Lever Rank System

Unpaid Requests, Public Plugins
Post Reply
Luxurious
Member
Member
Egypt
Posts: 89
Joined: 10 Months Ago
Location: Egypt
Has thanked: 2 times
Been thanked: 1 time
Contact:

Lever Rank System

#1

Post by Luxurious » 1 Month Ago

Hello guys !
This Level Top System WorkingWith XP . if anyone can change it to work with Level !

Code: Select all

#include <zombie_escape>
#include <nvault_util>
#include <ze_levels>

// Constants
new const g_szLevelsVault[] = "Levels"
new const g_szRanksVault[]  = "Ranks"

// Variables
new g_iLevelsVault, g_iRanksVault

// Cvars
new g_pCvarEnableTop, g_pCvarLevelsToShow, g_pCvarEnableRank

public plugin_init()
{
	register_plugin("[ZE] Level Top/Rank", "1.1", "Raheem")
	
	// Commands
	register_clcmd("say /top15", "Cmd_Top")
	register_clcmd("say_team /top15", "Cmd_Top")
	register_clcmd("say /rank", "Cmd_Rank")
	register_clcmd("say_team /rank", "Cmd_Rank")
	
	// Cvars
	g_pCvarEnableTop = register_cvar("ze_enable_top_system", "1")
	g_pCvarLevelsToShow = register_cvar("ze_levels_top_number", "15")
	g_pCvarEnableRank = register_cvar("ze_enable_rank_system", "1")
}

public Cmd_Top(id)
{
	if (get_pcvar_num(g_pCvarEnableTop) == 0)
		return
	
	// Open the two vaults using UTIL functions
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	new iRanksVault = nvault_util_open(g_szRanksVault)
	
	// Open Vaults
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	g_iRanksVault = nvault_open(g_szRanksVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKeyLevelSteam[32],	// To hold SteamID from Levels.vault
	szDataLevel[64],			// To hold Levels, XP, MaxXP from Levels.vault
	szKeyRankSteam[32],			// To hold SteamID from Ranks.vault
	szDataRank[64]				// To hold Names from Ranks.vault
	
	new Array:g_szMaxXP			// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't know iTotal Length so we use Dynamic]
	g_szMaxXP = ArrayCreate(70)
	
	// Tries
	new Trie:g_Level_MaxXP,
	Trie:g_XP_MaxXP, 
	Trie:g_SteamID_MaxXP,
	Trie:g_Name_SteamID
	
	g_Level_MaxXP = TrieCreate()
	g_XP_MaxXP = TrieCreate()
	g_SteamID_MaxXP = TrieCreate()
	g_Name_SteamID = TrieCreate()
	
	// Some integer counters to be used down
	new i, iPos1 = 0, iPos2 = 0
	
	// Format motd Header
	new szMotd[1501], iLen
	
	iLen = formatex(szMotd, charsmax(szMotd), "<body bgcolor=#000000><font color=#CBA50B><h3><pre>")
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3s %-32s %-11s %s^n", "#", "Name", "# Level", "# XP")
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos1 = nvault_util_read(iLevelsVault, iPos1, szKeyLevelSteam, charsmax(szKeyLevelSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKeyLevelSteam, szDataLevel, charsmax(szDataLevel), iTimeStamp)
		
		// Get SteamID from Ranks.vault and save to szKeyRank
		iPos2 = nvault_util_read(iRanksVault, iPos2, szKeyRankSteam, charsmax(szKeyRankSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Name from Ranks.vault and save to szDataRank
		nvault_lookup(g_iRanksVault, szKeyRankSteam, szDataRank, charsmax(szDataRank), iTimeStamp)
		
		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[70]
		parse(szDataLevel, szLevel, charsmax(szLevel), szXP, charsmax(szXP), szMaxXP, charsmax(szMaxXP))
		
		// Add XP+MAXXP+SteamID to be unique for every player
		formatex(szMaxXP, charsmax(szMaxXP), "%i %s", str_to_num(szMaxXP) + str_to_num(szXP), szKeyRankSteam)
		
		// Save MAX-XP As Key, Level as Key Value
		TrieSetCell(g_Level_MaxXP, szMaxXP, str_to_num(szLevel))
		
		// Save MAX-XP As Key, XP as Key Value
		TrieSetCell(g_XP_MaxXP, szMaxXP, str_to_num(szXP))
		
		// Save MAX-XP As Key, SteamID as Value
		TrieSetString(g_SteamID_MaxXP, szMaxXP, szKeyLevelSteam)
		
		// Save SteamID As Key, Name as Value
		TrieSetString(g_Name_SteamID, szKeyRankSteam, szDataRank)
		
		// Save our MaxXP to Dynamic Array
		ArrayPushString(g_szMaxXP, szMaxXP)
	}
	
	// Rank Max-XP + SteamID
	ArraySortEx(g_szMaxXP, "TopSorting")
	
	// Get Top Players Data
	for (i = 0; i < get_pcvar_num(g_pCvarLevelsToShow); i++)
	{
		// MaxXP+SteamID As Key
		new szMaxXP[70]
		
		ArrayGetString(g_szMaxXP, i, szMaxXP, charsmax(szMaxXP))
		
		// Get Level
		new Level; TrieGetCell(g_Level_MaxXP, szMaxXP, Level)
		
		// Get XP
		new XP; TrieGetCell(g_XP_MaxXP, szMaxXP, XP)
		
		// Get SteamID
		new szSteamID[36]; TrieGetString(g_SteamID_MaxXP, szMaxXP, szSteamID, charsmax(szSteamID))
		
		// Get Name
		new szName[32]; TrieGetString(g_Name_SteamID, szSteamID, szName, charsmax(szName))

		for (new j = 0; j < charsmax(szName); j++)
		{
			if (is_char_mb(szName[j]) > 0 || szName[j] == '<' || szName[j] == '>')
			{
				szName[j] = ' '
			}
		}
		
		// Format Player
		iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3d %-32s %-11d %d^n", i + 1, szName, Level, XP)
	}
	
	// Format end of motd
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "</body></font></h3></pre>")
	
	// Finally Show motd to the player
	show_motd(id, szMotd, "Levels Rank")
	
	// Free our memory
	ArrayDestroy(g_szMaxXP)
	TrieDestroy(g_Level_MaxXP)
	TrieDestroy(g_XP_MaxXP)
	TrieDestroy(g_SteamID_MaxXP)
	TrieDestroy(g_Name_SteamID)
	
	// Closing UTIL Vaults
	nvault_util_close(iLevelsVault)
	nvault_util_close(iRanksVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
	nvault_close(g_iRanksVault)
}

public Cmd_Rank(id)
{
	if (get_pcvar_num(g_pCvarEnableRank) == 0)
		return
	
	// Open Levels vault via UTIL function
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	
	// Open Vault
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKey[32],	// To hold SteamID from Levels.vault
	szData[64]		// To hold Levels, XP from Levels.vault
	
	new Array:iMaxXP	// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't iTotal Length so we use Dynamic]
	iMaxXP = ArrayCreate(1)
	
	// Some integer counters to be used down
	new i, iPos = 0
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos = nvault_util_read(iLevelsVault, iPos, szKey, charsmax(szKey), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKey, szData, charsmax(szData), iTimeStamp)

		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[32]
		parse(szData, szLevel, 31, szXP, 31, szMaxXP, 31)

		// Save our MaxXP to Dynamic Array
		ArrayPushCell(iMaxXP, str_to_num(szMaxXP) + str_to_num(szXP))
	}
	
	// Rank Max-XP
	ArraySortEx(iMaxXP, "RankSorting")
	
	// Get Player rank
	new iIndex = 0;
	
	for (i = 0; i < ArraySize(iMaxXP); i++)
	{
		if (ArrayGetCell(iMaxXP, i) == (ze_get_user_max_xp(id) + ze_get_user_xp(id)))
		{
			iIndex = i
			break;
		}
	}
	
	ze_colored_print(id, "!tYour rank is !g%i !tof !g%i!y.", iIndex + 1, iTotal - 1)
	
	// Free our memory
	ArrayDestroy(iMaxXP)
	
	// Closing UTIL Vault
	nvault_util_close(iLevelsVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
}

public TopSorting(Array:g_szMaxXP, szItem1[], szItem2[])
{
	// 2D arrays to hold max-xp and steam id for both item1 and item2
	new szMaxXP[2][32], szSteamID[2][36]
	
	// Split item1 to Max-XP and SteamID, same for item 2
	parse(szItem1, szMaxXP[0], 31, szSteamID[0], 36)
	parse(szItem2, szMaxXP[1], 31, szSteamID[1], 36)
	
	// Start ranking
	if (str_to_num(szMaxXP[0]) > str_to_num(szMaxXP[1]))
	{
		return -1
	}
	else if (str_to_num(szMaxXP[0]) < str_to_num(szMaxXP[1]))
	{
		return 1
	}
	
	return 0
}

public RankSorting(Array:iMaxXP, iItem1, iItem2)
{
	if (iItem1 > iItem2)
	{
		return -1
	}
	else if (iItem1 < iItem2)
	{
		return 1
	}
	
	return 0
}
Capture.JPG

User avatar
sPe3doN
Senior Member
Senior Member
Bosnia & Herzegovina
Posts: 144
Joined: 1 Year Ago
Has thanked: 12 times
Been thanked: 2 times
Age: 19
Contact:

#2

Post by sPe3doN » 1 Month Ago

Luxurious wrote:
1 Month Ago
Hello guys !
This Level Top System WorkingWith XP . if anyone can change it to work with Level !

Code: Select all

#include <zombie_escape>
#include <nvault_util>
#include <ze_levels>

// Constants
new const g_szLevelsVault[] = "Levels"
new const g_szRanksVault[]  = "Ranks"

// Variables
new g_iLevelsVault, g_iRanksVault

// Cvars
new g_pCvarEnableTop, g_pCvarLevelsToShow, g_pCvarEnableRank

public plugin_init()
{
	register_plugin("[ZE] Level Top/Rank", "1.1", "Raheem")
	
	// Commands
	register_clcmd("say /top15", "Cmd_Top")
	register_clcmd("say_team /top15", "Cmd_Top")
	register_clcmd("say /rank", "Cmd_Rank")
	register_clcmd("say_team /rank", "Cmd_Rank")
	
	// Cvars
	g_pCvarEnableTop = register_cvar("ze_enable_top_system", "1")
	g_pCvarLevelsToShow = register_cvar("ze_levels_top_number", "15")
	g_pCvarEnableRank = register_cvar("ze_enable_rank_system", "1")
}

public Cmd_Top(id)
{
	if (get_pcvar_num(g_pCvarEnableTop) == 0)
		return
	
	// Open the two vaults using UTIL functions
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	new iRanksVault = nvault_util_open(g_szRanksVault)
	
	// Open Vaults
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	g_iRanksVault = nvault_open(g_szRanksVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKeyLevelSteam[32],	// To hold SteamID from Levels.vault
	szDataLevel[64],			// To hold Levels, XP, MaxXP from Levels.vault
	szKeyRankSteam[32],			// To hold SteamID from Ranks.vault
	szDataRank[64]				// To hold Names from Ranks.vault
	
	new Array:g_szMaxXP			// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't know iTotal Length so we use Dynamic]
	g_szMaxXP = ArrayCreate(70)
	
	// Tries
	new Trie:g_Level_MaxXP,
	Trie:g_XP_MaxXP, 
	Trie:g_SteamID_MaxXP,
	Trie:g_Name_SteamID
	
	g_Level_MaxXP = TrieCreate()
	g_XP_MaxXP = TrieCreate()
	g_SteamID_MaxXP = TrieCreate()
	g_Name_SteamID = TrieCreate()
	
	// Some integer counters to be used down
	new i, iPos1 = 0, iPos2 = 0
	
	// Format motd Header
	new szMotd[1501], iLen
	
	iLen = formatex(szMotd, charsmax(szMotd), "<body bgcolor=#000000><font color=#CBA50B><h3><pre>")
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3s %-32s %-11s %s^n", "#", "Name", "# Level", "# XP")
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos1 = nvault_util_read(iLevelsVault, iPos1, szKeyLevelSteam, charsmax(szKeyLevelSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKeyLevelSteam, szDataLevel, charsmax(szDataLevel), iTimeStamp)
		
		// Get SteamID from Ranks.vault and save to szKeyRank
		iPos2 = nvault_util_read(iRanksVault, iPos2, szKeyRankSteam, charsmax(szKeyRankSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Name from Ranks.vault and save to szDataRank
		nvault_lookup(g_iRanksVault, szKeyRankSteam, szDataRank, charsmax(szDataRank), iTimeStamp)
		
		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[70]
		parse(szDataLevel, szLevel, charsmax(szLevel), szXP, charsmax(szXP), szMaxXP, charsmax(szMaxXP))
		
		// Add XP+MAXXP+SteamID to be unique for every player
		formatex(szMaxXP, charsmax(szMaxXP), "%i %s", str_to_num(szMaxXP) + str_to_num(szXP), szKeyRankSteam)
		
		// Save MAX-XP As Key, Level as Key Value
		TrieSetCell(g_Level_MaxXP, szMaxXP, str_to_num(szLevel))
		
		// Save MAX-XP As Key, XP as Key Value
		TrieSetCell(g_XP_MaxXP, szMaxXP, str_to_num(szXP))
		
		// Save MAX-XP As Key, SteamID as Value
		TrieSetString(g_SteamID_MaxXP, szMaxXP, szKeyLevelSteam)
		
		// Save SteamID As Key, Name as Value
		TrieSetString(g_Name_SteamID, szKeyRankSteam, szDataRank)
		
		// Save our MaxXP to Dynamic Array
		ArrayPushString(g_szMaxXP, szMaxXP)
	}
	
	// Rank Max-XP + SteamID
	ArraySortEx(g_szMaxXP, "TopSorting")
	
	// Get Top Players Data
	for (i = 0; i < get_pcvar_num(g_pCvarLevelsToShow); i++)
	{
		// MaxXP+SteamID As Key
		new szMaxXP[70]
		
		ArrayGetString(g_szMaxXP, i, szMaxXP, charsmax(szMaxXP))
		
		// Get Level
		new Level; TrieGetCell(g_Level_MaxXP, szMaxXP, Level)
		
		// Get XP
		new XP; TrieGetCell(g_XP_MaxXP, szMaxXP, XP)
		
		// Get SteamID
		new szSteamID[36]; TrieGetString(g_SteamID_MaxXP, szMaxXP, szSteamID, charsmax(szSteamID))
		
		// Get Name
		new szName[32]; TrieGetString(g_Name_SteamID, szSteamID, szName, charsmax(szName))

		for (new j = 0; j < charsmax(szName); j++)
		{
			if (is_char_mb(szName[j]) > 0 || szName[j] == '<' || szName[j] == '>')
			{
				szName[j] = ' '
			}
		}
		
		// Format Player
		iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3d %-32s %-11d %d^n", i + 1, szName, Level, XP)
	}
	
	// Format end of motd
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "</body></font></h3></pre>")
	
	// Finally Show motd to the player
	show_motd(id, szMotd, "Levels Rank")
	
	// Free our memory
	ArrayDestroy(g_szMaxXP)
	TrieDestroy(g_Level_MaxXP)
	TrieDestroy(g_XP_MaxXP)
	TrieDestroy(g_SteamID_MaxXP)
	TrieDestroy(g_Name_SteamID)
	
	// Closing UTIL Vaults
	nvault_util_close(iLevelsVault)
	nvault_util_close(iRanksVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
	nvault_close(g_iRanksVault)
}

public Cmd_Rank(id)
{
	if (get_pcvar_num(g_pCvarEnableRank) == 0)
		return
	
	// Open Levels vault via UTIL function
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	
	// Open Vault
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKey[32],	// To hold SteamID from Levels.vault
	szData[64]		// To hold Levels, XP from Levels.vault
	
	new Array:iMaxXP	// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't iTotal Length so we use Dynamic]
	iMaxXP = ArrayCreate(1)
	
	// Some integer counters to be used down
	new i, iPos = 0
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos = nvault_util_read(iLevelsVault, iPos, szKey, charsmax(szKey), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKey, szData, charsmax(szData), iTimeStamp)

		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[32]
		parse(szData, szLevel, 31, szXP, 31, szMaxXP, 31)

		// Save our MaxXP to Dynamic Array
		ArrayPushCell(iMaxXP, str_to_num(szMaxXP) + str_to_num(szXP))
	}
	
	// Rank Max-XP
	ArraySortEx(iMaxXP, "RankSorting")
	
	// Get Player rank
	new iIndex = 0;
	
	for (i = 0; i < ArraySize(iMaxXP); i++)
	{
		if (ArrayGetCell(iMaxXP, i) == (ze_get_user_max_xp(id) + ze_get_user_xp(id)))
		{
			iIndex = i
			break;
		}
	}
	
	ze_colored_print(id, "!tYour rank is !g%i !tof !g%i!y.", iIndex + 1, iTotal - 1)
	
	// Free our memory
	ArrayDestroy(iMaxXP)
	
	// Closing UTIL Vault
	nvault_util_close(iLevelsVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
}

public TopSorting(Array:g_szMaxXP, szItem1[], szItem2[])
{
	// 2D arrays to hold max-xp and steam id for both item1 and item2
	new szMaxXP[2][32], szSteamID[2][36]
	
	// Split item1 to Max-XP and SteamID, same for item 2
	parse(szItem1, szMaxXP[0], 31, szSteamID[0], 36)
	parse(szItem2, szMaxXP[1], 31, szSteamID[1], 36)
	
	// Start ranking
	if (str_to_num(szMaxXP[0]) > str_to_num(szMaxXP[1]))
	{
		return -1
	}
	else if (str_to_num(szMaxXP[0]) < str_to_num(szMaxXP[1]))
	{
		return 1
	}
	
	return 0
}

public RankSorting(Array:iMaxXP, iItem1, iItem2)
{
	if (iItem1 > iItem2)
	{
		return -1
	}
	else if (iItem1 < iItem2)
	{
		return 1
	}
	
	return 0
}
Capture.JPG
i think it's work with level !
Image

Luxurious
Member
Member
Egypt
Posts: 89
Joined: 10 Months Ago
Location: Egypt
Has thanked: 2 times
Been thanked: 1 time
Contact:

#3

Post by Luxurious » 1 Month Ago

sPe3doN wrote:
1 Month Ago
Luxurious wrote:
1 Month Ago
Hello guys !
This Level Top System WorkingWith XP . if anyone can change it to work with Level !

Code: Select all

#include <zombie_escape>
#include <nvault_util>
#include <ze_levels>

// Constants
new const g_szLevelsVault[] = "Levels"
new const g_szRanksVault[]  = "Ranks"

// Variables
new g_iLevelsVault, g_iRanksVault

// Cvars
new g_pCvarEnableTop, g_pCvarLevelsToShow, g_pCvarEnableRank

public plugin_init()
{
	register_plugin("[ZE] Level Top/Rank", "1.1", "Raheem")
	
	// Commands
	register_clcmd("say /top15", "Cmd_Top")
	register_clcmd("say_team /top15", "Cmd_Top")
	register_clcmd("say /rank", "Cmd_Rank")
	register_clcmd("say_team /rank", "Cmd_Rank")
	
	// Cvars
	g_pCvarEnableTop = register_cvar("ze_enable_top_system", "1")
	g_pCvarLevelsToShow = register_cvar("ze_levels_top_number", "15")
	g_pCvarEnableRank = register_cvar("ze_enable_rank_system", "1")
}

public Cmd_Top(id)
{
	if (get_pcvar_num(g_pCvarEnableTop) == 0)
		return
	
	// Open the two vaults using UTIL functions
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	new iRanksVault = nvault_util_open(g_szRanksVault)
	
	// Open Vaults
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	g_iRanksVault = nvault_open(g_szRanksVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKeyLevelSteam[32],	// To hold SteamID from Levels.vault
	szDataLevel[64],			// To hold Levels, XP, MaxXP from Levels.vault
	szKeyRankSteam[32],			// To hold SteamID from Ranks.vault
	szDataRank[64]				// To hold Names from Ranks.vault
	
	new Array:g_szMaxXP			// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't know iTotal Length so we use Dynamic]
	g_szMaxXP = ArrayCreate(70)
	
	// Tries
	new Trie:g_Level_MaxXP,
	Trie:g_XP_MaxXP, 
	Trie:g_SteamID_MaxXP,
	Trie:g_Name_SteamID
	
	g_Level_MaxXP = TrieCreate()
	g_XP_MaxXP = TrieCreate()
	g_SteamID_MaxXP = TrieCreate()
	g_Name_SteamID = TrieCreate()
	
	// Some integer counters to be used down
	new i, iPos1 = 0, iPos2 = 0
	
	// Format motd Header
	new szMotd[1501], iLen
	
	iLen = formatex(szMotd, charsmax(szMotd), "<body bgcolor=#000000><font color=#CBA50B><h3><pre>")
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3s %-32s %-11s %s^n", "#", "Name", "# Level", "# XP")
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos1 = nvault_util_read(iLevelsVault, iPos1, szKeyLevelSteam, charsmax(szKeyLevelSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKeyLevelSteam, szDataLevel, charsmax(szDataLevel), iTimeStamp)
		
		// Get SteamID from Ranks.vault and save to szKeyRank
		iPos2 = nvault_util_read(iRanksVault, iPos2, szKeyRankSteam, charsmax(szKeyRankSteam), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Name from Ranks.vault and save to szDataRank
		nvault_lookup(g_iRanksVault, szKeyRankSteam, szDataRank, charsmax(szDataRank), iTimeStamp)
		
		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[70]
		parse(szDataLevel, szLevel, charsmax(szLevel), szXP, charsmax(szXP), szMaxXP, charsmax(szMaxXP))
		
		// Add XP+MAXXP+SteamID to be unique for every player
		formatex(szMaxXP, charsmax(szMaxXP), "%i %s", str_to_num(szMaxXP) + str_to_num(szXP), szKeyRankSteam)
		
		// Save MAX-XP As Key, Level as Key Value
		TrieSetCell(g_Level_MaxXP, szMaxXP, str_to_num(szLevel))
		
		// Save MAX-XP As Key, XP as Key Value
		TrieSetCell(g_XP_MaxXP, szMaxXP, str_to_num(szXP))
		
		// Save MAX-XP As Key, SteamID as Value
		TrieSetString(g_SteamID_MaxXP, szMaxXP, szKeyLevelSteam)
		
		// Save SteamID As Key, Name as Value
		TrieSetString(g_Name_SteamID, szKeyRankSteam, szDataRank)
		
		// Save our MaxXP to Dynamic Array
		ArrayPushString(g_szMaxXP, szMaxXP)
	}
	
	// Rank Max-XP + SteamID
	ArraySortEx(g_szMaxXP, "TopSorting")
	
	// Get Top Players Data
	for (i = 0; i < get_pcvar_num(g_pCvarLevelsToShow); i++)
	{
		// MaxXP+SteamID As Key
		new szMaxXP[70]
		
		ArrayGetString(g_szMaxXP, i, szMaxXP, charsmax(szMaxXP))
		
		// Get Level
		new Level; TrieGetCell(g_Level_MaxXP, szMaxXP, Level)
		
		// Get XP
		new XP; TrieGetCell(g_XP_MaxXP, szMaxXP, XP)
		
		// Get SteamID
		new szSteamID[36]; TrieGetString(g_SteamID_MaxXP, szMaxXP, szSteamID, charsmax(szSteamID))
		
		// Get Name
		new szName[32]; TrieGetString(g_Name_SteamID, szSteamID, szName, charsmax(szName))

		for (new j = 0; j < charsmax(szName); j++)
		{
			if (is_char_mb(szName[j]) > 0 || szName[j] == '<' || szName[j] == '>')
			{
				szName[j] = ' '
			}
		}
		
		// Format Player
		iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "%-3d %-32s %-11d %d^n", i + 1, szName, Level, XP)
	}
	
	// Format end of motd
	iLen += formatex(szMotd[iLen], charsmax(szMotd) - iLen, "</body></font></h3></pre>")
	
	// Finally Show motd to the player
	show_motd(id, szMotd, "Levels Rank")
	
	// Free our memory
	ArrayDestroy(g_szMaxXP)
	TrieDestroy(g_Level_MaxXP)
	TrieDestroy(g_XP_MaxXP)
	TrieDestroy(g_SteamID_MaxXP)
	TrieDestroy(g_Name_SteamID)
	
	// Closing UTIL Vaults
	nvault_util_close(iLevelsVault)
	nvault_util_close(iRanksVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
	nvault_close(g_iRanksVault)
}

public Cmd_Rank(id)
{
	if (get_pcvar_num(g_pCvarEnableRank) == 0)
		return
	
	// Open Levels vault via UTIL function
	new iLevelsVault = nvault_util_open(g_szLevelsVault)
	
	// Open Vault
	g_iLevelsVault = nvault_open(g_szLevelsVault)
	
	// Max elements in Levels.vault and Rank.vault (They are same)
	new iTotal = nvault_util_count(iLevelsVault)
	
	new szKey[32],	// To hold SteamID from Levels.vault
	szData[64]		// To hold Levels, XP from Levels.vault
	
	new Array:iMaxXP	// Dynamic Array to hold all MaxXP (szData) from Levels.vault
	
	// Useless Variables
	new szVal[64], iTimeStamp
	
	// Create Our Arrays with proper lengths [As we don't iTotal Length so we use Dynamic]
	iMaxXP = ArrayCreate(1)
	
	// Some integer counters to be used down
	new i, iPos = 0
	
	// Loop through all elements in our Levels.vault and Rank.vault
	for(i = 0; i < iTotal; i++)
	{
		// Get SteamID from Levels.vault and save to szKey
		iPos = nvault_util_read(iLevelsVault, iPos, szKey, charsmax(szKey), szVal, charsmax(szVal), iTimeStamp)
		
		// Get Levels, XP for every SteamID from Levels.vault and save to szData
		nvault_lookup(g_iLevelsVault, szKey, szData, charsmax(szData), iTimeStamp)

		// Spliting szData to Level and XP and Save them
		new szLevel[32], szXP[32], szMaxXP[32]
		parse(szData, szLevel, 31, szXP, 31, szMaxXP, 31)

		// Save our MaxXP to Dynamic Array
		ArrayPushCell(iMaxXP, str_to_num(szMaxXP) + str_to_num(szXP))
	}
	
	// Rank Max-XP
	ArraySortEx(iMaxXP, "RankSorting")
	
	// Get Player rank
	new iIndex = 0;
	
	for (i = 0; i < ArraySize(iMaxXP); i++)
	{
		if (ArrayGetCell(iMaxXP, i) == (ze_get_user_max_xp(id) + ze_get_user_xp(id)))
		{
			iIndex = i
			break;
		}
	}
	
	ze_colored_print(id, "!tYour rank is !g%i !tof !g%i!y.", iIndex + 1, iTotal - 1)
	
	// Free our memory
	ArrayDestroy(iMaxXP)
	
	// Closing UTIL Vault
	nvault_util_close(iLevelsVault)
	
	// Close Vaults
	nvault_close(g_iLevelsVault)
}

public TopSorting(Array:g_szMaxXP, szItem1[], szItem2[])
{
	// 2D arrays to hold max-xp and steam id for both item1 and item2
	new szMaxXP[2][32], szSteamID[2][36]
	
	// Split item1 to Max-XP and SteamID, same for item 2
	parse(szItem1, szMaxXP[0], 31, szSteamID[0], 36)
	parse(szItem2, szMaxXP[1], 31, szSteamID[1], 36)
	
	// Start ranking
	if (str_to_num(szMaxXP[0]) > str_to_num(szMaxXP[1]))
	{
		return -1
	}
	else if (str_to_num(szMaxXP[0]) < str_to_num(szMaxXP[1]))
	{
		return 1
	}
	
	return 0
}

public RankSorting(Array:iMaxXP, iItem1, iItem2)
{
	if (iItem1 > iItem2)
	{
		return -1
	}
	else if (iItem1 < iItem2)
	{
		return 1
	}
	
	return 0
}
Capture.JPG
i think it's work with level !
Image
Look in photo u will see Top 1 Has Level 0 And Top 2 Have Level 2 :)
cuz i using ze_new_level_zero_XP 1

User avatar
Jack GamePlay
Mod Developer
Mod Developer
Egypt
Posts: 512
Joined: 1 Year Ago
Location: Egypt
Has thanked: 31 times
Been thanked: 42 times
Age: 18
Contact:

#4

Post by Jack GamePlay » 1 Month Ago

??

[ Post made via Android ]
Image

Luxurious
Member
Member
Egypt
Posts: 89
Joined: 10 Months Ago
Location: Egypt
Has thanked: 2 times
Been thanked: 1 time
Contact:

#5

Post by Luxurious » 1 Month Ago

Jack GamePlay wrote:
1 Month Ago
??
Look in photo u will find Top Level system Have a Problem !

Luxurious
Member
Member
Egypt
Posts: 89
Joined: 10 Months Ago
Location: Egypt
Has thanked: 2 times
Been thanked: 1 time
Contact:

#6

Post by Luxurious » 1 Month Ago

Some one help me !

User avatar
Raheem
Mod Developer
Mod Developer
Egypt
Posts: 1717
Joined: 1 Year Ago
Location: Egypt
Has thanked: 28 times
Been thanked: 78 times
Age: 21
Contact:

#7

Post by Raheem » 3 Weeks Ago

This happens if you changed some cvars related to max-xp or increment rate wihtout restarting the levels. Or you give player levels from any other plugin. The plugin should works fine in normal conditions.

Try the following:
  1. Stop the server.
  2. Delete all level .vault files.
  3. Start server again.
And whenever you change some cvars related to xp, do these instructions again.
You don't know? Learn and you will know.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests