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VladDz.

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Everything posted by VladDz.

  1. Are, la greu. Totusi, daca ai cap pe umeri le rezolvi. A, da, si nervi de otel.
  2. Ce pot sa zic...buguit rau, insa e bun, se poate de facut ceva bun din el. Multumim pentru postare, 9/10.
  3. 3 antivirusuri din 52 au detectat ca virus, stai linistit e ok.
  4. VladDz.

    Parere TheSpy

    Recomand, baiat de treaba.
  5. C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : error 012: invalid function call, not a valid address C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : warning 215: expression has no effect C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : warning 215: expression has no effect C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : error 001: expected token: ";", but found ")" C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : error 029: invalid expression, assumed zero C:\xampp\htdocs\rif\samp03\filterscripts\lottery.pwn(365) : fatal error 107: too many error messages on one line FS: #include <a_samp> #include <zcmd> #define MIN_BET 100 #define MAX_BET 50000 #define TIME_BETWEEN_NUMBERS 2000 //(1000 = 1 second) #define DEFAULT_JACKPOT 1000000 // In case a player wins the Jackpot, it will get reset to this amount. #define JACKPOT_MULTIPLIER 3 // Players bet will be multiplied by this amount and added to the jackpot. //For example: if JACKPOT_MULTIPLIER is set to '3' and a player bets $1200, $3600 will be added to the jackpot. #define FILE_PATH "LotteryJackpot.ini" #define HELP_DIALOG 28503 new Float:RM[11] = // Reward Multiplier { 0.0, // 0 matches 0.5, // 1 match 1.0, // 2 matches 2.0, // 3 matches 4.0, // 4 matches 8.0, // 5 matches 16.0, // 6 matches 32.0, // 7 matches 64.0, // 8 matches 128.0, // 9 matches // 10 matches will get the jackpot, defined somewhere else. }; new GivePlayerCash; //PlayerTextdraws new PlayerText:TD[MAX_PLAYERS][100]; // 100x PlayerTextDraws for the numbers (0-99) new PlayerText:TDHeader[MAX_PLAYERS]; // PlayerTextDraw for Header (Either "Lottery", "Winner" or "Loser"); new PlayerText:TDPrize[MAX_PLAYERS][2]; // 2x PlayerTextDraws for showing the rewards 0 = left side (1 to 5 matches), 1 = right side (6 to 10 matches) new PrizeString[MAX_PLAYERS][2][128]; // These strings will hold the info for above Reward-Textdraws. new PlayerText:TDBet[MAX_PLAYERS]; // PlayerTextDraw that shows the players current bet new PlayerText:TDNumber[MAX_PLAYERS]; // PlayerTextDraw that shows the current random drawn number new PlayerText:TDDots[MAX_PLAYERS][10]; // 10x PlayerTextDraws for the circles, encircling the drawn numbers new PlayerText:TDError[MAX_PLAYERS]; // PlayerTextDraw that will show different Error-Messages. //Global Textdraws new Text:gTD[34]; // 33 TextDraws for the main design (Main background, out-/inner-lines, header-background, reset- & help-button. //Buttons new Text:TDLowerBet; // TextDraw for the Lower-bet button new Text:TDRaiseBet; // TextDraw for the Raise-bet button new Text:TDStart; // TextDraw for the PLAY-button new Text:TDClose; // TextDraw for the CLOSE-button //Booleans new bool:TDSelected[MAX_PLAYERS][100]; // 100x Boolean to check if player has selected/deselected a certain number on his lottery-card. new bool:AreTDCreated[MAX_PLAYERS]; // Boolean to check if the TextDraws are created for the player. new bool:AreDotsCreated[MAX_PLAYERS]; // Boolean to check if all 10 Circle-TextDraws are created. //Variables new Jackpot; // This variable will hold the current Jackpot. //Timers new RandomNumbersTimer[MAX_PLAYERS]; // Timer that shows fast random numbers before revealing the 'REAL' number. On default it does 20 loops of 50ms = 1 second. new LotteryTimer[MAX_PLAYERS]; // Timer that will trigger the process to pick the next random number. //Other Arrays: new Bet[MAX_PLAYERS]; // This array will hold each players current bet. new LotteryStage[MAX_PLAYERS]; // This array will hold the progress for each player during the whole Lottery-process. new SelectedNumbers[MAX_PLAYERS]; // This array will count how many numbers each player has selected on his lottery-card. new RandomNumbersCount[MAX_PLAYERS]; // This array is used to count the number of fast random numbers that are shows before the 'REAL' number is revealed. Used to kill the timer when reaches 20 (x 50ms = 1 second). new LotteryNumbers[MAX_PLAYERS][10]; // This array will store the final numbers generated by the server for each player. new LotteryNumbersPicked[MAX_PLAYERS]; // This array will count how many numbers have been picked by the server. new Lot[MAX_PLAYERS][10]; // This array will store the numbers selected by each player. new Matches[MAX_PLAYERS]; // This array will count how many matches the player got during the drawing. // Main Callbacks public OnFilterScriptInit() { CreateGlobalTextDraws(); // Create Global Textdraws for(new i; i<MAX_PLAYERS; i++) // Loop through the online players { LotteryStage[i] = -1; // Reset info if(IsPlayerConnected(i)) { for(new j; j<10; j++) { LotteryNumbers[i][j] = -1; // Reset info Lot[i][j] = -1; // Reset info } Bet[i] = MIN_BET; // Set players bet to minimal bet CreatePlayerTextDraws(i); // Create the PlayerTextDraw LotteryNumbersPicked[i] = 0; // Reset info } } new File:file; if (!fexist(FILE_PATH)) // Check if Jackpot-file not exists { file = fopen(FILE_PATH,io_write); // Create new file new str[12]; format(str, 12, "%d", DEFAULT_JACKPOT); fwrite(file, str); // Write default jackpot value to file fclose(file); // Close file Jackpot = DEFAULT_JACKPOT; // Set Jackpot-variable to default value } else // ..if the file already exists.. { file=fopen(FILE_PATH, io_read); // Open the file new str[12]; while(fread(file, str)) // Read the value from the file { Jackpot = strval(str); // Assign the value from the file to the Jackpot-variable } fclose(file); // Close the file } print("\n--------------------------------------"); print(" Lottery Filterscript by Schneider"); print("--------------------------------------\n"); return 1; } public OnFilterScriptExit() { for(new i; i<MAX_PLAYERS; i++) // Loop through the online players (in case this filterscript gets unloaded before server is shut down) { if(AreTDCreated[i] == true) // Check if PlayerTextDraws are created { for(new j; j<100; j++) { PlayerTextDrawDestroy(i, TD[i][j]); // Destroy all 100 numbers } PlayerTextDrawDestroy(i, TDPrize[i][0]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(i, TDPrize[i][1]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(i, TDBet[i]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(i, TDNumber[i]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(i, TDHeader[i]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(i, TDError[i]); // Destroy PlayerTextDraw for(new j; j<10; j++) { PlayerTextDrawDestroy(i, TDDots[i][j]); // Destroy the 10 circles } } } for(new i=0; i<sizeof(gTD); i++) { TextDrawDestroy(gTD[i]); // Destroy global Textdraws } TextDrawDestroy(TDLowerBet); // Destroy Button Textdraw TextDrawDestroy(TDRaiseBet); // Destroy Button Textdraw TextDrawDestroy(TDStart); // Destroy Button Textdraw TextDrawDestroy(TDClose); // Destroy Button Textdraw return 1; } public OnPlayerConnect(playerid) { LotteryStage[playerid] = -1; // Reset playerinfo Bet[playerid] = MIN_BET; // Reset playerinfo SelectedNumbers[playerid] = 0; // Reset playerinfo RandomNumbersCount[playerid] = 0; // Reset playerinfo LotteryNumbersPicked[playerid] = 0; // Reset playerinfo for(new j; j<10; j++) { LotteryNumbers[playerid][j] = -1; // Reset playerinfo Lot[playerid][j] = -1; // Reset playerinfo } CreatePlayerTextDraws(playerid); // Create PlayerTextDraws return 1; } public OnPlayerDisconnect(playerid, reason) { if(AreTDCreated[playerid] == true) // Delete PlayerTextDraws if they are created { for(new i; i<100; i++) { PlayerTextDrawDestroy(playerid, TD[playerid][i]); // Destroy PlayerTextDraw } for(new j; j<10; j++) { PlayerTextDrawDestroy(playerid, TDDots[playerid][j]); // Destroy PlayerTextDraw } PlayerTextDrawDestroy(playerid, TDPrize[playerid][0]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(playerid, TDPrize[playerid][1]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(playerid, TDBet[playerid]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(playerid, TDNumber[playerid]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(playerid, TDHeader[playerid]); // Destroy PlayerTextDraw PlayerTextDrawDestroy(playerid, TDError[playerid]); // Destroy PlayerTextDraw AreTDCreated[playerid] = false; // Reset playerinfo } return 1; } public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid) { if((LotteryStage[playerid] == 0)) // Check if player is in first stage (Stage 0 = Player is able to select numbers) { if(AreDotsCreated[playerid] == true) // Check if the player has already played a game, so we can reset screen { for(new i; i<10; i++) { PlayerTextDrawDestroy(playerid, TDDots[playerid][i]); // Destroy the circles around the numbers from previous drawing. } AreDotsCreated[playerid] = false; // Reset player info PlayerTextDrawHide(playerid, TDHeader[playerid]); // Hide Header-TextDraw PlayerTextDrawSetString(playerid, TDHeader[playerid], "~w~Lottery");// Change the Header-Text to "Lottery"; PlayerTextDrawShow(playerid, TDHeader[playerid]); // Show the Header-TextDraw PlayerTextDrawHide(playerid, TDPrize[playerid][0]); // Hide left reward-textdraw PlayerTextDrawHide(playerid, TDPrize[playerid][1]); // Hide right reward-textdraw new b = Bet[playerid]; // Just for shorter writing, store the players bet in a new variable format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); // Format left reward-textdraw, showing the possible rewards based on the players bet. format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); // Format right reward-textdraw, showing the possible rewards based on the players bet. PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); // Set string PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); // Set string PlayerTextDrawShow(playerid, TDPrize[playerid][0]); // Show updated rewards-textdraw PlayerTextDrawShow(playerid, TDPrize[playerid][1]); // Show updated rewards-textdraw PlayerTextDrawHide(playerid, TDNumber[playerid]); // Hide the TextDraw that showed the last drawn number PlayerTextDrawSetString(playerid, TDNumber[playerid], " "); // Change the text to an empty string PlayerTextDrawShow(playerid, TDNumber[playerid]); // Show the Textdraw PlayerPlaySound(playerid, 1184, 0.0, 0.0, 0.0); // Stop the music that is started when player wins the jackpot } new td; // This variable will hold the number the player clicks for(new j; j<100; j++) // Loop through all 100 Number-textdraw { if(playertextid == TD[playerid][j]) // Check on which number the player clicked { td = j; // Store the number in td-variable. break; // Stop the loop } } PlayerTextDrawHide(playerid, TD[playerid][td]); // Hide the clicked number if(TDSelected[playerid][td] == false) // Check if the number was NOT selected yet { if(SelectedNumbers[playerid] == 10) // Check if the player has already selected 10 numbers (so we can give him an error). { PlayerTextDrawHide(playerid, TDHeader[playerid]); // Temporarily hide the header (showing "Lottery") PlayerTextDrawHide(playerid, TDError[playerid]); // Hide Error Message (in case an error was already showing) PlayerTextDrawSetString(playerid, TDError[playerid], "~r~[Error] ~n~~w~You have already selected ~r~10 ~w~numbers!~n~Press ~g~PLAY ~w~to start!"); // Format an error-message PlayerTextDrawShow(playerid, TDError[playerid]); // Show the error message SetTimerEx("HideError", 3500, 0, "u", playerid); // Start timer to hide the Error-message and show the Lottery-header } else // ...if player has not selected 10 numbers yet. { PlayerTextDrawColor(playerid,TD[playerid][td], 0x46F255FF); // Change the number-color to green TDSelected[playerid][td] = true; // Switch the boolean to true. (= selected) new slot = GetFreeSlot(playerid); // Get a free slot in the Lots[playerid]-array. if(slot != -1) // Check if no invalid slot has been returned { Lot[playerid][slot] = td; // Store the selected number in the free slot in the players' Lot-array } SelectedNumbers[playerid]++; // Increae the number of selected numbers by 1 } } else // ... else if the number was already selected by the player { PlayerTextDrawColor(playerid,TD[playerid][td], 0xD1D1D1FF); // Change the number-color to grey TDSelected[playerid][td] = false; // Switch the boolean to false (= not selected) new slot = FindSlot(playerid, td); // Find in which slot the number was stored in the players Lot-array if(slot != -1) { Lot[playerid][slot] = -1; // Free up the slot } SelectedNumbers[playerid]--; // Decrease the number of selected numbers by 1 } PlayerTextDrawShow(playerid, TD[playerid][td]); // Show the updated number-textdraw } return 1; } public OnPlayerClickTextDraw(playerid, Text:clickedid) { if((_:clickedid != INVALID_TEXT_DRAW) && (LotteryStage[playerid] == 0)) // Check if player is in Stage 0 and if the player has not pressed ESC { if(AreDotsCreated[playerid] == true) // Same as above... if the player has already finished a game, the screen will be reset for a new game { for(new i; i<10; i++) { PlayerTextDrawDestroy(playerid, TDDots[playerid][i]); // Destroy the circles from previous game } AreDotsCreated[playerid] = false; // Reset player info PlayerTextDrawHide(playerid, TDHeader[playerid]); // Hide the header PlayerTextDrawSetString(playerid, TDHeader[playerid], "~w~Lottery");// Change header text back to "Lottery" PlayerTextDrawShow(playerid, TDHeader[playerid]); // Show updated header PlayerTextDrawHide(playerid, TDPrize[playerid][0]); // Hide left reward-textdraw PlayerTextDrawHide(playerid, TDPrize[playerid][1]); // Hide right reward-textdraw new b = Bet[playerid]; // Just for shorter writing, store the players bet in a new variable format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); // Format left reward-textdraw, showing the possible rewards based on the players bet. format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); // Format right reward-textdraw, showing the possible rewards based on the players bet. PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); // Set string PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); // Set string PlayerTextDrawShow(playerid, TDPrize[playerid][0]); // Show updated rewards-textdraw PlayerTextDrawShow(playerid, TDPrize[playerid][1]); // Show updated rewards-textdraw PlayerTextDrawHide(playerid, TDNumber[playerid]); // Hide last drawn number-textdraw PlayerTextDrawSetString(playerid, TDNumber[playerid], " "); // Empty the string PlayerTextDrawShow(playerid, TDNumber[playerid]); // Show updated textdraw PlayerPlaySound(playerid, 1184, 0.0, 0.0, 0.0); // Stop the music that is started when player wins the jackpot } if(clickedid == TDLowerBet) // If player clicked the Lower-bet button { if(Bet[playerid] > MIN_BET) // Check if the players bet is still higher than MIN_BET { new str[8]; Bet[playerid] -= 100; // Subtract $100 from the players' bet format(str, sizeof(str), "$%d", Bet[playerid]); PlayerTextDrawHide(playerid, TDBet[playerid]); // Hide the bet-textdraw PlayerTextDrawSetString(playerid, TDBet[playerid], str); // Update the textdraw string PlayerTextDrawShow(playerid, TDBet[playerid]); // Show the updated bet-textdraw new b = Bet[playerid]; // For shorter writing, store players' current bet in new variable format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); // Format left reward-textdraw, showing the possible rewards based on the players bet. format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); // Format right reward-textdraw, showing the possible rewards based on the players bet. PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); // Update reward-textdraw PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); // Update reward-textdraw PlayerTextDrawShow(playerid, TDPrize[playerid][0]); PlayerTextDrawShow(playerid, TDPrize[playerid][1]); } } if(clickedid == TDRaiseBet) // Same as above... but raise the bet by $100 instead of decrease. { if(Bet[playerid] < MAX_BET) { new str[8]; Bet[playerid] += 100; // Add $100 to the players' bet format(str, sizeof(str), "$%d", Bet[playerid]); PlayerTextDrawHide(playerid, TDBet[playerid]); PlayerTextDrawSetString(playerid, TDBet[playerid], str); PlayerTextDrawShow(playerid, TDBet[playerid]); new b = Bet[playerid]; format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); PlayerTextDrawShow(playerid, TDPrize[playerid][0]); PlayerTextDrawShow(playerid, TDPrize[playerid][1]); } } if(clickedid == TDStart) // If the player clicked the PLAY-button { if(SelectedNumbers[playerid] != 10) // Check if player has NOT selected 10 numbers yet. Give him error in that case. { PlayerTextDrawHide(playerid, TDHeader[playerid]); PlayerTextDrawHide(playerid, TDError[playerid]); PlayerTextDrawSetString(playerid, TDError[playerid], "~r~[Error] ~n~~w~You first have to select ~r~10 ~w~numbers!"); PlayerTextDrawShow(playerid, TDError[playerid]); SetTimerEx("HideError", 3500, 0, "u", playerid); } else if(GetPlayerMoney(playerid) < Bet[playerid]) // Check if player has NOT enough money. Give him error in that case. { PlayerTextDrawHide(playerid, TDHeader[playerid]); PlayerTextDrawHide(playerid, TDError[playerid]); PlayerTextDrawSetString(playerid, TDError[playerid], "~r~[Error] ~n~~w~You do not have enough money."); PlayerTextDrawShow(playerid, TDError[playerid]); SetTimerEx("HideError", 3500, 0, "u", playerid); } else // If the player has selected 10 numbers and has enough money: { GivePlayerCash(playerid, -Bet[playerid]); // Remove the bet from the players' money Jackpot += (Bet[playerid]*JACKPOT_MULTIPLIER); // Increase the jackpot by the players bet, multiplied with the defined multiplier (at top of script) new File:file; if (fexist(FILE_PATH)) { file = fopen(FILE_PATH,io_write); new str[12]; format(str, 12, "%d", Jackpot); fwrite(file, str); // Update the Jackpot-value in the file fclose(file); } LotteryStage[playerid] = 1; // Set the players stage to '1' (= show fast random numbers) LotteryTimer[playerid] = SetTimerEx("Lottery", 50, 0, "u", playerid); // Start timer to start the lottery. CancelSelectTextDraw(playerid); // Remove the cursor TogglePlayerControllable(playerid, 0); // Freeze the player RandomNumbersCount[playerid] = 0; // Reset player info } } if(clickedid == TDClose) // If player clicked the CLOSE-button { HideTDForPlayer(playerid); // Hide all textdraws TogglePlayerControllable(playerid, 1); // Unfreeze the player CancelSelectTextDraw(playerid); // Remove the cursor } if(clickedid == gTD[10]) // If player clicked the Reset-Button { Bet[playerid] = MIN_BET; // Reset players' bet to default min-value new b = Bet[playerid]; // For short writing, store players bet in new variable format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); // Update the left rewards-textdraw string format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); // Update the right rewards-textdraw string PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); PlayerTextDrawShow(playerid, TDPrize[playerid][0]); // Show updated rewards-textdraw PlayerTextDrawShow(playerid, TDPrize[playerid][1]); // Show updated rewards-textdraw new str[8]; format(str, sizeof(str), "$%d", Bet[playerid]); // Update bet-textdraw PlayerTextDrawHide(playerid, TDBet[playerid]); PlayerTextDrawSetString(playerid, TDBet[playerid], str); PlayerTextDrawShow(playerid, TDBet[playerid]); SelectedNumbers[playerid] = 0; // Reset player info for(new i; i<10; i++) { Lot[playerid][i] = -1; // Reset players lot } for(new i; i<100; i++) { PlayerTextDrawHide(playerid, TD[playerid][i]); PlayerTextDrawColor(playerid,TD[playerid][i], 0xD1D1D1FF); // Change the color of all numbers back to grey PlayerTextDrawShow(playerid, TD[playerid][i]); TDSelected[playerid][i] = false; // Reset info } } if(clickedid == gTD[11]) // Clicked Help-Button // If player clicked the Help-button { new string[800]; new string2[300]; format(string2, sizeof(string2), "\n\nYour selected numbers and bet will be remembered and you can\npress the {FF0000}reset{FFFFFF}-button to restore your game to default settings.\n\nMatch all 10 numbers to win the {FFE882}JACKPOT {FFFFFF}of {FFE882}$%d!\n\n\n\t\t{FFE882}GOOD LUCK!", Jackpot); format(string, sizeof(string), "{FFFFFF}Welcome to the {9BDB76}Lottery Game! \n\n{FFFFFF}To play this game you have to \nselect {E36B73}10 numbers {FFFFFF}of your choise and {E36B73}set your bet.\n{FFFFFF}You can lower/raise your bet by clicking the arrows({E36B73} < > {FFFFFF})\n\nWhen you are ready, press the {B1FAC0}'PLAY' {FFFFFF}button to start. \n10 random numbers will be drawn and you will\nreceive a prize depending on the amount of matches and your bet.%s", string2); ShowPlayerDialog(playerid, HELP_DIALOG, DIALOG_STYLE_MSGBOX, "Lottery Help", string, "OK", ""); // Show Help-dialog } } if((_:clickedid == INVALID_TEXT_DRAW) && (LotteryStage[playerid] == 0)) // If player pressed ESC while in the number-selecting-stage { HideTDForPlayer(playerid); // Hide all textdraws TogglePlayerControllable(playerid, 1); // Unfreeze player } return 1; } COMMAND:lottery(playerid, params[]) //Command: /lottery to start. { if(LotteryStage[playerid] != -1) return SendClientMessage(playerid, 0xF25D46FF, "{F4C670}[Lottery]: {FFFFFF}You are already playing!"); // Check if player has already opened the Lottery LotteryStage[playerid] = 0; // Set players stage to 0 ( = select numbers) new b = Bet[playerid]; // For shorter writing, store players' bet in new variable format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); // Update rewards-textdraw string PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); // Update rewards-textdraw string for(new i; i<sizeof(gTD); i++) { TextDrawShowForPlayer(playerid, gTD[i]); // Show global textdraws } for(new i; i<100; i++) { PlayerTextDrawShow(playerid, TD[playerid][i]); // Show the numbers } PlayerTextDrawShow(playerid, TDPrize[playerid][0]); // Show rewards (left) PlayerTextDrawShow(playerid, TDPrize[playerid][1]); // Show rewards (right) PlayerTextDrawShow(playerid, TDNumber[playerid]); PlayerTextDrawShow(playerid, TDHeader[playerid]); TextDrawShowForPlayer(playerid, TDLowerBet); // Show lower-bet button TextDrawShowForPlayer(playerid, TDRaiseBet); // Show raise-bet button TextDrawShowForPlayer(playerid, TDStart); // Show PLAY-button TextDrawShowForPlayer(playerid, TDClose); // Show CLOSE-button new str[8]; format(str, sizeof(str), "$%d", Bet[playerid]); // Format the bet-textdraw PlayerTextDrawSetString(playerid, TDBet[playerid], str); PlayerTextDrawShow(playerid, TDBet[playerid]); // Show the bet-textdraw SelectTextDraw(playerid, 0xFF4040AA); // Show the cursor return 1; } forward Lottery(playerid); public Lottery(playerid) // Main timer { switch(LotteryStage[playerid]) // Switch the players stage { case 1: // Stage 1: Intro showing random nummbers 20x/second { RandomNumbersTimer[playerid] = SetTimerEx("ShowRandomNumbers", 50, 1, "u", playerid); // Start 50ms repeating timer to show fast random numbers before revealing real number. } case 2: // Stage 2: Draw a Number { new Draw = LotteryNumbersPicked[playerid]; // For shorter writing, store the amount of picked numbers in new variable new bool:found, bool:taken, number; // Create few new variables while (found == false) // Loop until a unique number has been found { taken = false; // Reset boolean to false number = random(100); // Generate a random number from 0 to 99 for(new i; i<10; i++) // Loop through the already drawn numbers { if(number == LotteryNumbers[playerid][i]) // Check if generated number has already been picked { taken = true; // ..if yes, set 'taken' to true } } if(taken == false) // if loop is finished an 'taken' is still 'false' it means we found a unique number { LotteryNumbers[playerid][Draw] = number; // Store the new number in the array found = true; // Set 'found' to true to stop the loop } } new str[5], Float:X = 258.0, Float:Y = 189.0; // Create new varibles. The X and Y are the textdraw-coordinates for the circle around number "00", the other coordinates will be caclulated from this point format(str, 5, "%02d", number); // Format string to show the generated number PlayerTextDrawHide(playerid, TDNumber[playerid]); PlayerTextDrawSetString(playerid, TDNumber[playerid], str); PlayerTextDrawShow(playerid, TDNumber[playerid]); new bool:match; // Create new boolean that will check if a match has been found for(new i; i<10; i++) // Loop through all numbers selected by the player { if(Lot[playerid][i] == number) // If the new generated number matches a number in the players array... { Matches[playerid]++; // Increase the number of matches by 1 match = true; // Set match-boolean to true } } new horizontal; // Create new variable to keep track of the horizontal collumns for(new c; c<(number); c++) // Now we have to calculate the coordinates for the circle around the generated number. { X = floatadd(X, 16.0); // Increase the X-coordinate by 16.0 horizontal++; // Increase the horizontal variable by 1 if(horizontal == 10) // If we have moved 10 collumns { horizontal = 0; // Set horizontal variable back to 0 X = 258.0; // Set the X-coordinate back to 258.0 (go to first collumn) Y = floatadd(Y, 16.0); // Increase the Y-coordinate by 16.0 (go to next row) } } // When the loop is finished, we will have the right X- and Y-coordinates for the circle around the number new Float:x, Float:y, Float:z; GetPlayerPos(playerid, x, y, z); if(match == true) PlayerPlaySound(playerid, 1057, x, y, z); // If a match was found, play high beep-sound else PlayerPlaySound(playerid, 1085, x, y, z); // else if no match was found, play low beep-sound TDDots[playerid][Draw] = CreatePlayerTextDraw(playerid, X, Y, "O"); // Create Circle-textdraw at the calculated coordinates PlayerTextDrawBackgroundColor(playerid,TDDots[playerid][Draw], 255); PlayerTextDrawFont(playerid,TDDots[playerid][Draw], 2); PlayerTextDrawLetterSize(playerid,TDDots[playerid][Draw], 0.650000, 3.400000); if(match == true) PlayerTextDrawColor(playerid,TDDots[playerid][Draw], 0x7DFA2AFF); // If number matched, make circle bright green else PlayerTextDrawColor(playerid,TDDots[playerid][Draw], 0xB3D69CFF); // If no match, make circle pale-green PlayerTextDrawSetOutline(playerid,TDDots[playerid][Draw], 0); PlayerTextDrawSetProportional(playerid,TDDots[playerid][Draw], 1); PlayerTextDrawSetShadow(playerid,TDDots[playerid][Draw], 1); PlayerTextDrawSetSelectable(playerid,TDDots[playerid][Draw], 0); PlayerTextDrawShow(playerid, TDDots[playerid][Draw]); new b = Bet[playerid]; switch(Matches[playerid]) // Switch through the current amount of matches. Giving the current amount a red color while the rest is white. { case 0: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 1: format(PrizeString[playerid][0], 128, "~r~01: $%d~n~~w~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 2: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~~r~02: $%d~n~~w~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 3: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~02: $%d~n~~r~03: $%d~n~~w~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 4: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~02: $%d~n~03: $%d~n~~r~04: $%d~n~~w~05: $%d",floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 5: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~~r~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); case 6: format(PrizeString[playerid][1], 128, "~r~$%d :06 ~n~~w~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); case 7: format(PrizeString[playerid][1], 128, "~w~$%d :06 ~n~~r~$%d :07 ~n~~w~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); case 8: format(PrizeString[playerid][1], 128, "~w~$%d :06 ~n~$%d :07 ~n~~r~$%d :08 ~n~~w~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); case 9: format(PrizeString[playerid][1], 128, "~w~$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~~r~$%d :09 ~n~~w~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); case 10: format(PrizeString[playerid][1], 128, "~w~$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~~r~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); } switch(Matches[playerid]) { case 0..5: format(PrizeString[playerid][1], 128, "~w~$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); case 6..10: format(PrizeString[playerid][0], 128, "~w~01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); } PlayerTextDrawHide(playerid, TDPrize[playerid][0]); PlayerTextDrawHide(playerid, TDPrize[playerid][1]); PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); PlayerTextDrawShow(playerid, TDPrize[playerid][0]); // Show the updates rewards-textdraws PlayerTextDrawShow(playerid, TDPrize[playerid][1]); // Show the updates rewards-textdraws Draw++; // Increase the count of drawn numbers by 1 if(Draw == 10) // If 10 numbers have been drawn then finish the game { AreDotsCreated[playerid] = true; // Set boolian to check if all cicles have been created to 'true' LotteryStage[playerid] = 3; // Set stage to 3 ( = finish game) LotteryTimer[playerid] = SetTimerEx("Lottery", 400, 0, "u", playerid); // Start timer to finish the game } else // If less than 10 numbers have been draws { LotteryNumbersPicked[playerid]++; // Increase the global amount of drawn numbers by 1 LotteryStage[playerid] = 1; // Set stage to '1' ( = show fast random numbers) LotteryTimer[playerid] = SetTimerEx("Lottery", TIME_BETWEEN_NUMBERS, 0, "u", playerid); //Start timer to pick next number } } case 3: // End of the Game { new str[128]; switch (Matches[playerid]) // Switch through the amount of matches { case 0: // If no matches at all... { format(str, sizeof(str), "{F4C670}[Lottery]: {FFFFFF}Sorry, you do not have any matches.. Better luck next time!"), // Player = loser SendClientMessage(playerid, 0xF2B346FF, str); PlayerTextDrawHide(playerid, TDHeader[playerid]); PlayerTextDrawSetString(playerid, TDHeader[playerid], "~r~Loser!"); PlayerTextDrawShow(playerid, TDHeader[playerid]); } case 1..9: // If 1 to 9 numbers match with the players selection... { format(str, sizeof(str), "{F4C670}[Lottery]: {FFFFFF}Congratulations! You've got {55CF5F}%d {FFFFFF}match(es) and won {55CF5F}$%d{FFFFFF}!", Matches[playerid], floatround(Bet[playerid]*RM[Matches[playerid]])); SendClientMessage(playerid, 0x00FF00FF, str); GivePlayerCash(playerid, floatround(Bet[playerid]*RM[Matches[playerid]])); // Give player his prize PlayerTextDrawHide(playerid, TDHeader[playerid]); PlayerTextDrawSetString(playerid, TDHeader[playerid], "~w~Winner!"); PlayerTextDrawShow(playerid, TDHeader[playerid]); } case 10: // If all 10 selected numbers match, the player wins the Jackpot { PlayerTextDrawHide(playerid, TDHeader[playerid]); PlayerTextDrawSetString(playerid, TDHeader[playerid], "~w~Jackpot!!"); PlayerTextDrawShow(playerid, TDHeader[playerid]); new pName[MAX_PLAYER_NAME]; GetPlayerName(playerid, pName, sizeof(pName)); format(str, sizeof(str), "{F4C670}[Lottery]: {55CF5F}%s {FFFFFF}has won the {FF0000}JACKPOT {FFFFFF}of {55CF5F}$%d! {FFFFFF}Congratulations!!", pName, Jackpot); SendClientMessageToAll(-1, str); format(str, sizeof(str), " {FFFFFF}Congratulations! You've got {55CF5F}10 {FFFFFF}matches and won the {FF0000}JACKPOT {FFFFFF}of {55CF5F}$%d!!!", Jackpot); SendClientMessage(playerid, -1, str); GivePlayerCash(playerid, Jackpot); // Give player the Jackpot new Float:x, Float:y, Float:z; GetPlayerPos(playerid, x, y, z); PlayerPlaySound(playerid, 1183, x, y, z); // Play music new File:file, string[12]; // Reset the jackpot to its default in the file file = fopen(FILE_PATH,io_write); format(string, 12, "%d", DEFAULT_JACKPOT); fwrite(file, string); fclose(file); Jackpot = DEFAULT_JACKPOT; } } LotteryNumbersPicked[playerid] = 0; // Reset player info LotteryStage[playerid] = 0; // Reset player info (Let player select new numbers) Matches[playerid] = 0; // Reset player info SelectTextDraw(playerid, 0xFF4040AA); // Show cursor to select new numbers } } return 1; } forward ShowRandomNumbers(playerid); public ShowRandomNumbers(playerid) // Before a random number is drawn, a bunch of random numbers will flash for a second { new str[5]; format(str, 5, "%02d", random(100)); // Format a string with a random number PlayerTextDrawHide(playerid, TDNumber[playerid]); PlayerTextDrawSetString(playerid, TDNumber[playerid], str); PlayerTextDrawShow(playerid, TDNumber[playerid]); // Show the number RandomNumbersCount[playerid]++; // Increase the counter by 1 if(RandomNumbersCount[playerid] == 20) // If 20 random numbers have been shown { KillTimer(RandomNumbersTimer[playerid]); // Kill the timer RandomNumbersCount[playerid] = 0; // Reset player info LotteryStage[playerid] = 2; // Set stage to 2 ( = draw next number) Lottery(playerid); // Call the lottery-function } return 1; } forward HideError(playerid); public HideError(playerid) // Triggered by timer when an error-message is shown { PlayerTextDrawHide(playerid, TDError[playerid]); // Hide the error-textdraw PlayerTextDrawShow(playerid, TDHeader[playerid]); // Show the Lottery-header return 1; } GetFreeSlot(playerid) // This function will return a free (if any) slot in the players Lot-array { for(new i; i<10; i++) // Loop through the 10 slots in the players' Lot-array { if(Lot[playerid][i] == -1) return i; // If the value in this slot is empty (-1) return the slot } return -1; // If all slots are full, return -1 } FindSlot(playerid, number) // This function look in which slot a given number is stored { for(new i; i<10; i++) // Loop through the 10 slots in the players' Lot-array { if(Lot[playerid][i] == number) return i; // If the given number matches with the stored number in this slot, return the slot } return -1; // If the given number is not in the array, return -1 } CreatePlayerTextDraws(playerid) // Create all PlayerTextDraws { new str[5], Float:X = 267.0, Float:Y = 200.0, count; // Start with the 100 numbers, they are placed in a 10x10 grid. The coordinates will be calculated from 1 starting point (location of number "00") for(new i; i<10; i++) // Loop 10x to create the rows { X = 267.0; for(new j; j<10; j++) // Loop 10x to create the collumns. { format(str, sizeof(str), "%02d", count); TD[playerid][count] = CreatePlayerTextDraw(playerid, X, Y, str); PlayerTextDrawAlignment(playerid,TD[playerid][count], 2); PlayerTextDrawBackgroundColor(playerid,TD[playerid][count], 255); PlayerTextDrawFont(playerid,TD[playerid][count], 1); PlayerTextDrawLetterSize(playerid,TD[playerid][count], 0.220000, 1.200000); PlayerTextDrawColor(playerid,TD[playerid][count], 0xD1D1D1FF); PlayerTextDrawSetOutline(playerid,TD[playerid][count], 1); PlayerTextDrawSetProportional(playerid,TD[playerid][count], 1); PlayerTextDrawSetShadow(playerid,TD[playerid][count], 1); PlayerTextDrawUseBox(playerid,TD[playerid][count], 1); PlayerTextDrawBoxColor(playerid,TD[playerid][count], 0); PlayerTextDrawTextSize(playerid,TD[playerid][count], 8.000000, 10.000000); PlayerTextDrawSetSelectable(playerid,TD[playerid][count], 1); X = floatadd(X, 16.0); count++; } Y = floatadd(Y, 16.0); } TDPrize[playerid][0] = CreatePlayerTextDraw(playerid, 259.000000, 150.000000, "01: $000~n~02: $000~n~03: $000~n~04: $000~n~05: $000"); PlayerTextDrawBackgroundColor(playerid, TDPrize[playerid][0], 255); PlayerTextDrawFont(playerid, TDPrize[playerid][0], 1); PlayerTextDrawLetterSize(playerid, TDPrize[playerid][0], 0.230000, 0.95); PlayerTextDrawColor(playerid, TDPrize[playerid][0], 0xF2E4CEFF); PlayerTextDrawSetOutline(playerid, TDPrize[playerid][0], 0); PlayerTextDrawSetProportional(playerid, TDPrize[playerid][0], 0); PlayerTextDrawSetShadow(playerid, TDPrize[playerid][0], 1); PlayerTextDrawSetSelectable(playerid, TDPrize[playerid][0], 0); TDPrize[playerid][1] = CreatePlayerTextDraw(playerid, 418.000000, 150.000000, "$000 :06 ~n~$000 :07 ~n~$000 :08 ~n~$000 :09 ~n~$000 :10"); PlayerTextDrawAlignment(playerid, TDPrize[playerid][1], 3); PlayerTextDrawBackgroundColor(playerid, TDPrize[playerid][1], 255); PlayerTextDrawFont(playerid, TDPrize[playerid][1], 1); PlayerTextDrawLetterSize(playerid, TDPrize[playerid][1], 0.230000, 0.95); PlayerTextDrawColor(playerid, TDPrize[playerid][1], 0xF2E4CEFF); PlayerTextDrawSetOutline(playerid, TDPrize[playerid][1], 0); PlayerTextDrawSetProportional(playerid, TDPrize[playerid][1], 0); PlayerTextDrawSetShadow(playerid, TDPrize[playerid][1], 1); PlayerTextDrawSetSelectable(playerid, TDPrize[playerid][1], 0); TDBet[playerid] = CreatePlayerTextDraw(playerid,340.000000, 150.000000, "$0000"); // Current Bet Text PlayerTextDrawAlignment(playerid,TDBet[playerid], 2); PlayerTextDrawBackgroundColor(playerid,TDBet[playerid], 255); PlayerTextDrawFont(playerid,TDBet[playerid], 1); PlayerTextDrawLetterSize(playerid,TDBet[playerid], 0.230000, 1.000000); PlayerTextDrawColor(playerid,TDBet[playerid], -173980929); PlayerTextDrawSetOutline(playerid,TDBet[playerid], 0); PlayerTextDrawSetProportional(playerid,TDBet[playerid], 1); PlayerTextDrawSetShadow(playerid,TDBet[playerid], 1); PlayerTextDrawSetSelectable(playerid,TDBet[playerid], 0); TDNumber[playerid] = CreatePlayerTextDraw(playerid,340.000000, 167.000000, " "); // Drawn Number PlayerTextDrawAlignment(playerid,TDNumber[playerid], 2); PlayerTextDrawBackgroundColor(playerid,TDNumber[playerid], 255); PlayerTextDrawFont(playerid,TDNumber[playerid], 1); PlayerTextDrawLetterSize(playerid,TDNumber[playerid], 0.549999, 2.199999); PlayerTextDrawColor(playerid,TDNumber[playerid], -1); PlayerTextDrawSetOutline(playerid,TDNumber[playerid], 1); PlayerTextDrawSetProportional(playerid,TDNumber[playerid], 1); PlayerTextDrawSetSelectable(playerid,TDNumber[playerid], 0); TDHeader[playerid] = CreatePlayerTextDraw(playerid, 340.000000, 104.000000, "Lottery"); // Header Text PlayerTextDrawAlignment(playerid, TDHeader[playerid], 2); PlayerTextDrawBackgroundColor(playerid, TDHeader[playerid], 255); PlayerTextDrawFont(playerid, TDHeader[playerid], 0); PlayerTextDrawLetterSize(playerid, TDHeader[playerid], 0.910000, 3.000000); PlayerTextDrawColor(playerid, TDHeader[playerid], 0xF2E4CEFF); PlayerTextDrawSetOutline(playerid, TDHeader[playerid], 1); PlayerTextDrawSetProportional(playerid, TDHeader[playerid], 1); PlayerTextDrawSetShadow(playerid, TDHeader[playerid], 1); TDError[playerid] = CreatePlayerTextDraw(playerid,340.000000, 107.000000, "~r~[Error] ~n~~w~You have already selected ~r~10 ~w~numbers!~n~Press ~g~PLAY ~w~to start!"); PlayerTextDrawAlignment(playerid,TDError[playerid], 2); PlayerTextDrawBackgroundColor(playerid,TDError[playerid], 255); PlayerTextDrawFont(playerid,TDError[playerid], 1); PlayerTextDrawLetterSize(playerid,TDError[playerid], 0.200000, 1.100000); PlayerTextDrawColor(playerid,TDError[playerid], -1); PlayerTextDrawSetOutline(playerid,TDError[playerid], 1); PlayerTextDrawSetProportional(playerid,TDError[playerid], 1); PlayerTextDrawSetSelectable(playerid,TDError[playerid], 0); AreTDCreated[playerid] = true; } CreateGlobalTextDraws() { new count, Float:X = 259.0, Float:Y = 199.0; gTD[count] = TextDrawCreate(339.000000, 107.000000, "~n~"); // Background TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.759999, 27.700000); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 120); TextDrawTextSize(gTD[count], 124.000000, 159.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(339.000000, 108.000000, "~n~"); //Header Background TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, 3.099999); TextDrawColor(gTD[count], 0xB5FFF6FF); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 0xB5FFF655); TextDrawTextSize(gTD[count], 40.000000, -170.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(257.000000, 107.000000, "~n~"); //Outline Right TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, 27.799999); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 30.000000, -1.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(421.000000, 107.000000, "~n~"); // Outline Left TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, 27.799999); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 30.000000, -1.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(339.000000, 104.000000, "~n~"); //Outline Top TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, -0.000000); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 40.000000, -170.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(339.000000, 359.000000, "~n~"); //Outline Onder TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, -0.000000); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 40.000000, -170.000000); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(313.500000, 150.000000, "ld_beat:chit"); //Circle Outline TextDrawLetterSize(gTD[count], 0.000000, 0.000000); TextDrawTextSize(gTD[count], 53.0, 58.0); TextDrawAlignment(gTD[count], 2); TextDrawColor(gTD[count], 255); TextDrawSetShadow(gTD[count], 2); TextDrawSetOutline(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 0x00000000); TextDrawFont(gTD[count], 4); count++; gTD[count] = TextDrawCreate(317.500000, 154.000000, "ld_beat:chit"); //Circle TextDrawLetterSize(gTD[count], 0.000000, 0.000000); TextDrawTextSize(gTD[count], 45.0, 50.0); TextDrawAlignment(gTD[count], 2); TextDrawColor(gTD[count], 0xB1FAC0FF); TextDrawSetShadow(gTD[count], 2); TextDrawSetOutline(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 0x00000000); TextDrawFont(gTD[count], 4); count++; gTD[count] = TextDrawCreate(259.000000, 143.000000, "Matches / Prize:"); //Matches / Prize text TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.139999, 0.699999); TextDrawColor(gTD[count], 0xB1FAC0FF); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(340.000000, 139.000000, "BET"); // Bet Text TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.290000, 1.000000); TextDrawColor(gTD[count], 0xB1FAC0FF); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawSetSelectable(gTD[count], 0); count++; gTD[count] = TextDrawCreate(268.000000, 129.000000, "Reset"); TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.170000, 0.899999); TextDrawColor(gTD[count], -16776961); TextDrawSetOutline(gTD[count], 1); TextDrawSetProportional(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 0); TextDrawTextSize(gTD[count], 10.000000, 30.000000); TextDrawSetSelectable(gTD[count], 1); count++; gTD[count] = TextDrawCreate(411.000000, 129.000000, "Help"); TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.170000, 0.899999); TextDrawColor(gTD[count], 16777215); TextDrawSetOutline(gTD[count], 1); TextDrawSetProportional(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 0); TextDrawTextSize(gTD[count], 10.000000, 30.000000); TextDrawSetSelectable(gTD[count], 1); count++; for(new i=0; i<11; i++) // Create Vertical Lines { if(i == 10) { gTD[count] = TextDrawCreate((X+1), 199.000000, "~n~"); } else { gTD[count] = TextDrawCreate(X, 199.000000, "~n~"); } TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, 17.399993); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 1.000000, -2.000000); X = floatadd(X, 16.0); count++; } for(new i=0; i<11; i++) // Create Horizontal Lines { gTD[count] = TextDrawCreate(340.000000, Y, "~n~"); TextDrawAlignment(gTD[count], 2); TextDrawBackgroundColor(gTD[count], 255); TextDrawFont(gTD[count], 1); TextDrawLetterSize(gTD[count], 0.500000, -0.300006); TextDrawColor(gTD[count], -1); TextDrawSetOutline(gTD[count], 0); TextDrawSetProportional(gTD[count], 1); TextDrawSetShadow(gTD[count], 1); TextDrawUseBox(gTD[count], 1); TextDrawBoxColor(gTD[count], 255); TextDrawTextSize(gTD[count], 61.000000, 158.000000); TextDrawSetSelectable(gTD[count], 0); Y = floatadd(Y, 16.0); count++; } TDLowerBet = TextDrawCreate(326.000000, 136.000000, "<"); // Lower Bet Button TextDrawAlignment(TDLowerBet, 2); TextDrawBackgroundColor(TDLowerBet, 255); TextDrawFont(TDLowerBet, 1); TextDrawLetterSize(TDLowerBet, 0.329999, 1.600000); TextDrawColor(TDLowerBet, -1); TextDrawSetOutline(TDLowerBet, 1); TextDrawSetProportional(TDLowerBet, 1); TextDrawUseBox(TDLowerBet, 1); TextDrawBoxColor(TDLowerBet, 0); TextDrawTextSize(TDLowerBet, 15.000000, 20.000000); TextDrawSetSelectable(TDLowerBet, 1); TDRaiseBet = TextDrawCreate(354.000000, 136.000000, ">"); // Raise Bet Button TextDrawAlignment(TDRaiseBet, 2); TextDrawBackgroundColor(TDRaiseBet, 255); TextDrawFont(TDRaiseBet, 1); TextDrawLetterSize(TDRaiseBet, 0.329999, 1.600000); TextDrawColor(TDRaiseBet, -1); TextDrawSetOutline(TDRaiseBet, 1); TextDrawSetProportional(TDRaiseBet, 1); TextDrawUseBox(TDRaiseBet, 1); TextDrawBoxColor(TDRaiseBet, 0); TextDrawTextSize(TDRaiseBet, 15.000000, 20.000000); TextDrawSetSelectable(TDRaiseBet, 1); TDStart = TextDrawCreate(292.000000, 365.000000, "PLAY"); // Play Button TextDrawAlignment(TDStart, 2); TextDrawBackgroundColor(TDStart, 255); TextDrawFont(TDStart, 1); TextDrawLetterSize(TDStart, 0.509999, 2.100000); TextDrawColor(TDStart, 0xB1FAC0FF); TextDrawSetOutline(TDStart, 1); TextDrawSetProportional(TDStart, 1); TextDrawUseBox(TDStart, 1); TextDrawBoxColor(TDStart, 0); TextDrawTextSize(TDStart, 53.000000, 50.000000); TextDrawSetSelectable(TDStart, 1); TDClose = TextDrawCreate(381.000000, 365.000000, "CLOSE"); // Close Button TextDrawAlignment(TDClose, 2); TextDrawBackgroundColor(TDClose, 255); TextDrawFont(TDClose, 1); TextDrawLetterSize(TDClose, 0.509999, 2.100000); TextDrawColor(TDClose, 0xFF9696FF); TextDrawSetOutline(TDClose, 1); TextDrawSetProportional(TDClose, 1); TextDrawUseBox(TDClose, 1); TextDrawBoxColor(TDClose, 0); TextDrawTextSize(TDClose, 53.000000, 50.000000); TextDrawSetSelectable(TDClose, 1); print("CLose Button Created"); } HideTDForPlayer(playerid) { for(new i; i<sizeof(gTD); i++) { TextDrawHideForPlayer(playerid, gTD[i]); } for(new i; i<100; i++) { PlayerTextDrawHide(playerid, TD[playerid][i]); } if(AreDotsCreated[playerid] == true) { for(new i; i<10; i++) { PlayerTextDrawDestroy(playerid, TDDots[playerid][i]); } AreDotsCreated[playerid] = false; } PlayerTextDrawHide(playerid, TDPrize[playerid][0]); PlayerTextDrawHide(playerid, TDPrize[playerid][1]); new b = Bet[playerid]; format(PrizeString[playerid][0], 128, "01: $%d~n~02: $%d~n~03: $%d~n~04: $%d~n~05: $%d", floatround(b*RM[1]), floatround(b*RM[2]), floatround(b*RM[3]), floatround(b*RM[4]), floatround(b*RM[5])); format(PrizeString[playerid][1], 128, "$%d :06 ~n~$%d :07 ~n~$%d :08 ~n~$%d :09 ~n~$%d :10", floatround(b*RM[6]), floatround(b*RM[7]), floatround(b*RM[8]), floatround(b*RM[9]), Jackpot); PlayerTextDrawSetString(playerid, TDPrize[playerid][0], PrizeString[playerid][0]); PlayerTextDrawSetString(playerid, TDPrize[playerid][1], PrizeString[playerid][1]); PlayerTextDrawHide(playerid, TDNumber[playerid]); PlayerTextDrawSetString(playerid, TDNumber[playerid], " "); PlayerTextDrawHide(playerid, TDBet[playerid]); PlayerTextDrawHide(playerid, TDHeader[playerid]); TextDrawHideForPlayer(playerid, TDLowerBet); TextDrawHideForPlayer(playerid, TDRaiseBet); TextDrawHideForPlayer(playerid, TDStart); TextDrawHideForPlayer(playerid, TDClose); LotteryStage[playerid] = -1; PlayerPlaySound(playerid, 1184, 0.0, 0.0, 0.0); }
  6. La mine in gm e GivePlayerCash, in fs e GivePlayerMoney, am modificat in cash si imi da eririle astea: error 017: undefined symbol "GivePlayerCash""
  7. Salut, am o problema. Am downloadat un FS, un fel de loterie, insa daca castig $, mai intai mi-i da si dupa mi-i scoate. Cum sa ii fac sa se salveze? Mai jos e FSul.
  8. Mda, l-am deschis. 1. Ce ai facut tu in acest GM? 2. Ai zis ca postezi doar pe forum asta, insa l-am gasit pe vreo 3. 3. Bv bv ai stricat sampul din Ro. 4. FULL BUG, LA DS CUMPERI UNA ITI DA ALTA =)) 5. E o pierdere de timp sa ii repari bugs. Concluzie, 5/10.
  9. la linia gamemode0 modifica din RedRolls in bugged
  10. VladDz.

    Pornire panel

    Pai si ce mai vrei sa faci? Ce erori arata? Ce nu e bine?
  11. Cum as putea sa te ajut cu problema daca nici nu am GM-ul? Daca imi dai gm, te ajut.
  12. Poti sa pui link pe zippy pls?
  13. poti sa bagi alte linkuri te rog?
  14. Rezolvat. ms tuturor
  15. e gm din 2009 la ce te asteptai?
  16. Fain, poti fura niste sisteme din el.
  17. Atata timp cat ti-a scris prin PM sa-l contactezi pe yahoo si tu l-ai contactat pe skype, e greseala ta.
  18. Daca vreti o rezolvare, stergeti unele topicuri de la GameMode-uri, in special reinforce, rulled, etc. Pokie a stricat si el sampul din romania, pacat ca nu multi stiu cum fura el gmuri.
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