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Nome: Zombie Event
Versão TFS: 1.x
Créditos: Printer

Preview

http://2.1m.yt/xHhGcL9.png

 

Características

  • Quantidade minima e máxima de players e zombies.
  • Começar automaticamente através do Globalevent ou por comando.
  • Se juntar ao evento através do teleport ou do comando.
  • Contagem de zumbis e de mortes.
  • Três troféus com descrição e data.
  • BUGS CORRIGIDOS!

 

Atenção

Adicione no-logout tool do RME na sala de espera e também na área do evento.

 

Tutorial

data/creaturescripts/creaturescripts.xml

    <!-- Zombie Event -->
    <event type="preparedeath" name="ZombiePlayerDeath" script="player/zombieEventDeath.lua" />
    <event type="death" name="ZombieOnDeath" script="player/zombieEventDeath.lua" />

data/creaturescripts/scripts/zombieEventDeath.lua

function onDeath(monster, corpse, killer, mostDamage, unjustified, mostDamage_unjustified)
    -- Send text and effect
    monster:say("I WILL BE BACK!", TALKTYPE_MONSTER_YELL)
    monster:getPosition():sendMagicEffect(CONST_ME_MORTAREA)

    -- Remove zombie count, when it dies
    Game.setStorageValue(ze_zombieCountGlobalStorage, getZombieEventZombieCount() - 1)

    -- Store player kills
    local killerId = killer:getId()
    if zombieKillCount[killerId] ~= nil then
        zombieKillCount[killerId] = zombieKillCount[killerId] + 1
    else
        zombieKillCount[killerId] = 1
    end

    return true
end

function onPrepareDeath(player, killer)
    -- Remove player from count
    local count = getZombieEventJoinedCount()
    Game.setStorageValue(ze_joinCountGlobalStorage, count - 1)

    -- Reset player after death
    player:teleportTo(player:getTown():getTemplePosition())
    player:setStorageValue(ze_joinStorage, 0)
    player:addHealth(player:getMaxHealth())
    player:addMana(player:getMaxMana())

    -- Let's reward the 3 last players
    if count <= 3 then
        local playerName =  player:getName()

        local trophy = ze_trophiesTable[count]
        local item = player:addItem(trophy.itemid, 1)
        if item then
            item:setAttribute(ITEM_ATTRIBUTE_DESCRIPTION, string.format("%s %s\n%s.", playerName, trophy.description, os.date("%x")))
        end

        -- Store kill count and remove from table to avoid memory leak
        local playerId, killCount = player:getId(), 0
        if zombieKillCount[playerId] ~= nil then
            killCount = zombieKillCount[playerId]
            zombieKillCount[playerId] = nil
        end

        -- Broadcast
        Game.broadcastMessage(string.format("%d place goes to %s of Zombie Event versus %d Zombies and slained %d Zombies.", count, playerName, getZombieEventZombieCount(), killCount))

        -- The last player died, let's reset the event
        if count <= 1 then
            resetZombieEvent()
        end
    end

    return false
end

data/movements/movements.xml

    <!-- Zombie Event -->
    <movevent event="StepIn" actionid="7000" script="zombieEventTeleport.lua" />

data/movements/scripts/zombieEventTeleport.lua

Spoiler



function onStepIn(creature, item, position, fromPosition)

    local player = creature:getPlayer()

    if not player == nil then
        return true
    end

    -- If it's a staff memeber, just teleport inside and do not count as participant
    if player:getGroup():getAccess() then
        player:teleportTo(ze_WaitingRoomStartPosition)
        return true
    end

    -- If the event state is closed or started, then stop players from enter
    if isInArray({ze_EVENT_CLOSED, ze_EVENT_STARTED}, getZombieEventState()) then
        player:teleportTo(fromPosition, true)
        fromPosition:sendMagicEffect(CONST_ME_TELEPORT)
        return true
    end

    -- Check if the event has already max players
    if getZombieEventJoinedCount() >= ze_maxPlayers then
        player:sendTextMessage(MESSAGE_INFO_DESCR, "The Zombie Event is already full.")
        player:teleportTo(fromPosition, true)
        fromPosition:sendMagicEffect(CONST_ME_TELEPORT)
        return true
    end

    -- Execute join event
    player:joinZombieEvent()
    return true
end

 

 

data/talkactions/talkactions.xml

<talkaction words="!zombie" separator=" " script="zombieEventCommands.lua" />

data/talkactions/scripts/zombieEventCommands.lua

Spoiler



function onSay(player, words, param)
    local split = param:split(",")

    if split[1] == "join" then
        -- If it's a staff member, just teleport inside and do not count as a participant
        if player:getGroup():getAccess() then
            player:teleportTo(ze_WaitingRoomStartPosition)
            return false
        end

        -- If the state of the event is closed or started, stop them from join
        if isInArray({ze_EVENT_CLOSED, ze_EVENT_STARTED}, getZombieEventState()) then
            return false
        end

        -- If player got pz, forbid them to join
        if player:isPzLocked() then
            player:sendCancelMessage("You cannot join while your in a fight.")
            return false
        end

        -- If there is max players joined, stop them from join
        if getZombieEventJoinedCount() >= ze_maxPlayers then
            player:sendCancelMessage("The event is already full.")
            return false
        end

        -- Execute join event
        player:joinZombieEvent()
    elseif split[1] == "start" then
        -- If not staff member, they stop them from setup a event
        if not player:getGroup():getAccess() then
            return false
        end

        local minPlayers = tonumber(split[2])
        local maxPlayers = tonumber(split[3])
        local waitTime = tonumber(split[4])

        local failStart = false
        if minPlayers == nil or minPlayers < 1 then
            failStart = true
        elseif maxPlayers == nil or maxPlayers > Game.getPlayerCount() then
            failStart = true
        elseif waitTime == nil or waitTime < 1 then
            failStart = true
        end

        if failStart then
            player:sendCancelMessage("!zombie start, [minPlayers, maxPlayers, waitTime].")
            return false
        end

        -- Set the new variables and setup the event
        setupZombieEvent(minPlayers, maxPlayers, waitTime)
    end

    return false
end

 

 

data/global.lua

dofile('data/zombieEvent.lua')

data/zombieEvent.lua

Spoiler



-- Store player kills
if zombieKillCount == nil then
    zombieKillCount = {}
end
 
-- Zombie Variables
ze_zombieName = "Zombie Event" -- Zombie name
ze_timeToStartInvasion = 30 -- When should the first zombie be summoned [seconds]
ze_zombieSpawnInerval = 5 -- The interval of each zombie that will get summoned
ze_zombieMaxSpawn = 20 -- Max zombies in the arena
ze_zombieCountGlobalStorage = 100 -- Use empty global storage
 
-- Player Variables
ze_joinStorage = 1000 -- Storage that will be added, when player join
ze_minPlayers = 1 -- Minimum players that have to join
ze_maxPlayers = 10 -- Maxnimum players that can join
ze_joinCountGlobalStorage = 101 -- Use empty global storage
 
-- States
ze_stateGlobalStorage = 102 -- Use empty global storage
ze_EVENT_CLOSED = 0
ze_EVENT_STATE_STARTUP = 1
ze_EVENT_STARTED = 2
 
-- Waiting room
ze_WaitingRoomStartPosition = Position(138, 373, 6) -- Where should player be teleport in waiting room
ze_waitingRoomCenterPosition = Position(138, 373, 6) -- Center of the waiting room
ze_waitingRoomRadiusX = 25 -- Depends how big the arena room is 25sqm to x
ze_waitingRoomRadiusY = 25 -- Depends how big the arena room is 25sqm to y
 
-- Zombie arena
ze_zombieArenaStartPosition = Position(162, 374, 5) -- When even start where should player be teleported in the zombie arena?
ze_arenaCenterPosition = Position(162, 374, 5) -- Center position of the arena
ze_arenaFromPosition = Position(154, 368, 5) -- Pos of top left corner
ze_arenaToPosition = Position(168, 379, 5) -- Pos of bottom right corner
ze_arenaRoomRadiusX = 50 -- Depends how big the arena room is 50sqm to x
ze_arenaRoomRadiusY = 50 -- Depends how big the arena room is 50sqm to y
ze_arenaRoomMultifloor = false -- Does the arena have more floors than one?
 
-- Other variables
ze_waitTime = 10 -- How long until the event begin?
ze_createTeleportPosition = Position(158, 387, 6) -- Where should the teleport be created?
ze_teleportActionId = 7000 -- Actionid of the teleport
ze_trophiesTable = {
    [1] = {itemid = 7369, description = "won first place on Zombie Event."},
    [2] = {itemid = 7370, description = "won second place on Zombie Event."},
    [3] = {itemid = 7371, description = "won third place on Zombie Event."}
}
 
-- Get methods
function getZombieEventZombieCount()
    return Game.getStorageValue(ze_zombieCountGlobalStorage)
end
 
function getZombieEventJoinedCount()
    return Game.getStorageValue(ze_joinCountGlobalStorage)
end
 
function setZombieEventState(value)
    Game.setStorageValue(ze_stateGlobalStorage, value)
end
 
function getZombieEventState()
    return Game.getStorageValue(ze_stateGlobalStorage) or ze_EVENT_CLOSED
end
 
function resetZombieEvent()
    -- Reset variables
    Game.setStorageValue(ze_zombieCountGlobalStorage, 0)
    Game.setStorageValue(ze_joinCountGlobalStorage, 0)
    setZombieEventState(ze_EVENT_CLOSED)
 
    -- Clear the arena from zombies
    local spectator = Game.getSpectators(ze_arenaCenterPosition, ze_arenaRoomMultifloor, false, 0, ze_arenaRoomRadiusX, 0, ze_arenaRoomRadiusY)
    for i = 1, #spectator do
        if spectator[i]:isMonster() then
            spectator[i]:remove()
        end
    end
end
 
function startZombieEvent()
    local spectator = Game.getSpectators(ze_waitingRoomCenterPosition, ze_arenaRoomMultifloor, false, 0, ze_waitingRoomRadiusX, 0, ze_waitingRoomRadiusY)
    if getZombieEventJoinedCount() < ze_minPlayers then
        for i = 1, #spectator do
            spectator[i]:teleportTo(spectator[i]:getTown():getTemplePosition())
            spectator[i]:setStorageValue(ze_joinStorage, 0)
        end
 
        resetZombieEvent()
        Game.broadcastMessage("Zombie event failed to start, due to not enough of participants.")
    else
        for i = 1, #spectator do
            spectator[i]:teleportTo(ze_zombieArenaStartPosition)
            spectator[i]:registerEvent("ZombiePlayerDeath")
        end
 
        Game.broadcastMessage("Zombie Event has started, good luck to all participants.")
        setZombieEventState(ze_EVENT_STARTED)
        addEvent(startZombieInvasion, ze_timeToStartInvasion * 1000)
    end
 
    -- Remove Teleport
    local item = Tile(ze_createTeleportPosition):getItemById(1387)
    if item:isTeleport() then
        item:remove()
    end
end
 
function startZombieInvasion()
    if getZombieEventState() == ze_EVENT_STARTED then
        local random = math.random
        local zombie = Game.createMonster(ze_zombieName, Position(random(ze_arenaFromPosition.x, ze_arenaToPosition.x), random(ze_arenaFromPosition.y, ze_arenaToPosition.y), random(ze_arenaFromPosition.z, ze_arenaToPosition.z)))
        if zombie then
            Game.setStorageValue(ze_zombieCountGlobalStorage, getZombieEventZombieCount() + 1)
        end
 
        addEvent(startZombieInvasion, ze_zombieSpawnInerval * 1000)
    end
end
 
function Player.joinZombieEvent(self)
    -- Set storage and teleport
    self:teleportTo(ze_WaitingRoomStartPosition)
    ze_WaitingRoomStartPosition:sendMagicEffect(CONST_ME_TELEPORT)
    self:setStorageValue(ze_joinStorage, 1)
 
    -- Add count and broadcast
    local count = getZombieEventJoinedCount()
    Game.setStorageValue(ze_joinCountGlobalStorage, count + 1)
    Game.broadcastMessage(string.format("%s has joined the Zombie Event! [%d/%d].", self:getName(), count + 1, ze_maxPlayers))
end
 
function setupZombieEvent(minPlayers, maxPlayers, waitTime)
    -- Event is not closed, then stop from start new one
    if getZombieEventState() ~= ze_EVENT_CLOSED then
        return
    end
 
    -- Create teleport and set the respective action id
    local item = Game.createItem(1387, 1, ze_createTeleportPosition)
    if item:isTeleport() then
        item:setAttribute(ITEM_ATTRIBUTE_ACTIONID, ze_teleportActionId)
    end
 
    -- Change the variables, to the new ones
    ze_minPlayers = minPlayers
    ze_maxPlayers = maxPlayers
    ze_waitTime = waitTime
 
    -- Set the counts, state, broadcast and delay the start of the event.
    Game.setStorageValue(ze_zombieCountGlobalStorage, 0)
    Game.setStorageValue(ze_joinCountGlobalStorage, 0)
    setZombieEventState(ze_EVENT_STATE_STARTUP)
    Game.broadcastMessage(string.format("The Zombie Event has started! The event require atleast %d and max %d players, you have %d minutes to join.", minPlayers, maxPlayers, waitTime))
    addEvent(startZombieEvent, waitTime * 60 * 1000)
end

 

 

data/monsters/Zombie Event.xml

Spoiler



<?xml version="1.0" encoding="UTF-8"?>
<monster name="Zombie" nameDescription="a zombie" race="undead" experience="0" speed="150" manacost="0">
	<health now="10000" max="10000" />
	<look type="311" corpse="0" />
	<targetchange interval="4000" chance="10" />
	<flags>
		<flag summonable="0" />
		<flag attackable="1" />
		<flag hostile="1" />
		<flag illusionable="0" />
		<flag convinceable="0" />
		<flag pushable="0" />
		<flag canpushitems="1" />
		<flag canpushcreatures="1" />
		<flag targetdistance="1" />
		<flag staticattack="90" />
		<flag runonhealth="0" />
	</flags>
	<attacks>
		<attack name="melee" interval="2000" min="0" max="-1000" />
	</attacks>
	<defenses armor="15" defense="15" />
	<elements>
		<element firePercent="50" />
	</elements>
	<immunities>
		<immunity death="1" />
		<immunity energy="1" />
		<immunity ice="1" />
		<immunity earth="1" />
		<immunity drown="1" />
		<immunity drunk="1" />
		<immunity lifedrain="1" />
		<immunity paralyze="1" />
	</immunities>
	<voices interval="5000" chance="10">
		<voice sentence="Mst.... klll...." />
		<voice sentence="Whrrrr... ssss.... mmm.... grrrrl" />
		<voice sentence="Dnnnt... cmmm... clsrrr...." />
		<voice sentence="Httt.... hmnnsss..." />
	</voices>
	<script>
		<event name="ZombieOnDeath"/>
	</script>
</monster>

 

 

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  • 2 months later...
  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...
Em 30/12/2015 at 18:37, Azhaurn disse:

dofile('data/zombieEvent.lua')

meu ot nao tem esta pasta data, qual seria o destinatário pra este bloco???? REP++ :)

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  • 3 weeks later...
Em 11/05/2016 at 18:17, FidelixMonte disse:

meu ot nao tem esta pasta data, qual seria o destinatário pra este bloco???? REP++ :)

também gostaria de saber.

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13 horas atrás, helix758 disse:

também gostaria de saber.

Agora já sei, rsrsrs é creaturescripts provavelmente.

esta parte  dofile('data/zombieEvent.lua') é em login.lua, para registrar o evento.

Editado por FidelixMonte (veja o histórico de edições)
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  • 4 months later...
  • 3 years later...

Como STARTA esse evento ai????? Instalei tudo no meu servidor.... inclusive fiz um mapinha lixo somente para testar..... porém como STARTA????

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  • 5 months later...

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Chances) * (1 - (Reroll % / 100)) items = { [1] = { {id = 1, chance = 80, count = 5}, }, [2] = { {id = 2, chance = 70, count = 1, porc_cambio = 30}, }, [3] = { {id = 3, chance = 25, count = 1, porc_cambio = 70} } } } -- ================= PROBABILITY CACHING ================= -- -- Precalculates cumulative probabilities for each reward level. local cumulativeChanceCache = {} for rewardId, items in pairs(config.items) do local total = 0 local cumulative = {} for _, item in ipairs(items) do total = total + item.chance table.insert(cumulative, {item = item, threshold = total}) end cumulativeChanceCache[rewardId] = {total = total, items = cumulative} end -- ================= UTILITY FUNCTIONS ================= -- -- Calculates the speed of the roulette animation based on progress. -- @param progress: Current progress (0 to 1). -- @return: Speed in milliseconds. local function calculateSpeed(progress) return config.initialSpeed + (config.finalSpeed - config.initialSpeed) * progress^3 end -- Selects a random item from the reward table, considering reroll chances. -- @param rewardId: Reward level ID. -- @return: Selected item. local function chooseRouletteItem(rewardId) local cache = cumulativeChanceCache[rewardId] local roll = math.random(cache.total) for _, entry in ipairs(cache.items) do if roll <= entry.threshold then if entry.item.porc_cambio and math.random(100) <= entry.item.porc_cambio then return chooseRouletteItem(rewardId) end return entry.item end end return cache.items[#cache.items].item end -- Rotates the slots in the roulette. -- @param slots: Table of slots. local function rotateSlots(slots) local last = slots[36] for i = 36, 2, -1 do slots[i] = slots[i-1] end slots[1] = last end -- Updates the visual display of the roulette. -- @param cpos: Center position of the roulette. -- @param slots: Table of slots. -- @param isFillingPhase: Whether the slots are being filled for the first time. local function updateRouletteDisplay(cpos, slots, isFillingPhase) for i = 1, 36 do local pos = { x = cpos.x + rouletteSpinOffset[i][1], y = cpos.y + rouletteSpinOffset[i][2], z = cpos.z } doCleanTile(pos) if slots[i] then doCreateItem(slots[i].id, slots[i].count, pos) -- Show puff effect only during the initial filling phase. if isFillingPhase then doSendMagicEffect(pos, 14) end end end end -- ================= WINNER SLOTS AND EFFECTS ================= -- -- Shows "Winner Slot" animated text on winning slots. -- @param cpos: Center position of the roulette. -- @param keyCount: Number of keys used. local function showWinnerSlots(cpos, keyCount) local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendAnimatedText(pos, "Winner Slot", TEXTCOLOR_YELLOW) end end -- Shows the number of keys in use. -- @param cpos: Center position of the roulette. local function showKeyCount(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount local pos = {x = 1013, y = 995, z = 7} doSendAnimatedText(pos, string.format("Keys: %d", keyCount), TEXTCOLOR_LIGHTBLUE) end -- ================= MAIN ROULETTE LOGIC ================= -- -- Main animation function, recursively called to simulate the roulette spin. -- @param cid: Player ID. -- @param cpos: Center position of the roulette. -- @param rewardId: ID of the reward level. -- @param nloop: Current iteration number. -- @param slots: Table of slots (items). -- @param keyName: Name of the key used. -- @param keyCount: Number of keys used. local function shuffle(cid, cpos, rewardId, nloop, slots, keyName, keyCount) if nloop > config.maxLoops then if isPlayer(cid) then -- Determine winning slots based on the number of keys used. local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end -- Get the winning items and their positions. local wonItems = {} local winPositions = {} for _, slot in ipairs(winningSlots) do if slots[slot] then table.insert(wonItems, slots[slot]) local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } table.insert(winPositions, pos) end end -- Award the items and display visual effects. if #wonItems > 0 then for _, pos in ipairs(winPositions) do doSendAnimatedText(pos, "Winner Slot", TEXTCOLOR_YELLOW) doSendMagicEffect(pos, config.effectReward) end for _, item in ipairs(wonItems) do doPlayerAddItem(cid, item.id, item.count) end doSendMagicEffect(getCreaturePosition(cid), config.effectRewardPlayer) -- Display a message to the player with all the rewards. local itemList = {} for _, item in ipairs(wonItems) do table.insert(itemList, string.format("x%d %s", item.count, getItemNameById(item.id))) end doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] You won: " .. table.concat(itemList, ", ")) -- Log the player's rewards. logEntry(cid, keyName, wonItems, keyCount) else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] No items won.") end setGlobalStorageValue(config.globalStoCd, 0) end return end -- Initial filling phase of the roulette slots. if nloop <= 36 then slots[nloop] = chooseRouletteItem(rewardId) updateRouletteDisplay(cpos, slots, true) else -- Rotate the slots and update the display. rotateSlots(slots) updateRouletteDisplay(cpos, slots, false) -- Show effects on the winning slots every 5 iterations. if nloop % 5 == 0 then local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendMagicEffect(pos, config.effectReward) end end end -- Schedule the next iteration with dynamic speed. local progress = nloop / config.maxLoops addEvent(shuffle, calculateSpeed(progress), cid, cpos, rewardId, nloop + 1, slots, keyName, keyCount) end -- ================= PERIODIC EFFECTS AND TEXTS ================= -- -- Shows effects and texts periodically. -- @param cpos: Center position of the roulette. local function showEffectsAndTexts(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount -- Ensure keyCount is within range. -- Show "Winner Slot" on the winning slots. showWinnerSlots(cpos, keyCount) -- Show the number of keys in use. showKeyCount(cpos) -- Schedule the next execution. addEvent(showEffectsAndTexts, 1500, cpos) end -- ================= EFFECT SCRIPT INITIALIZATION ================= -- -- Start the periodic effects and texts when the script is loaded. local cpos = {x = 1012, y = 994, z = 7} -- Center position of the roulette. addEvent(function() showEffectsAndTexts(cpos) end, 5000) -- 5 seconds delay since server start. -- ================= MAIN OBJECT USE FUNCTION ================= -- -- Called when the roulette object is used. function onUse(cid, item, frompos, item2, topos) -- Handle the key change lever. if item.aid == 1360 then local current = getGlobalStorageValue(config.globalStoKeyCount) current = (current < 1 or current > 4) and 1 or (current % 4) + 1 setGlobalStorageValue(config.globalStoKeyCount, current) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, string.format("Now using %d keys per spin.", current)) doSendMagicEffect(getThingPos(item.uid), CONST_ME_MAGIC_GREEN) return true end -- Handle the roulette levers. if not keyByAid[item.aid] then return false end local key = keyByAid[item.aid] local keyName = getItemNameById(key) local requiredKeys = getGlobalStorageValue(config.globalStoKeyCount) requiredKeys = (requiredKeys < 1 or requiredKeys > 4) and 1 or requiredKeys if getPlayerAccess(cid) < 5 and getPlayerItemCount(cid, key) < requiredKeys then doPlayerSendCancel(cid, string.format("You need %d %s to play!", requiredKeys, keyName)) doSendMagicEffect(topos, 14) return true end local rewardId = rewardByAid[item.aid] or 1 -- Get the reward level based on the lever. Default to 1 if not found. local pos = {x = 1012, y = 994, z = 7} -- Center position of the roulette. if getGlobalStorageValue(config.globalStoCd) > os.time() and getPlayerAccess(cid) < 5 then local remaining = getGlobalStorageValue(config.globalStoCd) - os.time() doPlayerSendCancel(cid, "Wait " .. remaining .. " seconds to play again.") return true end setGlobalStorageValue(config.globalStoCd, os.time() + config.rouletteCD) -- Set the cooldown. doTransformItem(item.uid, item.itemid == 9825 and 9826 or 9825) -- Change the lever's appearance. -- Clear the tiles around the roulette and add magic effects. for i = 1, 36 do local rpos = { x = pos.x + rouletteSpinOffset[i][1], y = pos.y + rouletteSpinOffset[i][2], z = pos.z } doCleanTile(rpos) doSendMagicEffect(rpos, config.effectReward) end if key > 0 then doPlayerRemoveItem(cid, key, requiredKeys) end -- Remove the keys from the player's inventory. doSendMagicEffect(pos, config.effectLever) -- Play the lever activation effect. math.randomseed(os.time() + getPlayerGUID(cid)) -- Seed the random number generator. addEvent(shuffle, config.initialSpeed, cid, pos, rewardId, 1, {}, keyName, requiredKeys) -- Start the roulette animation. return true end  
      Add the following lines within the `<actions>` tag in your `data/actions/actions.xml` file: <action actionid="XXX;YYYY;ZZZZ;AAAA" event="script" value="Roulette.lua"/> Replace `XXXX`, `YYYY`, and `ZZZZ` with the unique IDs of the levers that will activate the roulette (make sure they are not in use!).
      The ID `AAAA` is for the lever that changes the number of keys to use.
       
      Open the `Roulette.lua` file and adjust the `config.items` table with the items you want players to be able to win. Remember to balance the probabilities.  
       
      Code Explanation
      The script is divided into several sections to facilitate understanding:
      LOGGING SYSTEM: Handles logging the rewards obtained by players. BASE CONFIGURATION: Defines object IDs and reward levels. MAIN CONFIGURATION: Contains the main options of the system, such as the wait time between spins, the speed of the roulette, and the rewards. PROBABILITY CACHING: Optimizes the calculation of probabilities so that the system runs smoothly. UTILITY FUNCTIONS: Helper functions to calculate speed, choose items randomly, and update the roulette display. WINNER SLOTS AND EFFECTS: Displays the "Winner Slot" text and other visual effects in the winning spaces. MAIN ROULETTE LOGIC: The main function that controls the roulette animation and the delivery of rewards. PERIODIC EFFECTS AND TEXTS: Displays effects and texts periodically. SCRIPT INITIALIZATION: Initializes the effect system when the script is loaded. MAIN OBJECT USE FUNCTION: The function that is executed when a player interacts with a lever.

      I hope this roulette system is a great addition to your server! If you have any questions or suggestions, please feel free to leave a comment. Thank you for your support!  
       
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