Thanks to xuris dice and cup script gave me the idea on making a slot machine. here you all go
function onUseChecked( pUser, iUsed )
{
var iSlotmachine1 = RandomNumber( 1, 90 );
var iSlotmachine2 = RandomNumber( 1, 90 );
var numGold = pUser.ResourceCount( 0x0EED );
var pName = pUser.name;
if( numGold >= 10 )
{
pUser.UseResource( 10, 0x0EED );
}
if ( numGold < 10 )
{
pUser.SysMessage( "You must have a 10 gold to play the slots." );
return false;
}
switch( RandomNumber( 0, 15 ) )
{
case 0: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 1: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 2: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 3: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 20, "ITEM", true );
pUser.SysMessage( "You Won 20 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 4: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 5: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 10, "ITEM", true );
pUser.SysMessage( "You Won 10 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 6: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 7: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 8: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 2, "ITEM", true );
pUser.SysMessage( "You Won 2 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 9: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 10: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 11: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 12: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 13: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 50, "ITEM", true );
pUser.SysMessage( "You Won 50 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 14: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 15: pUser.SysMessage( "Sorry Your not a winner." ); break;
default:
}
if( iUsed.container != null )
iUsed.TextMessage( pName+" Plays the slot and gets "+iSlotmachine1+" and a "+iSlotmachine2+"." );
else
iUsed.TextMessage( pName+" Plays the slot and gets "+iSlotmachine1+" and a "+iSlotmachine2+"." );
//Play some random sound effects when the slotmachine
switch( RandomNumber( 0, 2 ) )
{
case 0: pUser.SoundEffect( 0x0057, true ); break;
case 1: pUser.SoundEffect( 0x0057, true ); break;
case 2: pUser.SoundEffect( 0x0057, true ); break;
default:
}
return false;
}
{
var iSlotmachine1 = RandomNumber( 1, 90 );
var iSlotmachine2 = RandomNumber( 1, 90 );
var numGold = pUser.ResourceCount( 0x0EED );
var pName = pUser.name;
if( numGold >= 10 )
{
pUser.UseResource( 10, 0x0EED );
}
if ( numGold < 10 )
{
pUser.SysMessage( "You must have a 10 gold to play the slots." );
return false;
}
switch( RandomNumber( 0, 15 ) )
{
case 0: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 1: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 2: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 3: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 20, "ITEM", true );
pUser.SysMessage( "You Won 20 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 4: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 5: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 10, "ITEM", true );
pUser.SysMessage( "You Won 10 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 6: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 7: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 8: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 2, "ITEM", true );
pUser.SysMessage( "You Won 2 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 9: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 10: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 11: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 12: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 13: var itemMade = CreateDFNItem( pUser.socket, pUser, "0x0EED", 50, "ITEM", true );
pUser.SysMessage( "You Won 50 Gold." );
pUser.TextMessage( pName+ " Winner " );
pUser.SoundEffect( 0x241, true ); break;
case 14: pUser.SysMessage( "Sorry Your not a winner." ); break;
case 15: pUser.SysMessage( "Sorry Your not a winner." ); break;
default:
}
if( iUsed.container != null )
iUsed.TextMessage( pName+" Plays the slot and gets "+iSlotmachine1+" and a "+iSlotmachine2+"." );
else
iUsed.TextMessage( pName+" Plays the slot and gets "+iSlotmachine1+" and a "+iSlotmachine2+"." );
//Play some random sound effects when the slotmachine
switch( RandomNumber( 0, 2 ) )
{
case 0: pUser.SoundEffect( 0x0057, true ); break;
case 1: pUser.SoundEffect( 0x0057, true ); break;
case 2: pUser.SoundEffect( 0x0057, true ); break;
default:
}
return false;
}