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Roll the Dice module

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bobo0044:

--- Quote from: Timmy on December 07, 2015, 10:25:58 AM ---- Confirm that you removed the noclip effect:

--- Code: ---TRTD.AddEffect({name="noclip", duration=20, enable=function(ply)
    ply:SetMoveType(MOVETYPE_NOCLIP)
end, disable=function(ply)
    ply:SetMoveType(MOVETYPE_WALK)
    ply:UnTrap()
end})

--- End code ---
The code above should be removed from the original file!

- Confirm that the changes were saved correctly.
- Make sure that the server did, in fact, restart.

If you're still having issues after you tried these things, you'll have to show me the contents of your trtd.lua file.

--- End quote ---

--- Code: ---
    rtdlist = {}
   
    nodelay = "false"
   
    //--[list BEGIN]--//
   
    rtdlist[1] = function(ply)  //????????????????????????????????????????// nothing
      rtdTextToAll(ply:Nick().." got nothing.","????? "..ply:Nick().." ?????? ?? ???????.")
    end
   
    rtdlist[2] = function(ply)  //????????????????????????????????????????// kill
      ply:Kill()
      rtdTextToAll(ply:Nick().." has been killed!","????? "..ply:Nick().." ????!")
    end
   
    rtdlist[3] = function(ply)  //????????????????????????????????????????// hp+
      local rand = math.random(1,48)
      ply:SetHealth(ply:Health()+rand);
      rtdTextToAll(ply:Nick().." got their health added by "..rand..".","????? "..ply:Nick().." ??????? "..rand.." ??.")
    end
   
    rtdlist[4] = function(ply)  //????????????????????????????????????????// hp-
      local rand = math.random(1,48)
      ply:SetHealth(ply:Health()-rand);
      if (ply:Health()<=0) then
        ply:Kill()
        rtdTextToAll(ply:Nick().." has been killed!","????? "..ply:Nick().." ????!")
      else
       rtdTextToAll(ply:Nick().." got their health added by -"..rand..".","????? "..ply:Nick().." ??????? "..rand.." ??.")
      end
    end
   
    rtdlist[5] = function(ply)  //????????????????????????????????????????// armor+
      local rand = math.random(1,32)
      ply:SetArmor(ply:Armor()+rand);
      if (ply:Armor()>255) then
        ply:SetArmor(255);
      end
      rtdTextToAll(ply:Nick().." got their armor added by "..rand..".","????? "..ply:Nick().." ??????? "..rand.." ?????? ?????.")
    end
   
    rtdlist[6] = function(ply)  //????????????????????????????????????????// ignite
      local rand = math.random(1,16)
      ply:Ignite(rand);
      rtdTextToAll(ply:Nick().." has been ignited by "..rand.." sec.","????? "..ply:Nick().." ????????? ?? "..rand.." ???.")
    end
   
    rtdlist[7] = function(ply)  //????????????????????????????????????????// strip
      ply:StripWeapons();
      ply:Give("weapon_crowbar");
      rtdTextToAll(ply:Nick().." got stripped of all their weapons.","????? "..ply:Nick().." ??????? ??? ???? ??????.")
    end
   
    rtdlist[8] = function(ply)  //????????????????????????????????????????// respawn
      local tempHrtd = ply:Health()
      local tempArtd = ply:Armor()
      local tempGrav = ply:GetGravity()
      ply:Spawn()
      ply:SetHealth(tempHrtd)
      ply:SetArmor(tempArtd)
      ply:SetGravity(tempGrav)
      rtdTextToAll(ply:Nick().." has been respawned.","????? "..ply:Nick().." ????????? ? ??????.")
    end
   
    rtdlist[9] = function(ply)  //????????????????????????????????????????// low gravity
      ply:SetGravity(0.4);
      rtdTextToAll(ply:Nick().." got low gravity.","????? "..ply:Nick().." ??????? ?????? ??????????.")
    end
   
    rtdlist[10] = function(ply) //????????????????????????????????????????// high gravity
      ply:SetGravity(1.6);
      rtdTextToAll(ply:Nick().." got high gravity.","????? "..ply:Nick().." ??????? ??????? ??????????.")
    end
   
    rtdlist[11] = function(ply) //????????????????????????????????????????// 1hp
      ply:SetHealth(1)
      rtdTextToAll(ply:Nick().." got their health setted to 1.","? ?????? "..ply:Nick().." ?????? 1 ??.")
    end
   
    rtdlist[12] = function(ply) //????????????????????????????????????????// frag
      ply:Give("weapon_frag");
      rtdTextToAll(ply:Nick().." has found frag grenade.","????? "..ply:Nick().." ??????? ???????.")
    end
   
    //--[list END]--//
   
    function rtdClientText(ply,s1,s2) //say to player
      if (ply:GetPData("srtdLang","en") == "en") then
        ply:SendLua("chat.AddText(Color(40,40,200),\"[RTD]\",Color(200,200,20),\" "..s1.."\")");
      else
        ply:SendLua("chat.AddText(Color(40,40,200),\"[RTD]\",Color(200,200,20),\" "..s2.."\")");
      end
    end
   
    function rtdTextToAll(s1,s2) //say to all
      for _,v in pairs(player.GetAll()) do
        rtdClientText(v,s1,s2);
      end
    end
   
    function rtdPlayerSay( ply, text, public ) //chat command
      texp = string.Explode( " ", string.lower(text))
      if
        if ply:IsAdmin() then
          rtdClientText(ply,"nodelay = "..texp[3],"nodelay = "..texp[3]);
          nodelay = texp[3]
        else
          rtdClientText(ply,"You are not admin.","?? ?? ?????.");
        end
        return false
      end
  if ((texp[1] == "!rtd") or (texp[1] == "/rtd") or (texp[1] == "rtd")) then
        if ((nodelay == "false") and (os.time() < (ply:GetNWInt("srtdLastUsed",0)+60))) then
          local st = ply:GetNWInt("srtdLastUsed",0)+60-os.time()
          rtdClientText(ply,"Wait "..st.." seconds.","????????? "..st.." ???.");
          return false
        end
        if not(ply:Alive()) then
          rtdClientText(ply,"You're dead.","?? ??????.");
          return false
        end
        rtdClientText(ply,"New roll the dice.","????? ?????? ??????.");
        local r = math.random(1,#rtdlist);
        for k,v in pairs(rtdlist) do
          if (k == r) then v(ply) end
        end 
        ply:SetNWInt("srtdLastUsed",os.time());
        return false
      end
    end
   
    hook.Add( "PlayerSay", "rtdPlayerSay", rtdPlayerSay)

--- End code ---
I made sure it restarted and that's my code

Timmy:
Wh... what? I did not write any of that code, bobo0044... ???

This topic is solely for questions/feedback/support on the dice I wrote.

JamminR:
I presume there are gamemodes that do armor?
Though I see you have health dice effects, should add armor too, if being used in a gamemode that uses it.

bobo0044:

--- Quote from: Timmy on December 08, 2015, 09:55:51 AM ---Wh... what? I did not write any of that code, bobo0044... ???

This topic is solely for questions/feedback/support on the dice I wrote.

--- End quote ---

WHAT! TEHN WHOS IS IT oh, God it :C I'm sorry I was auctally editing a broke 1 which is old I forgot to delete it sorry <3 anyway thanks for helping me remove noclip PARTY <3

add me on steam pls aswell http://steamcommunity.com/profiles/76561198084713827/

Timmy:

--- Quote from: JamminR on December 08, 2015, 03:27:14 PM ---I presume there are gamemodes that do armor?
Though I see you have health dice effects, should add armor too, if being used in a gamemode that uses it.

--- End quote ---
Right! Good idea. I will get on that as soon as I have some more free time. :)


--- Quote from: bobo0044 on December 09, 2015, 03:37:23 AM ---WHAT! TEHN WHOS IS IT oh, God <censor> it :C I'm sorry I was auctally editing a broke 1 which is old I forgot to delete it sorry <3 anyway thanks for helping me remove noclip PARTY <3

add me on steam pls aswell http://steamcommunity.com/profiles/76561198084713827/

--- End quote ---
Haha. No worries. I friended you.  :)

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