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Shop Help
Alright, I need some help with these 2 weapons, they won't work right: *Plez don't use them somewhere else >.<
if (playersays(buy horse caller)&&playerrupees=>600&&!hasweapon(Horse Caller)) {toweapons Horse Caller; setstring horse,0; playerrupees-=600; } if(playeronhorse&&strequals(#c,save horse 1)){ setstring horse,#5; setplayerprop #c,Horse 1 Saved; } if(!firedonhorse&&strequals(#c,call horse 1)){ tokenize #s(horse); puthorse #t(0),playerx,playery; setplayerprop #c,Horse Called; } if(playeronhorse&&strequals(#c,save horse 2)){ setstring horse2,#5; setplayerprop #c,Horse 2 Saved; } if(!firedonhorse&&strequals(#c,call horse 2)){ tokenize #s(horse2); puthorse #t(0),playerx,playery; setplayerprop #c,Horse Called; } if(playeronhorse&&strequals(#c,save horse 3)){ setstring horse3,#5; setplayerprop #c,Horse 3 Saved; } if(!firedonhorse&&strequals(#c,call horse 3)){ tokenize #s(horse3); puthorse #t(0),playerx,playery; setplayerprop #c,Horse Called; } if(weaponfired){ say2 When on a horse say "save horse #" #byou can save up to 3 horses. #bSay "call horse #" to call that #bhorse.#bEx:save horse 1.; } if (strequals(#c,buy Fire Wall)&&playerrupees=>1000&&!hasweapon(Fire Wall)) { toweapons Fire Wall; playerrupees -= 1000; } if(weaponfired&&playermp=>10){ playermp-=10; freezeplayer 3; playersprite=24; timeout=.5; this.radius=4; if(playerdir=3)this.angle=(3*3.14)/2; if(playerdir=0)this.angle=(3*3.14)/4; if(playerdir=1)this.angle=3.14/2; if(playerdir=2)this.angle=3.14/4; } if(timeout&&this.radius<15){timeout=.05; this.x=playerx+.5+cos(this.angle)*this.radius; this.y=playery+.5+sin(this.angle)*this.radius; putexplosion 1,this.x,this.y; this.radius+=.2; this.angle+=.314} The first one was already posted, but it still doesn't work right... |
Hello o.O
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Re: Shop Help
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im not that dumb...lol :rolleyes:
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the code tag is nice, it helps see the spacing of the script
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playersays is ebil:eek: an be more specific what is happeing that is going wrong (what happens)
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it just doesn't go to the inventory, I think playersays is history and i'll have to use playerchtts&&strequals(#c, )) >.<
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Note: Or maybe this is rumor, but I have heard that playersays is a thing of the past, which i think is a good thing.
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I liek it though, its better then going if (playerchats&&strequals(#c,raWr)) {
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i know this is kinda stupid but:
if (playerenters) { toweapons Fire Wall; } if(weaponfired){ freezeplayer 3; playersprite=24; timeout=.5; this.pwr=1; this.radius=4; if(playerdir=3)this.angle=(3*3.14)/2; if(playerdir=0)this.angle=(3*3.14)/4; if(playerdir=1)this.angle=3.14/2; if(playerdir=2)this.angle=3.14/4; } if(timeout&&this.radius<15){timeout=.05; this.x=playerx+.5+cos(this.angle)*this.radius; this.y=playery+.5+sin(this.angle)*this.radius; putexplosion this.pwr,this.x,this.y; this.radius+=.2; this.pwr+=.1; this.angle+=.314} it makes the fire get bigger as it goes around ;) lol |
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Arg, is just simpler
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How is it?
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All I asked was how is it better to do a longer code
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I guess it couldn't hurt
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actually, playersays is only still around to ensure backwards compatibility with older scripts
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i think that playersays should be taken out competely
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I still don't see whts so great about a long code >.<
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alright then
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