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Greenwado Well, it's just me, what did you expect?

Joined: 09 Aug 2010 Posts: 70 Location: Okacha (OK-A-CHA)
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Posted: Wed Nov 03, 2010 9:04 am Post subject: Lottery? |
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Ok so I found SilverWolf's Lottery script:
Code: |
#Lottery script -
define script (2,lottery,none)
script, lottery, begin
variable(number)
setvariable(number,random(1,20))
if (number==1) then (get money(1)) #you get 1 money
if (number==2) then (get money(1)) #etc.
if (number==3) then (get money(1))
if (number==4) then (get money(1))
if (number==5) then (get money(1))
if (number==6) then (get money(5))
if (number==7) then (get money(5))
if (number==8) then (get money(5))
if (number==9) then (get money(10))
if (number==10) then (get money(10))
if (number==11) then (get money(10))
if (number==12) then (get money(50))
if (number==13) then (get money(50))
if (number==14) then (get money(75))
if (number==15) then (get money(75))
if (number==16) then (get money(100))
if (number==17) then (get money(100))
if (number==18) then (get money(1000))
if (number==19) then (get money(5000))
if (number==20) then (get money(10000))
end
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Would this still work?
Would it be attachable to a textbox?
How can I make it work by spending a "Lottery Ticket" item?
Thanks _________________ Happy RPG Makin |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Nov 04, 2010 12:43 am Post subject: |
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Yes, it still works. It could do with an improvement though: actually telling you how much you won
Code: | global variable (1, lottery win)
plotscript, lottery, begin
variable(number)
number := random(1,20)
if (number==1) then (lottery win := 1) #you get 1 money
if (number==2) then (lottery win := 1) #etc.
if (number==3) then (lottery win := 1)
if (number==4) then (lottery win := 1)
if (number==5) then (lottery win := 1)
if (number==6) then (lottery win := 5)
if (number==7) then (lottery win := 5)
if (number==8) then (lottery win := 5)
if (number==9) then (lottery win := 10)
if (number==10) then (lottery win := 10)
if (number==11) then (lottery win := 10)
if (number==12) then (lottery win := 50)
if (number==13) then (lottery win := 50)
if (number==14) then (lottery win := 75)
if (number==15) then (lottery win := 75)
if (number==16) then (lottery win := 100)
if (number==17) then (lottery win := 100)
if (number==18) then (lottery win := 1000)
if (number==19) then (lottery win := 5000)
if (number==20) then (lottery win := 10000)
get money(lottery win)
show text box(10) # textbox containing "You won $${G1}!"
end |
Now you can write ${G1} in a textbox, and it'll be replaced with the amount you won.
On way you could use it:
*Attach an in-inventory tag to your lottery ticket (let's say tag 5)
*Create a textbox explaining that you have no lottery ticket (let's say it's box 10)
*Create a textbox which instead-chains to box 10 if tag 5 is off, and otherwise removes one lottery ticket and chains to the "lottery" script afterwards. Write some kind of message here to create anticipation. Then link this textbox to something. _________________ "It is so great it is insanely great." |
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