Ich bin zwar nur der Übersetzer aber ich kann dir das benötigte Skript von Fuse dennoch zeigen Code: scn FruitMachineMain float timer short init float fQuestDelayTime ; for quest script timing long FuseFruitStage short open short Stopped1 short Stopped2 short Stopped3 short Reel1Val short Reel2Val short Reel3Val float NewAngle1 float NewAngle2 float NewAngle3 long Movements short RNDmin short RNDmax short randVal short NoOfCherries short NoOfApples short NoOfMellons short NoOfSnails short NoOfRings Begin OnActivate if open == 0 && player.GetGold > 0 playgroup forward 1 set open to 1 set init to 0 player.RemoveItem Gold001 1 endif if player.GetGold < 1 messagebox "Du hast nicht genug Gold um zu spielen." endif End Begin GameMode if init == 0 ;set the timer value set timer to 1 ;delay set init to 1 ;set fQuestDelayTime to 1 set Movements to 0 set RNDmin to 1 set RNDmax to 14 set randVal to 0 set Stopped1 to 0 set Stopped2 to 0 set Stopped3 to 0 set NoOfCherries to 0 set NoOfApples to 0 set NoOfMellons to 0 set NoOfSnails to 0 set NoOfRings to 0 set NewAngle1 to 334 set NewAngle2 to 282 set NewAngle3 to 358 set FuseFruitStage to 10 else if FuseFruitStage == 10 && open == 1 if timer > 0 set timer to timer - getSecondsPassed else set NewAngle1 to NewAngle1 + 8 set NewAngle2 to NewAngle2 + 8 set NewAngle3 to NewAngle3 + 8 if Stopped1 == 0 "010011D1".SetAngle x, NewAngle1 endif if Stopped2 == 0 "010011D2".SetAngle x, NewAngle2 endif if Stopped3 == 0 "01000CE7".SetAngle x, NewAngle3 endif ;if NewAngle > 2000 set Movements to Movements + 1 if Movements == 200 PlaySound DRSBarrelOpen set Stopped1 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "010011D1".SetAngle x, 77 elseif randVal == 2 "010011D1".SetAngle x, 51 elseif randVal == 3 "010011D1".SetAngle x, 25 elseif randVal == 4 "010011D1".SetAngle x, 358 elseif randVal == 5 "010011D1".SetAngle x, 334 elseif randVal == 6 "010011D1".SetAngle x, 308 elseif randVal == 7 "010011D1".SetAngle x, 282 elseif randVal == 8 "010011D1".SetAngle x, 257 elseif randVal == 9 "010011D1".SetAngle x, 232 elseif randVal == 10 "010011D1".SetAngle x, 206 elseif randVal == 11 "010011D1".SetAngle x, 181 elseif randVal == 12 "010011D1".SetAngle x, 155 elseif randVal == 13 "010011D1".SetAngle x, 129 elseif randVal == 14 "010011D1".SetAngle x, 103 endif set Reel1Val to randVal endif if Movements == 300 PlaySound DRSBarrelOpen set Stopped2 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "010011D2".SetAngle x, 77 elseif randVal == 2 "010011D2".SetAngle x, 51 elseif randVal == 3 "010011D2".SetAngle x, 25 elseif randVal == 4 "010011D2".SetAngle x, 358 elseif randVal == 5 "010011D2".SetAngle x, 334 elseif randVal == 6 "010011D2".SetAngle x, 308 elseif randVal == 7 "010011D2".SetAngle x, 282 elseif randVal == 8 "010011D2".SetAngle x, 257 elseif randVal == 9 "010011D2".SetAngle x, 232 elseif randVal == 10 "010011D2".SetAngle x, 206 elseif randVal == 11 "010011D2".SetAngle x, 181 elseif randVal == 12 "010011D2".SetAngle x, 155 elseif randVal == 13 "010011D2".SetAngle x, 129 elseif randVal == 14 "010011D2".SetAngle x, 103 endif set Reel2Val to randVal endif if Movements == 400 PlaySound DRSBarrelOpen set Stopped3 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "01000CE7".SetAngle x, 77 elseif randVal == 2 "01000CE7".SetAngle x, 51 elseif randVal == 3 "01000CE7".SetAngle x, 25 elseif randVal == 4 "01000CE7".SetAngle x, 358 elseif randVal == 5 "01000CE7".SetAngle x, 334 elseif randVal == 6 "01000CE7".SetAngle x, 308 elseif randVal == 7 "01000CE7".SetAngle x, 282 elseif randVal == 8 "01000CE7".SetAngle x, 257 elseif randVal == 9 "01000CE7".SetAngle x, 232 elseif randVal == 10 "01000CE7".SetAngle x, 206 elseif randVal == 11 "01000CE7".SetAngle x, 181 elseif randVal == 12 "01000CE7".SetAngle x, 155 elseif randVal == 13 "01000CE7".SetAngle x, 129 elseif randVal == 14 "01000CE7".SetAngle x, 103 endif set Reel3Val to randVal set FuseFruitStage to 20 endif endif elseif FuseFruitStage == 20 if Reel1Val == 1 || Reel1Val == 5 || Reel1Val == 8 || Reel1Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel1Val == 2 || Reel1Val == 4 || Reel1Val == 9 || Reel1Val == 13 set NoOfApples to NoOfApples +1 elseif Reel1Val == 3 || Reel1Val == 6 || Reel1Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel1Val == 10 || Reel1Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel1Val == 7 set NoOfRings to NoOfRings +1 endif if Reel2Val == 1 || Reel2Val == 5 || Reel2Val == 8 || Reel2Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel2Val == 2 || Reel2Val == 4 || Reel2Val == 9 || Reel2Val == 13 set NoOfApples to NoOfApples +1 elseif Reel2Val == 3 || Reel2Val == 6 || Reel2Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel2Val == 10 || Reel2Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel2Val == 7 set NoOfRings to NoOfRings +1 endif if Reel3Val == 1 || Reel3Val == 5 || Reel3Val == 8 || Reel3Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel3Val == 2 || Reel3Val == 4 || Reel3Val == 9 || Reel3Val == 13 set NoOfApples to NoOfApples +1 elseif Reel3Val == 3 || Reel3Val == 6 || Reel3Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel3Val == 10 || Reel3Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel3Val == 7 set NoOfRings to NoOfRings +1 endif set FuseFruitStage to 30 elseif FuseFruitStage == 30 if NoOfCherries == 2 messagebox "Du hast 2 Kirschen in einer Reihe, du gewinnst 1 Gold!" player.additem Gold001 "1" elseif NoOfCherries == 3 messagebox "Du hast 3 Kirschen in einer Reihe und bekommst 3 Gold!" player.additem Gold001 "5" elseif NoOfApples == 3 messagebox "Du hast 3 Äpfel in einer Reihe und gewinnst 10 Gold!" player.additem Gold001 "10" elseif NoOfMellons == 3 messagebox "Du hast 3 Melonen in einer Reihe und bekommst 20 Gold!" player.additem Gold001 "20" elseif NoOfSnails == 3 messagebox "Du hast 3 Schnecken, du gewinnst 50 Gold!" player.additem Gold001 "50" elseif NoOfRings == 3 messagebox "Du hast 3 Ringe und gewinnst 100 Gold!" player.additem Gold001 "100" endif set FuseFruitStage to 40 set open to 0 endif endif End Freut mich das man mir hier auch mal antwortet, kam mir schon vor wie ein endloser Monolog...
scn FruitMachineMain float timer short init float fQuestDelayTime ; for quest script timing long FuseFruitStage short open short Stopped1 short Stopped2 short Stopped3 short Reel1Val short Reel2Val short Reel3Val float NewAngle1 float NewAngle2 float NewAngle3 long Movements short RNDmin short RNDmax short randVal short NoOfCherries short NoOfApples short NoOfMellons short NoOfSnails short NoOfRings Begin OnActivate if open == 0 && player.GetGold > 0 playgroup forward 1 set open to 1 set init to 0 player.RemoveItem Gold001 1 endif if player.GetGold < 1 messagebox "Du hast nicht genug Gold um zu spielen." endif End Begin GameMode if init == 0 ;set the timer value set timer to 1 ;delay set init to 1 ;set fQuestDelayTime to 1 set Movements to 0 set RNDmin to 1 set RNDmax to 14 set randVal to 0 set Stopped1 to 0 set Stopped2 to 0 set Stopped3 to 0 set NoOfCherries to 0 set NoOfApples to 0 set NoOfMellons to 0 set NoOfSnails to 0 set NoOfRings to 0 set NewAngle1 to 334 set NewAngle2 to 282 set NewAngle3 to 358 set FuseFruitStage to 10 else if FuseFruitStage == 10 && open == 1 if timer > 0 set timer to timer - getSecondsPassed else set NewAngle1 to NewAngle1 + 8 set NewAngle2 to NewAngle2 + 8 set NewAngle3 to NewAngle3 + 8 if Stopped1 == 0 "010011D1".SetAngle x, NewAngle1 endif if Stopped2 == 0 "010011D2".SetAngle x, NewAngle2 endif if Stopped3 == 0 "01000CE7".SetAngle x, NewAngle3 endif ;if NewAngle > 2000 set Movements to Movements + 1 if Movements == 200 PlaySound DRSBarrelOpen set Stopped1 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "010011D1".SetAngle x, 77 elseif randVal == 2 "010011D1".SetAngle x, 51 elseif randVal == 3 "010011D1".SetAngle x, 25 elseif randVal == 4 "010011D1".SetAngle x, 358 elseif randVal == 5 "010011D1".SetAngle x, 334 elseif randVal == 6 "010011D1".SetAngle x, 308 elseif randVal == 7 "010011D1".SetAngle x, 282 elseif randVal == 8 "010011D1".SetAngle x, 257 elseif randVal == 9 "010011D1".SetAngle x, 232 elseif randVal == 10 "010011D1".SetAngle x, 206 elseif randVal == 11 "010011D1".SetAngle x, 181 elseif randVal == 12 "010011D1".SetAngle x, 155 elseif randVal == 13 "010011D1".SetAngle x, 129 elseif randVal == 14 "010011D1".SetAngle x, 103 endif set Reel1Val to randVal endif if Movements == 300 PlaySound DRSBarrelOpen set Stopped2 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "010011D2".SetAngle x, 77 elseif randVal == 2 "010011D2".SetAngle x, 51 elseif randVal == 3 "010011D2".SetAngle x, 25 elseif randVal == 4 "010011D2".SetAngle x, 358 elseif randVal == 5 "010011D2".SetAngle x, 334 elseif randVal == 6 "010011D2".SetAngle x, 308 elseif randVal == 7 "010011D2".SetAngle x, 282 elseif randVal == 8 "010011D2".SetAngle x, 257 elseif randVal == 9 "010011D2".SetAngle x, 232 elseif randVal == 10 "010011D2".SetAngle x, 206 elseif randVal == 11 "010011D2".SetAngle x, 181 elseif randVal == 12 "010011D2".SetAngle x, 155 elseif randVal == 13 "010011D2".SetAngle x, 129 elseif randVal == 14 "010011D2".SetAngle x, 103 endif set Reel2Val to randVal endif if Movements == 400 PlaySound DRSBarrelOpen set Stopped3 to 1 set randVal to RNDmin + (GetRandomPercent * (RNDmax - RNDmin)) / 99 if randVal == 1 "01000CE7".SetAngle x, 77 elseif randVal == 2 "01000CE7".SetAngle x, 51 elseif randVal == 3 "01000CE7".SetAngle x, 25 elseif randVal == 4 "01000CE7".SetAngle x, 358 elseif randVal == 5 "01000CE7".SetAngle x, 334 elseif randVal == 6 "01000CE7".SetAngle x, 308 elseif randVal == 7 "01000CE7".SetAngle x, 282 elseif randVal == 8 "01000CE7".SetAngle x, 257 elseif randVal == 9 "01000CE7".SetAngle x, 232 elseif randVal == 10 "01000CE7".SetAngle x, 206 elseif randVal == 11 "01000CE7".SetAngle x, 181 elseif randVal == 12 "01000CE7".SetAngle x, 155 elseif randVal == 13 "01000CE7".SetAngle x, 129 elseif randVal == 14 "01000CE7".SetAngle x, 103 endif set Reel3Val to randVal set FuseFruitStage to 20 endif endif elseif FuseFruitStage == 20 if Reel1Val == 1 || Reel1Val == 5 || Reel1Val == 8 || Reel1Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel1Val == 2 || Reel1Val == 4 || Reel1Val == 9 || Reel1Val == 13 set NoOfApples to NoOfApples +1 elseif Reel1Val == 3 || Reel1Val == 6 || Reel1Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel1Val == 10 || Reel1Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel1Val == 7 set NoOfRings to NoOfRings +1 endif if Reel2Val == 1 || Reel2Val == 5 || Reel2Val == 8 || Reel2Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel2Val == 2 || Reel2Val == 4 || Reel2Val == 9 || Reel2Val == 13 set NoOfApples to NoOfApples +1 elseif Reel2Val == 3 || Reel2Val == 6 || Reel2Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel2Val == 10 || Reel2Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel2Val == 7 set NoOfRings to NoOfRings +1 endif if Reel3Val == 1 || Reel3Val == 5 || Reel3Val == 8 || Reel3Val == 11 set NoOfCherries to NoOfCherries +1 elseif Reel3Val == 2 || Reel3Val == 4 || Reel3Val == 9 || Reel3Val == 13 set NoOfApples to NoOfApples +1 elseif Reel3Val == 3 || Reel3Val == 6 || Reel3Val == 12 set NoOfMellons to NoOfMellons +1 elseif Reel3Val == 10 || Reel3Val == 14 set NoOfSnails to NoOfSnails +1 elseif Reel3Val == 7 set NoOfRings to NoOfRings +1 endif set FuseFruitStage to 30 elseif FuseFruitStage == 30 if NoOfCherries == 2 messagebox "Du hast 2 Kirschen in einer Reihe, du gewinnst 1 Gold!" player.additem Gold001 "1" elseif NoOfCherries == 3 messagebox "Du hast 3 Kirschen in einer Reihe und bekommst 3 Gold!" player.additem Gold001 "5" elseif NoOfApples == 3 messagebox "Du hast 3 Äpfel in einer Reihe und gewinnst 10 Gold!" player.additem Gold001 "10" elseif NoOfMellons == 3 messagebox "Du hast 3 Melonen in einer Reihe und bekommst 20 Gold!" player.additem Gold001 "20" elseif NoOfSnails == 3 messagebox "Du hast 3 Schnecken, du gewinnst 50 Gold!" player.additem Gold001 "50" elseif NoOfRings == 3 messagebox "Du hast 3 Ringe und gewinnst 100 Gold!" player.additem Gold001 "100" endif set FuseFruitStage to 40 set open to 0 endif endif End
Geändert von Low Post (12.04.2009 um 01:04 Uhr) Grund: Code-Block ^^
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