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 Where Is Sprunk Data Location?

 
RipLagger  
Posted: Saturday, Jun 30 2012, 02:21
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Hey Everyone,

I want set sprunk price to -$10000 and i will get 10000 not paid $1
but i have problem i dont know where is the sprunk data location.

anyone can help me?

sorry fo my bad english i'm indonesian
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lil weasel  
Posted: Saturday, Jun 30 2012, 03:24
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I don't understand how this would help in-game play.
Sprunk only co$ts CJ 1$ at the machines.
CJ doesn't earn anything from it.

E: Are you saying you want it to co$t more?

This post has been edited by lil weasel on Saturday, Jun 30 2012, 04:52
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RusLee  
Posted: Saturday, Jun 30 2012, 04:37
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Sprunk only costs $1 to CJ and it increases his health if he is blown up. what are you trying to say Rip Lagger??I can't understand... dontgetit.gif
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ALMOST610  
Posted: Saturday, Jun 30 2012, 06:27
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From what I have got, he wants the Sprunk machines to give him $10000 every time he uses it, instead of it costing him $1.
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RipLagger  
Posted: Saturday, Jun 30 2012, 16:40
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QUOTE (RusLee @ Saturday, Jun 30 2012, 04:37)
Sprunk only costs $1 to CJ and it increases his health if he is blown up. what are you trying to say Rip Lagger??I can't understand... dontgetit.gif

i want change sprunk price
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SilentPL  
Posted: Saturday, Jun 30 2012, 17:08
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Edit main.scm then.
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RipLagger  
Posted: Saturday, Jun 30 2012, 18:37
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QUOTE (SilentPL @ Saturday, Jun 30 2012, 17:08)
Edit main.scm then.

i can't get sprunk price code can you help me? smile.gif
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SilentPL  
Posted: Saturday, Jun 30 2012, 18:48
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CODE
0109: player $PLAYER_CHAR money += -1

in VENDING external script.
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RipLagger  
Posted: Saturday, Jun 30 2012, 19:07
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QUOTE (SilentPL @ Saturday, Jun 30 2012, 18:48)
CODE
0109: player $PLAYER_CHAR money += -1

in VENDING external script.

CODE
//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
thread 'VENDING'
1@ = 0
if
 1@ == 1
else_jump @VENDING_80
0@ = Object.Init(#VENDMACHFD, 0.0, 0.0, 0.0)
3@ = Object.Init(#KB_BEER, 0.0, 0.0, 0.0)

:VENDING_80
wait 0
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms
if
03CA:   object 0@ exists
else_jump @VENDING_1579
if
0977:   player_in_radius_of_object 0@ external_script_trigger
else_jump @VENDING_1484
if
  Player.Defined($PLAYER_CHAR)
else_jump @VENDING_1391
if
 1@ == 0
else_jump @VENDING_173
04ED: load_animation "VENDING"
1@ += 1

:VENDING_173
if
 1@ == 1
else_jump @VENDING_395
if
04EE:   animation "VENDING" loaded
else_jump @VENDING_384
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5
if
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot
else_jump @VENDING_377
if or
  Object.Model(0@) == #VENDIN3
  Object.Model(0@) == #CJ_CANDYVENDOR
  Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_343
03CF: load_wav 42601 as 4
0512: show_permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Snack: $1
jump @VENDING_363

:VENDING_343
03CF: load_wav 42600 as 4
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Drink: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR button_15 0
1@ += 1

:VENDING_377
jump @VENDING_395

:VENDING_384
04ED: load_animation "VENDING"

:VENDING_395
if
 1@ == 2
else_jump @VENDING_1210
if
04EE:   animation "VENDING" loaded
else_jump @VENDING_1199
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5
if or
  Object.Model(0@) == #VENDIN3
  Object.Model(0@) == #CJ_CANDYVENDOR
  Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_512
03CF: load_wav 42601 as 4
jump @VENDING_521

:VENDING_512
03CF: load_wav 42600 as 4

:VENDING_521
if
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot
else_jump @VENDING_1176
if
00E1:   player 0 pressed_key 15
else_jump @VENDING_1169
if
  Player.Controllable($PLAYER_CHAR)
else_jump @VENDING_1169
if
  Player.Money($PLAYER_CHAR) > 0
else_jump @VENDING_1141
if
03D0:   wav 4 loaded
else_jump @VENDING_1134
$TEMPVAR_ANGLE = Object.Angle(0@)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -0.2 0.6
3@ = Object.Init(#CJ_JUICE_CAN, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
0615: define_AS_pack_begin $3395
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.2 -1.0 0.0
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0
if or
  Object.Model(0@) == #VENDIN3
  Object.Model(0@) == #CJ_CANDYVENDOR
  Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_859
0A1A: actor -1 perform_animation "VEND_EAT_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
jump @VENDING_1001

:VENDING_859
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
$TEMPVAR_FLOAT_2 /= 2.0
$TEMPVAR_FLOAT_2 += 0.027
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0

:VENDING_1001
0616: define_AS_pack_end $3395
0618: assign_actor $PLAYER_ACTOR to_AS_pack $3395
061B: remove_references_to_AS_pack $3395
Player.Money($PLAYER_CHAR) += -1
03E6: remove_text_box
if or
  Object.Model(0@) == #VENDIN3
  Object.Model(0@) == #CJ_CANDYVENDOR
  Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_1076
03CF: load_wav 42601 as 4
jump @VENDING_1085

:VENDING_1076
03CF: load_wav 42600 as 4

:VENDING_1085
if
03D0:   wav 4 loaded
else_jump @VENDING_1111
0949: link_wav 4 to_actor $PLAYER_ACTOR
03D1: play_wav 4

:VENDING_1111
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int)
2@ += 3000
1@ += 1

:VENDING_1134
jump @VENDING_1169

:VENDING_1141
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018C: play_sound 1053 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3

:VENDING_1169
jump @VENDING_1192

:VENDING_1176
03E6: remove_text_box
07CC: set_player $PLAYER_CHAR button_15 1
1@ = 1

:VENDING_1192
jump @VENDING_1210

:VENDING_1199
04ED: load_animation "VENDING"

:VENDING_1210
if
 1@ == 3
else_jump @VENDING_1324
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found
if
04A3:   $416 == 7 // $ == any
else_jump @VENDING_1324
0623: add 5 to_integer_stat 245
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 30
Actor.Health($PLAYER_ACTOR) = $3396
Object.RemoveReferences(3@)
03E6: remove_text_box
07CC: set_player $PLAYER_CHAR button_15 1
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int)
2@ += 1500
1@ += 1

:VENDING_1324
if
 1@ == 4
else_jump @VENDING_1384
if
001E:   $CURRENT_TIME_IN_MS2 > 2@ // (int)
else_jump @VENDING_1384
0687: clear_actor $PLAYER_ACTOR task
04EF: release_animation "VENDING"
1@ = 0

:VENDING_1384
jump @VENDING_1477

:VENDING_1391
if
 1@ > 0
else_jump @VENDING_1477
if
 1@ > 1
else_jump @VENDING_1436
03E6: remove_text_box
07CC: set_player $PLAYER_CHAR button_15 1

:VENDING_1436
if
 1@ > 2
else_jump @VENDING_1459
Object.RemoveReferences(3@)

:VENDING_1459
04EF: release_animation "VENDING"
1@ = 0

:VENDING_1477
jump @VENDING_1572

:VENDING_1484
if
 1@ > 0
else_jump @VENDING_1570
if
 1@ > 1
else_jump @VENDING_1529
03E6: remove_text_box
07CC: set_player $PLAYER_CHAR button_15 1

:VENDING_1529
if
 1@ > 2
else_jump @VENDING_1552
Object.RemoveReferences(3@)

:VENDING_1552
04EF: release_animation "VENDING"
1@ = 0

:VENDING_1570
end_thread

:VENDING_1572
jump @VENDING_1667

:VENDING_1579
if
 1@ > 0
else_jump @VENDING_1665
if
 1@ > 1
else_jump @VENDING_1624
03E6: remove_text_box
07CC: set_player $PLAYER_CHAR button_15 1

:VENDING_1624
if
 1@ > 2
else_jump @VENDING_1647
Object.RemoveReferences(3@)

:VENDING_1647
04EF: release_animation "VENDING"
1@ = 0

:VENDING_1665
end_thread

:VENDING_1667
jump @VENDING_80
end_thread


i can't found your code but i found "Player.Money($PLAYER_CHAR) += -1" when i chang -1 to 10000, nothing changed i must paid $1
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radioman  
Posted: Tuesday, Jul 3 2012, 08:50
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All prices should be in the Shopping.dat folder in the install directory...Just open that file with notepad and edit the prices accordingly..Note on Windows 7, you may not be able to, as the UAC feature of Windows can block it...and there is no way to turn it off like on Vista?
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SilentPL  
Posted: Tuesday, Jul 3 2012, 10:56
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Not for Sprunk.
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