ziggy46802
Active Member
- Joined
- Aug 19, 2012
- Messages
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Heres my actions.xml
Here is lightblue1.lua
and here is lightblue2.lua
Now, when I mine them, they both go down to the small rock, but whichever I mined second, both respawn at that same spot and you can see the small crystal under the big one and then the second one respawns with the action id of the second one.
How are these two files communicating together?
Code:
<!-- Light Blue Crystals -->
<action actionid="4001" script="lightblue1.lua"/>
<action actionid="4002" script="lightblue2.lua"/>
Here is lightblue1.lua
Code:
function onUse(cid, item, frompos, item2, topos)
local bigrock = 8634
local smallrock = 8638
pos4001 = {x=999,y=998,z=7} --set position
local chance = math.random(0,100000)
local brake = math.random(0,100)
mining = (getPlayerSkill(cid, FIST_SKILL) * 3)
function goto(cid, item)
--addEvent(restore, (1000 * 60 * 54),(1000 * 60 * 131) , cid)
addEvent(restore, 5000,10000, cid) --test mode
end
function restore(cid, item1, item2)
doRemoveItem(getTileItemById(pos4001, smallrock).uid)
addEvent(create, 1, cid)
end
function create(cid, item)
doCreateItem(bigrock,pos4001)
addEvent(set, 1, cid)
end
function set(cid, item)
doItemSetAttribute(getTileItemById(pos4001, bigrock).uid, "aid", 4001)
end
if item.itemid == bigrock and getPlayerItemCount(cid,2553) >= 1 then
doPlayerAddSkillTry(cid, SKILL_FIST, 10)
doRemoveItem(getTileItemById(pos4001, bigrock).uid)
doCreateItem(smallrock,pos4001)
addEvent(goto, 1, cid)
doSendMagicEffect(getPlayerPosition(cid), 13)
if brake > mining then
doPlayerRemoveItem(cid, 2553, 1)
doCreatureSay(cid, "Well shit, your fuckin pick broke man.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 0 and chance <= 50000 then
doPlayerAddItem(cid, 2255,1)
doCreatureSay(cid, "You found some trashy copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 50001 and chance <= 80000 then
doPlayerAddItem(cid, 2254,1)
doCreatureSay(cid, "You found some dirty copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 80001 and chance <= 95000 then
doPlayerAddItem(cid, 2253,1)
doCreatureSay(cid, "You found some dull copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 95001 and chance <= 100000 then
doPlayerAddItem(cid, 2252,1)
doCreatureSay(cid, "You found some decent copper.", TALKTYPE_ORANGE_1)
return false
end
return true
end
return true
end
and here is lightblue2.lua
Code:
function onUse(cid, item, frompos, item2, topos)
local bigrock = 8634
local smallrock = 8638
pos4002 = {x=1003,y=997,z=7} --set position
local chance = math.random(0,100000)
local brake = math.random(0,100)
mining = (getPlayerSkill(cid, FIST_SKILL) * 3)
function goto(cid, item)
--addEvent(restore, (1000 * 60 * 54),(1000 * 60 * 131) , cid)
addEvent(restore, 5000,10000, cid) --test mode
end
function restore(cid, item1, item2)
doRemoveItem(getTileItemById(pos4002, smallrock).uid)
addEvent(create, 1, cid)
end
function create(cid, item)
doCreateItem(bigrock,pos4002)
addEvent(set, 1, cid)
end
function set(cid, item)
doItemSetAttribute(getTileItemById(pos4002, bigrock).uid, "aid", 4002)
end
if item.itemid == bigrock and getPlayerItemCount(cid,2553) >= 1 then
doPlayerAddSkillTry(cid, SKILL_FIST, 10)
doRemoveItem(getTileItemById(pos4002, bigrock).uid)
doCreateItem(smallrock,pos4002)
addEvent(goto, 1, cid)
doSendMagicEffect(getPlayerPosition(cid), 13)
if brake > mining then
doPlayerRemoveItem(cid, 2553, 1)
doCreatureSay(cid, "Well shit, your fuckin pick broke man.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 0 and chance <= 50000 then
doPlayerAddItem(cid, 2255,1)
doCreatureSay(cid, "You found some trashy copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 50001 and chance <= 80000 then
doPlayerAddItem(cid, 2254,1)
doCreatureSay(cid, "You found some dirty copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 80001 and chance <= 95000 then
doPlayerAddItem(cid, 2253,1)
doCreatureSay(cid, "You found some dull copper.", TALKTYPE_ORANGE_1)
return false
end
if chance >= 95001 and chance <= 100000 then
doPlayerAddItem(cid, 2252,1)
doCreatureSay(cid, "You found some decent copper.", TALKTYPE_ORANGE_1)
return false
end
return true
end
return true
end
Now, when I mine them, they both go down to the small rock, but whichever I mined second, both respawn at that same spot and you can see the small crystal under the big one and then the second one respawns with the action id of the second one.
How are these two files communicating together?