A chciałbym żeby wyglądało tak:
Sklep z Runami: 1. Upgrade [Ulepszenie Itemu] 2. Sol [Losowy przedmiot] 3. Zal [Doswiadczenie] 0. Zamknij
Niestety gdy przerabiam je na takie nie da się nic kupic. Bardzo bym prosił aby ktoś mi to przerobił, aby działało.
Kod do /rune:
/* ==================================================================================================== */ //Will return 1 if user has amount of money and then substract public bool:UTIL_Buyformoney(id,amount) { if (cs_get_user_money(id) >= amount) { cs_set_user_money(id,cs_get_user_money(id)-amount) return true } else { hudmsg(id,2.0,"Nie masz tyle zlota") return false } return false } public buyrune(id) { new text[513] format(text, 512, "\ySklep z runami - ^n\w1. Upgrade [Moze ulepszyc item] - \r$9000^n\w Uwaga nie kazdy item sie da ulepszyc ^n\Slabe itemy latwo ulepszyc ^n\w4 Mocne itemy moga ulec uszkodzeniu ^n\w5. Sol [Dostajesz losowy przedmiot] \r$5000^n\w6. Zal [Dostajesz doswiadczenia] \r$14500^n^n\w0. Zamknij") new keys = (1<<0)|(1<<4)|(1<<5)|(1<<9) show_menu(id, keys, text) return PLUGIN_HANDLED } public select_rune_menu(id, key) { switch(key) { case 0: { if (!UTIL_Buyformoney(id,9000)) return PLUGIN_HANDLED upgrade_item(id) } case 4: { if (!UTIL_Buyformoney(id,5000)) return PLUGIN_HANDLED award_item(id,0) return PLUGIN_HANDLED } case 5: { if (!UTIL_Buyformoney(id,14500)) return PLUGIN_HANDLED new exp = get_cvar_num("diablo_xpbonus")*random_num(3,10)+player_lvl[id]*get_cvar_num("diablo_xpbonus")/20 Give_Xp(id,exp) client_print(id,print_center,"dostales %d expa!",exp) return PLUGIN_HANDLED } case 9: { return PLUGIN_HANDLED } } return PLUGIN_HANDLED } public upgrade_item(id) { if(item_durability[id]>0) item_durability[id] += random_num(-50,50) if(item_durability[id]<1) { dropitem(id) return } if(player_b_jumpx[id]>0) player_b_jumpx[id] += random_num(0,1) if(player_b_vampire[id]>0) { if(player_b_vampire[id]>20) player_b_vampire[id] += random_num(-1,2) else if(player_b_vampire[id]>10) player_b_vampire[id] += random_num(0,2) else player_b_vampire[id]+= random_num(1,3) } if(player_b_damage[id]>0) player_b_damage[id] += random_num(0,3) if(player_b_money[id]!=0) player_b_money[id]+= random_num(-100,300) if(player_b_gravity[id]>0) { if(player_b_gravity[id]<3) player_b_gravity[id]+=random_num(0,2) else if(player_b_gravity[id]<5) player_b_gravity[id]+=random_num(1,3) else if(player_b_gravity[id]<8) player_b_gravity[id]+=random_num(-1,3) else if(player_b_gravity[id]<10) player_b_gravity[id]+=random_num(0,1) } if(player_b_inv[id]>0) { if(player_b_inv[id]>200) player_b_inv[id]-=random_num(0,50) else if(player_b_inv[id]>100) player_b_inv[id]-=random_num(-25,50) else if(player_b_inv[id]>50) player_b_inv[id]-=random_num(-10,20) else if(player_b_inv[id]>25) player_b_inv[id]-=random_num(-10,10) } if(player_b_grenade[id]>0) { if(player_b_grenade[id]>4) player_b_grenade[id]-=random_num(0,2) else if(player_b_grenade[id]>2) player_b_grenade[id]-=random_num(0,1) else if(player_b_grenade[id]==2) player_b_grenade[id]-=random_num(-1,1) } if(player_b_reduceH[id]>0) player_b_reduceH[id]-=random_num(0,player_b_reduceH[id]) if(player_b_theif[id]>0) player_b_theif[id] += random_num(0,250) if(player_b_respawn[id]>0) { if(player_b_respawn[id]>2) player_b_respawn[id]-=random_num(0,1) else if(player_b_respawn[id]>1) player_b_respawn[id]-=random_num(-1,1) } if(player_b_explode[id]>0)player_b_explode[id] += random_num(0,50) if(player_b_heal[id]>0) { if(player_b_heal[id]>20) player_b_heal[id]+= random_num(-1,3) else if(player_b_heal[id]>10) player_b_heal[id]+= random_num(0,4) else player_b_heal[id]+= random_num(2,6) } if(player_b_blind[id]>0) { if(player_b_blind[id]>5) player_b_blind[id]-= random_num(0,2) else if(player_b_blind[id]>1) player_b_blind[id]-= random_num(0,1) } if(player_b_teamheal[id]>0) player_b_teamheal[id] += random_num(0,5) if(player_b_redirect[id]>0) player_b_redirect[id]+= random_num(0,2) if(player_b_fireball[id]>0) player_b_fireball[id]+= random_num(0,33) if(player_b_ghost[id]>0) player_b_ghost[id]+= random_num(0,1) if(player_b_windwalk[id]>0) player_b_windwalk[id] += random_num(0,1) if(player_b_dagon[id]>0) player_b_dagon[id] += random_num(0,1) if(player_b_sniper[id]>0) { if(player_b_sniper[id]>5) player_b_sniper[id]-=random_num(0,2) else if(player_b_sniper[id]>2) player_b_sniper[id]-=random_num(0,1) else if(player_b_sniper[id]>1) player_b_sniper[id]-=random_num(-1,1) } if(player_b_extrastats[id]>0) player_b_extrastats[id] += random_num(0,2) if(player_b_firetotem[id]>0) player_b_firetotem[id] += random_num(0,50) if(player_b_darksteel[id]>0) player_b_darksteel[id] += random_num(0,2) if(player_b_mine[id]>0) player_b_mine[id] += random_num(0,1) if(player_sword[id]>0) { if(player_b_jumpx[id]==0 && random_num(0,10)==10) player_b_jumpx[id]=1 if(player_b_vampire[id]==0 && random_num(0,10)==10) player_b_vampire[id]=1 if(player_b_gravity[id]==0 && random_num(0,10)==10) player_b_gravity[id]=1 if(player_b_respawn[id]==0 && random_num(0,10)==5) player_b_respawn[id]=15 else if(player_b_respawn[id]>2 && random_num(0,10)==5) player_b_respawn[id]+=random_num(0,1) if(player_b_ghost[id]==0 && random_num(0,10)==10) player_b_ghost[id]=1 if(player_b_darksteel[id]==0 && random_num(0,10)==10) player_b_darksteel[id]=1 } if(player_ultra_armor[id]>0) player_ultra_armor[id]++ } /* ==================================================================================================== */
Proszę o zamknięcie, poradziłem sobie sam .