Sir Shutter
Learning LUA
Well.. the roller coaster in roxor server, If I keep clicking the rollercoaster like spam click it, then it goes so fast moving.. and just fucks up everything.. so I wanted to know if I can add something to make the lever work so when someone ride roller coaster then after he finish he should make the lever so he can ride it again..
Here is some roller coaster scripts :-
Roller Fix :-
Roller Lever :-
Roller Coaster :-
Roller Coaster Events :-
That's for all the roller coaster files I got here..
Rep++ ofcorse..
Here is some roller coaster scripts :-
Roller Fix :-
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
if itemid == 7132 then
setPlayerStorageValue(cid,12345,1)
end
end
Roller Lever :-
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
if item.uid == 12346 and item.itemid == 1945 then
setPlayerStorageValue(cid,12345,2)
doTransformItem(item.uid, 1946)
doCreatureSay(cid, "You can now use the Roller-Coaster", TALKTYPE_ORANGE_1)
else
doTransformItem(item.uid, 1945)
end
end
Roller Coaster :-
Code:
dofile('data/actions/scripts/RollerCoasterEvents.lua')
local TRAINS = {7131, 7132}
local all = {7121, 7122, 7123, 7124, 7125, 7126, 7133, 7134, 7135, 7136}
local ACTION_TRAIN = {1001, 1002}
local RAILS = {
{id = all[1], dirs = {{dir = SOUTH, out = 2},{dir = NORTH, out = 2}}},
{id = all[2], dirs = {{dir = EAST, out = 1},{dir = WEST, out = 1}}},
{id = all[3], dirs = {{dir = EAST, out = 1},{dir = SOUTH, out = 2}}},
{id = all[4], dirs = {{dir = WEST, out = 1},{dir = SOUTH, out = 2}}},
{id = all[5], dirs = {{dir = EAST, out = 1},{dir = NORTH, out = 2}}},
{id = all[6], dirs = {{dir = WEST, out = 1},{dir = NORTH, out = 2}}},
{id = all[7], stop = 1},
{id = all[8], stop = 1},
{id = all[9], stop = 1},
{id = all[10], stop = 1},
}
local SLOW = 500
local FAST = 50
local INCREASE = 50
local DECREASE = 50
local DOWN_INCREASE = 450
local UP_DECREASE = 155
local INFOS = {}
TRUE = 1
FALSE = 0
function getRail(pos)
local stack = 1
local found = 0
repeat
pos.stackpos = stack
rail = getThingfromPos(pos)
if (rail.itemid == 0) then break end
for i, r in ipairs(RAILS) do
if (rail.itemid == r.id) then
found = 1
break
end
end
stack = stack + 1
until (found == 1)
return rail
end
function moveTrain(cid)
params = INFOS[cid]
pos = getCreaturePosition(cid)
rail = getRail(pos)
dir = -1
for i,r in ipairs(RAILS) do
if (rail.itemid == r.id) then
if (RollerCoasternMove(cid, rail, r, pos) == FALSE) then table.remove(INFOS, cid) return 1 end
if (r.stop ~= nil) then
if (r.stop == 1) then
RollerCoasternExitQuery(cid)
addEvent(exitTrain, 2000, cid)
return 1
end
end
change = rail.actionid - 1000
power = 0
power = change
doChangeType(cid, r.id, INFOS[cid].beforeid)
info = r.dirs[INFOS[cid].type]
dir = info.dir
if ((power == 1) or (power == 2)) then
if (RollerCoasternChangeSpeed(cid, power) == TRUE) then
if (power == 2) then
INFOS[cid].speed = INFOS[cid].speed - INCREASE
elseif (power == 1) then
INFOS[cid].speed = INFOS[cid].speed + DECREASE
end
end
end
if (INFOS[cid].currZ ~= pos.z) then
if (RollerCoasternChangeLevel(cid, INFOS[cid].currZ, pos.z) == TRUE) then
if (INFOS[cid].currZ > pos.z) then
INFOS[cid].speed = INFOS[cid].speed + UP_DECREASE
elseif (params.currZ < pos.z) then
params.speed = params.speed - DOWN_INCREASE
end
end
end
if (params.speed < 1) then params.speed = 1 end
params.currZ = pos.z
newid = TRAINS[info.out]
INFOS[cid].beforeid = r.id
break
end
end
if (dir ~= -1) then
doSetItemOutfit(cid, newid, -1)
doMoveCreature(cid, dir)
addEvent(moveTrain,params.speed,cid)
else
RollerCoasternExitQuery(cid)
addEvent(exitTrain, 2000, cid)
end
end
function exitTrain(cid)
table.remove(INFOS, cid)
RollerCoasternExit(cid)
doSetItemOutfit(cid, TRAINS[1], 0)
pos = getCreaturePosition(cid)
pos.y = pos.y - 1
doTeleportThing(cid, pos, 1)
mayNotMove(cid, 0)
end
function enterTrain(params)
if (RollerCoasternEnter(cid, params[2]) == TRUE) then
doSetItemOutfit(params[1], params[2], -1)
pos = getCreaturePosition(params[1])
table.insert(INFOS, params[1],{type = params.type, speed = FAST, currZ = pos.z})
addEvent(moveTrain,1000,params[1])
end
end
function getSpeed(cid)
if (INFOS[cid].speed ~= nil) then return INFOS[cid].speed end
return FALSE
end
function setSpeed(cid, speed)
if (INFOS[cid].speed ~= nil) then INFOS[cid].speed = speed return TRUE end
return FALSE
end
function onUse(cid, item, fromPosition, itemEx, toPosition)
if (isInArray(ACTION_TRAIN, item.actionid) == TRUE) then
if (RollerCoasternEnterQuery(cid, item) == TRUE) then
doTeleportThing(cid, toPosition, 1)
mayNotMove(cid, 1)
addEvent(enterTrain,500,{cid, item.itemid, type=(item.actionid-1000)})
end
end
return TRUE
end
----"No Scripting Needed" System-----
local change = {}
change[all[1]] = {all[3], all[4]}
change[all[2]] = {all[4], all[6]}
change[all[3]] = {all[1], all[4], all[6]}
change[all[4]] = {all[1], all[2], all[3], all[5], all[6]}
change[all[5]] = {all[4]}
change[all[6]] = {all[2], all[3], all[4]}
change[all[7]] = {}
change[all[8]] = {}
change[all[9]] = {}
change[all[10]] = {}
function doChangeType(cid, id, beforeID)
if (table.getn(change[id]) > 0) then
if (isInArray(change[id],beforeID) == TRUE) then
if (INFOS[cid].type == 1) then INFOS[cid].type = 2 else INFOS[cid].type = 1 end
end
end
end
Roller Coaster Events :-
Code:
RollerCoaster = {}
function RollerCoasternChangeLevel(cid, fromZ, toZ)
return TRUE
end
function RollerCoasternMove(cid, rail, railInfo, pos)
return TRUE
end
function RollerCoasternChangeSpeed(cid, power)
if (power == 2) then
doSendAnimatedText(getCreaturePosition(cid),"TROC TROC",210)
else
doSendAnimatedText(getCreaturePosition(cid),"TSSSI IIIII",210)
end
return TRUE
end
function RollerCoasternTypeChange(cid, fromType, toType)
return TRUE
end
function RollerCoasternExitQuery(cid)
return TRUE
end
function RollerCoasternExit(cid)
return TRUE
end
function RollerCoasternEnterQuery(cid, cart)
return TRUE
end
function RollerCoasternEnter(cid, cartID)
return TRUE
end
That's for all the roller coaster files I got here..
Rep++ ofcorse..