-- LUA Script - precede every function and global member with lowercase name of script + '_main' g_ironscollected = g_ironscollected or 0 g_coppercollected = g_coppercollected or 0 g_leadcollected = g_leadcollected or 0 g_fhammer = g_fhammer or 0 local metalscollected = {} local metalsmined = {} local metalsscale = {} local metalschances = {} local metaltimer = {} local random = math.random function survival_mining_init(e) metalsscale[e] = random(70, 100) Scale(e, metalsscale[e]) end function survival_mining_main(e) local chance = metalschances[e] if chance == nil then metalschances[e] = {iron = random(1, 7), copper = random(1, 7), lead = random(1, 7)} return end if g_fhammer >= 1 then if not metalscollected[e] then local Ent = g_Entity[e] local PDX, PDY, PDZ = Ent.x - g_PlayerPosX, Ent.y - g_PlayerPosY, Ent.z - g_PlayerPosZ if PDX*PDX+PDY*PDY+PDZ*PDZ < 200*200 then if not metalsmined[e] then PromptDuration("This area looks good to Mine for resources.", 3000) metalsmined[e] = true metaltimer[e] = g_Time + 100 * 1000 -- 100 seconds end if g_PlayerGunFired == 1 then PlaySound(e, 1) metalscollected[e] = true end end end else return end if metalscollected[e] and g_PlayerGunFired == 0 then metalsscale[e] = metalsscale[e] - random(1, 3) Scale(e, metalsscale[e]) metalscollected[e] = false if random(0, 10) > chance.iron then g_ironscollected = g_ironscollected + 1 end if random(0, 10) > chance.copper then g_leadcollected = g_leadcollected + 1 end if random(0, 10) > chance.lead then g_coppercollected=g_coppercollected + 1 end PromptDuration("You have " .. g_ironscollected .. " Iron, " .. g_leadcollected .. " Lead and " .. g_coppercollected .. " Copper.", 2000) if metalsscale[e] < 10 then Destroy(e) end end if metalsmined[e] and g_Time > metaltimer[e] then metalsmined[e] = false metaltimer[e] = math.huge end end