#ACT
RANDOM 30
GIVE MirWheel
#ACT
RANDOM 30
GIVE MirRing
#ACT
RANDOM 30
GIVE MirNecklace
try this in qfunc obv do stdmode 1st to make the box n make it double click to open the GIVE bit might be wrong not tryed it my self n not checked any of my own scripts
since when is RANDOM an #ACT statement. Plus theres the fact u didnt put a number after the item.
#IF
Fail
#ACT
fubu
If ur not gonan give a correct answer u really shouldnt post at all ^^
in the item database create a new item called "itembox" or a name of your chooseing.
Find an unused anicount and assign it to this item.
Then go to the Qfunction and add a small script using that anicount
[@stdmodefunction89] carnt remeber exactly what this is from memory
#IF
RANDOM 5
#ACT
GOTO @start-1
#ELSESAY
Sorry <$USERNAME> this box is empty\ \
<Exit/@exit>
[@start-1]
#SAY
Welldone <$USERNAME>,\
You have won a prize.\
Please select the prize you would like.\ \
<Mir Wheel/@mirwheel> - <Mir Ring/@mirring>
[@mirwheel]
#ACT
GIVE Mirwheel 1
SENDMSG 6 "You have won a Mir Wheel."
BREAK
CLOSE
[@MirRing]
#ACT
GIVE MirRing 1
SENDMSG 6 "You have won a Mir Ring."
BREAK
CLOSE
blah blah blah you can add as much as you want or change the lay out to a random script so you don't get a choice of the item that you get.
Hope this helps you a little bit
why would u need a goto command? just creating unnessacry script
[@StdModeFunc42] <--- the correct way to do it
#IF
RANDOM 5
#SAY
Welldone <$USERNAME>,\
You have won a prize.\
Please select the prize you would like.\ \
<Mir Wheel/@mirwheel> - <Mir Ring/@mirring>
#ACT
break
#ELSESAY
Sorry <$USERNAME> this box is empty\ \
<Exit/@exit>
[@mirwheel]
#ACT
GIVE Mirwheel 1
SENDMSG 6 "You have won a Mir Wheel."
BREAK
CLOSE
[@MirRing]
#ACT
GIVE MirRing 1
SENDMSG 6 "You have won a Mir Ring."
BREAK
CLOSE