Wysłany: 2020-05-19, 23:16
HEATEX
Wiek: 25 Na forum: 2250 dni Posty: 109
Nick w MP: HEATEX
Piwa : 1336
c.lua
--[[
Casino - slot machine
@ author Hyperion / R3fr3Sh < r3fr3sh123 @ gmail . com >
@ copyright 2017 Hyperion / R3fr3Sh < r3fr3sh123 @ gmail . com >
@ license GPLv3
]]
-- source of the background : http : //www.freepik.com/free-vector/valentine-s-background-design_1024958.htm#term=slot (for both internal and external drum parts)
-- background edited by MrDadosz mrdadosz @ polish - real - life . xaa . pl using GIMP
local drum = "img/drum.png"
local druminteral = "img/cards.png"
-- general settings
local settings = {}
settings . drumColor = tocolor ( 0 , 125 , 255 )
settings . stake = 30000000 -- starting stake
settings . stakeMax = 500000000 -- maximum stake
settings . stakeMin = 1000000 -- minimum stake
settings . stakeStep = 1000000 -- step of a stake
settings . font = "font/Roboto.ttf"
settings . language = "english"
settings . jackpotSound = "sounds/jackpot.ogg" -- SOURCE : https : //www.freesound.org/people/Robinhood76/sounds/51671/ "This work is licensed under the Attribution Noncommercial License."
settings . positionsCol = { -- slot machine colshape positions
-- { x , y , z , size , dimension , interior }
{ 1135.08 , - 3.87 , 1000.68 , 0.3 , 0 , 12 },
{ 1132.90 , - 1.66 , 1000.68 , 0.3 , 0 , 12 },
{ 1134.91 , 0.61 , 1000.68 , 0.3 , 0 , 12 },
{ 1127.99 , 3.01 , 1000.68 , 0.3 , 0 , 12 },
{ 1126.95 , 3.01 , 1000.68 , 0.3 , 0 , 12 },
{ 1125.90 , 3.01 , 1000.68 , 0.3 , 0 , 12 },
{ 1124.87 , 3.01 , 1000.68 , 0.3 , 0 , 12 },
}
-- don 't modify these unless you know what you are doing
settings.gamesPlayed = 0 --anticheat - games played
settings.rolling = false
settings.cardsize = 256 -- Whenever you rescale cards, change this.
-- source of the cards: http://www.freepik.com/free-vector/set-of-slot-machine-cards_756468.htm scaled down
local cards = {
-- 1 5 10 25
-- {icon name, multiplier for 2x combo, multiplier for 3x combo}, with these settings avg ~=~ 1.1
-- bars
{"slotMachineCards/goldbar.png", 20, 75},
{"slotMachineCards/redbar.png", 10, 10},
{"slotMachineCards/greenbar.png", 1, 5},
-- luck related
{"slotMachineCards/bell.png", 5, 10},
{"slotMachineCards/heart.png", 5, 10},
{"slotMachineCards/horseshoe.png", 5, 10},
{"slotMachineCards/goldclover.png", 10, 25},
{"slotMachineCards/greenclover.png", 5, 10},
-- sevens
{"slotMachineCards/goldenseven.png", 20, 75},
{"slotMachineCards/redseven.png", 5, 25},
-- gems
{"slotMachineCards/ruby.png", 10, 25},
{"slotMachineCards/emerald.png", 10, 25},
{"slotMachineCards/diamond.png", 20, 75},
-- vegetables and fruits
{"slotMachineCards/cherry.png", 1, 5},
{"slotMachineCards/grape.png", 1, 5},
{"slotMachineCards/lemon.png", 1, 5},
{"slotMachineCards/plum.png", 1, 5},
{"slotMachineCards/watermelon.png", 1, 5},
}
local setList = { --staring cards, don' t delete them
{{ 0.215 , 0 , "slotMachineCards/bell.png" }, { 0.215 , 0.36 , "slotMachineCards/goldbar.png" }}, -- left set
{{ 0.422 , 0 , "slotMachineCards/bell.png" }, { 0.422 , 0.36 , "slotMachineCards/goldbar.png" }}, -- central set
{{ 0.628 , 0 , "slotMachineCards/bell.png" }, { 0.628 , 0.36 , "slotMachineCards/goldbar.png" }}, -- right set
}
local setSettings = { -- settings , don 't modify these unless you know what you are doing
{speedBasic = 0.004, count = 75, xstart = 0.215},
{speedBasic = 0.0045, count = 100, xstart = 0.422},
{speedBasic = 0.005, count = 133, xstart = 0.628},
}
local gui = {}
local dumpedCards = {}
local localisation = {}
localisation["polish"] = {
winenthiusastic = "Trzy naraz! To nie zdarza si? zbyt cz?sto. Wygra?e? %dPLN!",
win = "Podw?jne trafienie, co za szcz??cie! Wygra?e? %dPLN.",
lose = "Tym razem szcz??cie ci nie dopisa?o. Powodzenia nast?pnym razem :)",
stakeMax = "Nie mo?esz postawi? wi?cej ni? %dPLN!",
stakeMin = "Maszyna nie b?dzie dzia?a?, je?li twoja stawka nie wyniesie minimum %dPLN",
notEnoughCash = "Nie masz wystarczaj?cej ilo?ci got?wki aby podbi? stawk?!",
notEnoughCashOnRoll = "Nie masz wystarczaj?cej ilo?ci got?wki aby zacz?? losowanie!",
stakeInfo = "Aktualna\nstawka\n%dPLN",
roll = "Zagraj",
leave = "Wyjd?",
whenRolling = "Nie mo?esz tego zrobi? podczas trwaj?cego losowania!",
}
localisation["english"] = {
winenthiusastic = "Trzy naraz! To nie zdarza si? zbyt cz?sto. Wygra?e? %dPLN!",
win = "Podw?jne trafienie, co za szcz??cie! Wygra?e? %dPLN.",
lose = "Tym razem szcz??cie ci nie dopisa?o. Powodzenia nast?pnym razem :)",
stakeMax = "Nie mo?esz postawi? wi?cej ni? %dPLN!",
stakeMin = "Maszyna nie b?dzie dzia?a?, je?li twoja stawka nie wyniesie minimum %dPLN",
notEnoughCash = "Nie masz wystarczaj?cej ilo?ci got?wki aby podbi? stawk?!",
notEnoughCashOnRoll = "Nie masz wystarczaj?cej ilo?ci got?wki aby zacz?? losowanie!",
stakeInfo = "Aktualna\nstawka\n%dPLN",
roll = "Zagraj",
leave = "Wyjd?",
whenRolling = "Nie mo?esz tego zrobi? podczas trwaj?cego losowania!",
}
-- MISC FUNCTIONS
local function outputOnScreen(str, r, g, b)
local labels = {{},{},{}}
labels[1] = {str, r, g, b}
labels[2] = {guiGetText(gui.labelList1), guiLabelGetColor(gui.labelList1)}
labels[3] = {guiGetText(gui.labelList2), guiLabelGetColor(gui.labelList2)}
for k,v in ipairs(labels) do
guiLabelSetColor(gui["labelList"..k], v[2], v[3], v[4])
guiSetText(gui["labelList"..k], v[1])
end
end
local function copyTable() end -- recursive copyTable function
copyTable = function(t1)
local newTable = {}
for k, v in ipairs(t1) do
if type(v) ~= "table" then
newTable[k] = v
else
newTable[k] = copyTable(v)
end
end
return newTable
end
local function getFontSizeFromResolution(w, h, base)
local w = w/base
local h = h/base
local result = math.floor(math.sqrt(h*w))
return result
end
--MAIN FUNCTIONS
local sw, sh = guiGetScreenSize()
local function drawImage(x, y, card) --pretty complicated function, generally draws only cards that one can see.
local topy = y - 0.23
local bottomy = 0.75 - y
if topy < 0 then
local hrr = (0.25+topy)/0.25
dxDrawImageSection(x*sw, (y-topy)*sh, 0.15*sw, (0.25+topy)*sh, 0, (1-hrr)*settings.cardsize, settings.cardsize, hrr*settings.cardsize, card)
elseif bottomy > 0 and bottomy < 0.25 then
dxDrawImageSection(x*sw, y*sh, 0.15*sw, bottomy*sh, 0, 0, settings.cardsize, (bottomy/0.25)*settings.cardsize, card)
else
dxDrawImageSection(x*sw, y*sh, 0.15*sw, 0.25*sh, 0, 0, settings.cardsize, settings.cardsize, card)
end
end
local function generateSets()
for i = 1, #setList do
for i2 = 1, setSettings[i].count do
local newcard = {0, 0, "str"}
newcard[1] = setSettings[i].xstart
newcard[2] = 0.4*i2+0.25
newcard[3] = cards[math.random(1, #cards)][1]
table.insert(setList[i], newcard)
end
setSettings[i].speed = setSettings[i].speedBasic * 40
end
if math.sqrt(settings.gamesPlayed) > math.random(22, 50) and math.random(1,2)%2==0 then --anticheat, if he leaves game with autoclicker he will lose all of his cash, because if he plays too much he will get bad cards sets (at least ends of them :))
setList[1][setSettings[1].count - 1][3] = cards[math.random(1,4)][1]
setList[2][setSettings[2].count - 1][3] = cards[math.random(5,8)][1]
setList[3][setSettings[3].count - 1][3] = cards[math.random(9,12)][1]
end
collectgarbage("collect")
end
local function calculateRewards()
local multiplier = {name, multiplier = 0, columns = 0}
--there might be more sophisticated way to do that, but i don' t know it ( yet )
multiplier . columns = multiplier . columns + (( setList [ 1 ][ 2 ][ 3 ] == setList [ 2 ][ 2 ][ 3 ] and setList [ 1 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and 3 ) or ( setList [ 1 ][ 2 ][ 3 ] == setList [ 2 ][ 2 ][ 3 ] and 2 ) or ( setList [ 2 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and 2 ) or ( setList [ 1 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and 2 ) or 0 )
multiplier . name = ( setList [ 1 ][ 2 ][ 3 ] == setList [ 2 ][ 2 ][ 3 ] and setList [ 1 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and setList [ 1 ][ 2 ][ 3 ]) or ( setList [ 1 ][ 2 ][ 3 ] == setList [ 2 ][ 2 ][ 3 ] and setList [ 1 ][ 2 ][ 3 ]) or ( setList [ 2 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and setList [ 2 ][ 2 ][ 3 ]) or ( setList [ 1 ][ 2 ][ 3 ] == setList [ 3 ][ 2 ][ 3 ] and setList [ 3 ][ 2 ][ 3 ])
if multiplier . columns ~= 0 then
for k , v in ipairs ( cards ) do
if v [ 1 ] == multiplier . name then
multiplier . multiplier = v [ multiplier . columns ]
end
end
end
dumpedCards = {} -- dumps all cards
collectgarbage ( "collect" ) -- collects garbage at the end , so game doesn 't get lagged
if multiplier.columns == 3 then
outputOnScreen(string.format(localisation[settings.language].winenthiusastic, settings.stake*multiplier.multiplier), 255, 255, 0)
triggerServerEvent("casinoGivePlayerMoney", localPlayer, settings.stake*multiplier.multiplier)
guiSetText(gui.labelMoney, getPlayerMoney() + settings.stake*multiplier.multiplier.."PLN")
playSound(settings.jackpotSound)
elseif multiplier.columns == 2 then
outputOnScreen(string.format(localisation[settings.language].win, settings.stake*multiplier.multiplier), 220, 220, 0)
triggerServerEvent("casinoGivePlayerMoney", localPlayer, settings.stake*multiplier.multiplier)
guiSetText(gui.labelMoney, getPlayerMoney() + settings.stake*multiplier.multiplier.."PLN")
playSound(settings.jackpotSound)
else
outputOnScreen(localisation[settings.language].lose, 250, 168, 0)
end
settings.gamesPlayed = settings.gamesPlayed + 1
end
local delta = getTickCount()
local function main()
delta = (getTickCount() - delta) --calculates delta time diffrence between last 2 frames
delta = delta < 34 and delta or 34 -- if he has less than 30 fps his game will run slower, but it will prevent any drum related drawing problems(at least those major ones)
dxDrawRectangle(0, 0, sw, sh, tocolor(0, 0, 0 ,150)) --grey background
dxDrawImage(0.15*sw, 0.2*sh, 0.7*sw, 0.6*sh, druminteral) --draws drum internal part
for key, set in ipairs (setList) do
if #set == 2 and key == #setList then --stops when there are only 2 cards left in the right set and ends roll.
if settings.rolling then
calculateRewards() --calculates prize
settings.rolling = false --allows to roll again
end
end
for index, card in ipairs(set) do
if settings.rolling then -- if we roll
if #set < 40 then
setSettings[key].speed = setSettings[key].speedBasic * #set --used to slowdown drums near end of roll
end
if #set ~= 2 then -- drum works till there are more than 2 cards in a set
card[2] = card[2] - setSettings[key].speed * delta/17 --change position of card
end
end
if card[2] < 0.75 and card[2] >= 0 then -- draw cards only when picture can is seeable
drawImage(card[1], card[2], card[3]) --draws image
elseif card[2] < -0.42 then --if the card is over the top of the screen
table.insert(dumpedCards, table.remove(set, index)) -- remove useless cards from set and move it to dumpedCards
end
end
end
dxDrawImage(0.1*sw, 0.2*sh, 0.8*sw, 0.6*sh, drum, 0, 0, 0, settings.drumColor) --draws drum external part
delta = getTickCount()
end
-- Win table generator // part of gui
local prizesPanel = {}
prizesPanel.labels = {}
prizesPanel.images = {}
local function generatePrizesPanel()
local offsetx = 0
local offsety = 0
local icons = copyTable(cards)
-- 2x in columns
table.sort(icons, function (a,b) return a[2] < b[2] end)
for k,v in ipairs(icons) do
if icons[k-1] and v[2] ~= icons[k-1][2] then
local label = guiCreateLabel(0.145 + offsetx, 0.006 + offsety, 0.03, sw/sh*0.03, icons[k-1][2].."x", true)
table.insert(prizesPanel.labels, label)
offsety = offsety + 0.046
offsetx = 0
end
local img = guiCreateStaticImage(0.15 + offsetx, 0.01 + offsety, 0.03, sw/sh*0.026, v[1], true)
table.insert(prizesPanel.images, img)
offsetx = offsetx + 0.04
if k == #icons then
local label = guiCreateLabel(0.145 + offsetx, 0.006 + offsety, 0.03, sw/sh*0.03, v[2].."x", true)
table.insert(prizesPanel.labels, label)
end
end
for k,v in ipairs(prizesPanel.labels) do
guiLabelSetColor(v, 255, 50, 50)
end
local count = #prizesPanel.labels
table.sort(icons, function (a,b) return a[3] > b[3] end)
offsetx = 0
offsety = 0
for k,v in ipairs(icons) do
if icons[k-1] and v[3] ~= icons[k-1][3] then
local label = guiCreateLabel(0.815 - offsetx, 0.006 + offsety, 0.04, sw/sh*0.03, icons[k-1][3].."x", true)
table.insert(prizesPanel.labels, label)
offsety = offsety + 0.046
offsetx = 0
end
local img = guiCreateStaticImage(0.815 - offsetx, 0.01 + offsety, 0.03, sw/sh*0.026, v[1], true)
table.insert(prizesPanel.images, img)
offsetx = offsetx + 0.04
if k == #icons then
local label = guiCreateLabel(0.815 - offsetx, 0.006 + offsety, 0.04, sw/sh*0.03, v[3].."x", true)
table.insert(prizesPanel.labels, label)
end
end
local font = guiCreateFont(settings.font, getFontSizeFromResolution(sw, sh, 70))
for k,v in ipairs(prizesPanel.labels) do
guiSetFont(v, font)
if count < k then
guiLabelSetColor(v, 255, 255, 50)
end
end
local label1 = guiCreateLabel(0.32, 0.145, 0.12, 0.05, "DOUBLE!", true)
local label2 = guiCreateLabel(0.56, 0.015, 0.12, 0.05, "TRIPLE!", true)
font = guiCreateFont(settings.font, getFontSizeFromResolution(sw, sh, 40))
guiSetFont(label1, font)
guiSetFont(label2, font)
guiLabelSetColor(label1, 255, 50, 50)
guiLabelSetColor(label2, 255, 255, 50)
table.insert(prizesPanel.labels, label1)
table.insert(prizesPanel.labels, label2)
for k,v in ipairs(prizesPanel.labels) do
guiLabelSetHorizontalAlign(v, "center")
guiLabelSetVerticalAlign(v, "center")
end
for k,v in ipairs(prizesPanel.labels) do
guiSetVisible(v, false)
end
for k,v in ipairs(prizesPanel.images) do
guiSetVisible(v, false)
end
collectgarbage("collect")
end
generatePrizesPanel()
-- GUI RELATED FUNCTIONS
local function onPlayerStartRoll()
if settings.rolling then -- we can' t allow a new roll when there is one currently ongoing .
outputOnScreen ( localisation [ settings . language ]. whenRolling , 250 , 50 , 50 )
return
end
if settings . stake > getPlayerMoney () then
outputOnScreen ( localisation [ settings . language ]. notEnoughCashOnRoll , 255 , 50 , 50 )
return
end
settings . rolling = true -- starts a roll
triggerServerEvent ( "casinoTakePlayerMoney" , localPlayer , settings . stake )
guiSetText ( gui . labelMoney , getPlayerMoney () - settings . stake .. "PLN" )
setList = { -- uses two rows of card from last roll
{ setList [ 1 ][ 2 ]}, -- left set
{ setList [ 2 ][ 2 ]}, -- central set
{ setList [ 3 ][ 2 ]}, -- right set
}
generateSets () -- generate sets
end
local function onPlayerLeave ()
if settings . rolling then -- we can 't allow a new roll when there is one currently ongoing.
outputOnScreen(localisation[settings.language].whenRolling, 250, 50, 50)
return
end
for k,v in pairs(gui) do
guiSetVisible(v, false)
end
showCursor(false, false)
removeEventHandler("onClientRender", root, main)
setElementFrozen(localPlayer, false)
showChat(true)
for k,v in ipairs(prizesPanel.labels) do
guiSetVisible(v, false)
end
for k,v in ipairs(prizesPanel.images) do
guiSetVisible(v, false)
end
end
local function stakeUp()
if settings.rolling then
outputOnScreen(localisation[settings.language].whenRolling, 250, 50, 50)
return
end
local potencialStake = settings.stake + settings.stakeStep
if potencialStake > getPlayerMoney() then
outputOnScreen(localisation[settings.language].notEnoughCash, 250, 50, 50)
return
elseif potencialStake > settings.stakeMax then
outputOnScreen(string.format(localisation[settings.language].stakeMax, settings.stakeMax), 255, 168, 0)
return
end
settings.stake = potencialStake
guiSetText(gui.labelStake, string.format(localisation[settings.language].stakeInfo, settings.stake))
end
local function stakeDown()
if settings.rolling then
outputOnScreen(localisation[settings.language].whenRolling, 250, 50, 50)
return
end
local potencialStake = settings.stake - settings.stakeStep
if potencialStake < settings.stakeMin then
outputOnScreen(string.format(localisation[settings.language].stakeMin, settings.stakeMin), 255, 168, 0)
return
end
settings.stake = potencialStake
guiSetText(gui.labelStake, string.format(localisation[settings.language].stakeInfo, settings.stake))
end
local function createGUI()
gui.buttonRoll = guiCreateButton(0.6, 0.792, 0.23, 0.1, localisation[settings.language].roll, true) --start roll
gui.buttonLeave = guiCreateButton(0.37, 0.792, 0.23, 0.1, localisation[settings.language].leave, true) --leave
gui.buttonStakeUp = guiCreateButton(0.32, 0.792, 0.05, 0.1, ">", true)
gui.buttonStakeDown = guiCreateButton(0.17, 0.792, 0.05, 0.1, "<", true)
gui.labelStake = guiCreateLabel(0.22, 0.792, 0.10, 0.1, string.format(localisation[settings.language].stakeInfo, settings.stake), true) --current stake
guiLabelSetHorizontalAlign(gui.labelStake, "center")
guiLabelSetVerticalAlign(gui.labelStake, "center")
guiLabelSetHorizontalAlign(gui.labelMoney, "right")
guiLabelSetVerticalAlign(gui.labelMoney, "top")
guiLabelSetColor(gui.labelMoney, 133, 187, 101)
gui.labelList1 = guiCreateLabel(0, 0.9, 1, 0.03, "", true)
gui.labelList2 = guiCreateLabel(0, 0.93, 1, 0.03, "", true)
gui.labelList3 = guiCreateLabel(0, 0.96, 1, 0.03, "", true)
for i = 1, 3 do
guiLabelSetHorizontalAlign(gui["labelList"..i], "center")
guiLabelSetVerticalAlign(gui["labelList"..i], "center")
end
local font = guiCreateFont(settings.font, getFontSizeFromResolution(sw, sh, 75))
for k,v in pairs(gui) do
guiSetFont(v, font)
end
guiSetFont(gui.labelMoney, "sa-header")
addEventHandler("onClientGUIMouseUp", gui.buttonRoll, onPlayerStartRoll)
addEventHandler("onClientGUIMouseUp", gui.buttonLeave, onPlayerLeave)
addEventHandler("onClientGUIMouseUp", gui.buttonStakeUp, stakeUp)
addEventHandler("onClientGUIMouseUp", gui.buttonStakeDown, stakeDown)
for k,v in pairs(gui) do
guiSetVisible(v, false)
end
end
createGUI()
local function setGUIlanguage(language) --use that to change language settings. It is not exported.
settings.language = language
guiSetText(gui.labelStake, string.format(localisation[settings.language].stakeInfo, settings.stake))
guiSetText(gui.buttonRoll, localisation[settings.language].roll)
guiSetText(gui.buttonLeave, localisation[settings.language].leave)
end
local function showGUI(el, md)
if not md or getElementType(el) ~= "player" or el ~= localPlayer then
return
end
for k,v in pairs(gui) do
guiSetVisible(v, true)
end
showCursor(true, true)
addEventHandler("onClientRender", root, main)
setElementFrozen(localPlayer, true)
showChat(false)
for k,v in ipairs(prizesPanel.labels) do
guiSetVisible(v, true)
end
for k,v in ipairs(prizesPanel.images) do
guiSetVisible(v, true)
end
end
local function setup()
for k,v in ipairs(settings.positionsCol) do
local col = createColSphere(v[1], v[2], v[3], v[4])
setElementDimension(col, v[5])
setElementInterior(col, v[6])
addEventHandler("onClientColShapeHit", col, showGUI)
end
end
setup()
s.lua
--[[
Casino - slot machine
@ author Hyperion / R3fr3Sh < r3fr3sh123 @ gmail . com >
@ copyright 2017 Hyperion / R3fr3Sh < r3fr3sh123 @ gmail . com >
@ license GPLv3
]]
local function takeStake ( stake )
if source ~= client then
outputDebugString ( "Possible cheater in casino" , 2 )
end
takePlayerMoney ( client , stake )
end
local function givePrize ( prize )
if source ~= client then
outputDebugString ( "Possible cheater in casino" , 2 )
end
givePlayerMoney ( client , prize )
end
addEvent ( "casinoTakePlayerMoney" , true )
addEvent ( "casinoGivePlayerMoney" , true )
addEventHandler ( "casinoTakePlayerMoney" , root , takeStake )
addEventHandler ( "casinoGivePlayerMoney" , root , givePrize )
Wysłany: 2020-05-20, 01:30
PatryKK.
Emeryt LUA
Wiek: 26 Na forum: 3060 dni Posty: 1060
Nick w MP: PatryKK.
Piwa : 2322
Sprawd? jak definiowana jest eldata odpowiedzialna za zapis got?wki posiadanej w banku, nast?pnie podmie? [...]Money na
dodawanie/odejmowanie elementdaty
Wysłany: 2020-05-20, 22:46
HEATEX
Wiek: 25 Na forum: 2250 dni Posty: 109
Nick w MP: HEATEX
Piwa : 1336
Ok mam player:bank_money i gdzie to mam dac bo nie mam nigdzie element daty hajsu
Wysłany: 2020-05-21, 00:42
adek321
Wiek: 40 Na forum: 4074 dni Posty: 20
Piwa : 105
s.lua
givePlayerMoney(client, prize)
zamieniasz na
setElementData(client,"player:bank_money", tonumber(prize))
usu? reszt? typu
givePlayerMoney i pozamieniaj na elementdate.
Wysłany: 2020-05-21, 09:16
Qwertick
Coming soon...
Wiek: 23 Na forum: 3577 dni Posty: 472
Nick w MP: Qwertick
Piwa : 2726
adek321 , nie pomagaj jak nie potrafisz...
Nie wiem czy pys ale pod pysa podpi??em
local function takeStake ( stake )
if source ~= client then
outputDebugString ( "Possible cheater in casino" , 2 )
end
local sid = getElementData ( client , "player:sid" ) or 0
exports [ "pystories-db" ]: dbSet ( "UPDATE pystories_users SET bank_money=bank_money-" .. stake .. " WHERE id=" .. sid .. " LIMIT 1" )
end
local function givePrize ( prize )
if source ~= client then
outputDebugString ( "Possible cheater in casino" , 2 )
end
local sid = getElementData ( client , "player:sid" ) or 0
exports [ "pystories-db" ]: dbSet ( "UPDATE pystories_users SET bank_money=bank_money+" .. prize .. " WHERE id=" .. sid .. " LIMIT 1" )
end
Wysłany: 2020-05-22, 14:06
HEATEX
Wiek: 25 Na forum: 2250 dni Posty: 109
Nick w MP: HEATEX
Piwa : 1336
Qwertick dziala lecz i tak musze miec hajs przy sobie aby mi losowalo ale z banku pobiera
[ Dodano : 2020-05-24, 01:10 ]
dobra mam juz dziala tylko teraz mam jeszcze jeden problem mianowicie ze jak ktos nie ma kasy to mu daje na minus i chcialbym zeby nie dawalo mu na minus tylko zeby musial miec tyle kasy
Tagi: kasyno :: pobieranie :: hajsu :: banku :: dawanie :: kasy :: banku
Anonymous
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