecej zycia o %i]^n\w3. \dZrecznosc \r[%i] \d[Redukuje obrazenia z normalnych atkow %0.0f%%]^n",player_point[id],player_intelligence[id],player_strength[id],player_strength[id]*2,player_agility[id],player_damreduction[id]*100)
len += format(text[len], 512 - len,"\w4. \dZwinnosc \r[%i] \d[Szybsze bieganie o %i punkow i redukuje sile atakow magia %i%%]^n\w5. \dAura \r[%i] \d[Regerenujesz %i hp]^n\w6. \dExperience \r[%i] \d[\d+ %i xp za zabicie] ",player_dextery[id],floatround(player_dextery[id]*1.3),player_dextery[id]*3,player_regen[id],player_regen[id]/5,player_exper[id],player_exper[id])
keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)
/* Start - Limit Statów */
/************************************ ! UWAGA ! **********************************/
/* Poniżej ustalamy maksymalną ilość rozdania każdej umiejętności dla danej klasy */
/* Należy tak to rozplanować, żeby wszystkie klasy miały ŁĄCZNIE tyle samu punktów */
/* Żeby nie było Bugów, suma powinna wynosić (MAXLVL-1)*2, np. dla max 101 jest 200 */
new max_int //inteligencja
new max_sila //siła
new max_zre //zręczność
new max_zwin //zwinność
new max_reg
new max_exp
switch(player_class[id])
{
case Mag:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Mnich:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Paladyn:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Zabojca:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Nekromanta:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Barbarzynca:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
}
case Ninja:
{
max_int = 40
max_sila = 40
max_zre = 40
max_zwin = 40
max_reg = 20
max_exp = 20
/// TU MAM RESZTE KLAS
}
}
/* Koniec - Limit Statów */
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public skill_menu(id, key)
{
new max_int //inteligencja
new max_sila //siła
new max_zre //zręczność
new max_zwin //zwinność
new max_reg
new max_exp
switch(key)
{
case 0:
{
if (player_intelligence[id]<max_int){
player_point[id]-=2
player_intelligence[id]+=2
}
else client_print(id,print_center,"Maxymalny poziom inteligencji osiagniety")
}
case 1:
{
if (player_strength[id]<max_sila){
player_point[id]-=2
player_strength[id]+=2
}
else client_print(id,print_center,"Maxymalny poziom sily osiagniety")
}
case 2:
{
if (player_agility[id]<max_zre){
player_point[id]-=2
player_agility[id]+=2
player_damreduction[id] = (47.3057*(1.0-floatpower( 2.7182, -0.06798*float(player_agility[id])))/100)
}
else client_print(id,print_center,"Maxymalny poziom zrecznosci osiagniety")
}
case 3:
{
if (player_dextery[id]<max_zwin){
player_point[id]-=2
player_dextery[id]+=2
set_speedchange(id)
}
else client_print(id,print_center,"Maxymalny poziom zwinnosci osiagniety")
}
case 4:
{
if (player_regen[id]<50){
player_point[id]-=2
player_regen[id]+=2
}
else client_print(id,print_center,"Maxymalny poziom aury osiagniety")
}
case 5:
{
if (player_exper[id]<50){
player_point[id]-=2
player_exper[id]+=2
}
else client_print(id,print_center,"Maxymalny poziom experience osiagniety")
}
}
if (player_point[id] > 0)
skilltree(id)
return PLUGIN_HANDLED
}