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slotmachine

Posted: Wed Nov 30, 2011 9:01 pm
by dragon slayer
yes i did it folks

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;
}
if you have any tweaks or addons to this please post :) so far works like a charm. as I'm not much of a js scripter but I'm reading up on it.

Posted: Wed Nov 30, 2011 9:13 pm
by Xuri
Looks good :) One thing you can do is default to the "you're not a winner"-message, and then just add specific winning cases. Like so:

Code: Select all

      switch( RandomNumber( 0, 15 ) ) 
      { 
         case 0: 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 1: 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 2: 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 3: 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; 
         default: pUser.SysMessage( "Sorry, you're not a winner." );
      }

Posted: Wed Nov 30, 2011 9:53 pm
by dragon slayer
oh cool i didnt know all that thanks xuri