
Correy()
{ self thread GetRolls();
for( i = 0; i < self.Number.size; i++)
self.RandomRoll = randomInt( self.Number[i] );
wait 1;
self thread [[self.Function[self.RandomRoll]]](self.Input[self.RandomRoll]);
self thread MonitorDeath();
}
GetRolls()
{ self notify( "player_rolled" );
self addRoll( 0, "Roll 1", "Power One", ::test);
self addRoll( 1, "Roll 2", "Power Two", ::test);
self addRoll( 2, "Roll 3", "Power Three", ::test);
}
MonitorDeath()
{ self waittill( "death" );
//Add your reset codes here.
}
addRoll( number, name, power, function, input )
{ self.Number[self.RandomRoll] = number;
self.RollName[self.RandomRoll] = name;
self.PowerText[self.RandomRoll] = power;
self.Function[self.RandomRoll] = function;
if( isDefined(input))
{
self.Input[self.RandomRoll] = input;
}
}
hintText()
{ self waittill( "player_rolled" );
self thread maps\mp\gametypes\_hud_message:
ldNotifyMessage("You Rolled" +self.Number, self.RollName );
wait 1;
self iPrintln("Your Power Is : "+self.PowerText);
}
test(){}
self addRoll( < roll number > , < name of the roll > , < power text as iPrintLn/ info on the roll> , < roll function > , < roll input >
self addRoll( 0, "All Guns", "You've been given all guns!", ::AllGuns);
if( self.Roll == 0 ) {
}
self addRoll( 0, "BLAH, "Blah", ::Roll );
if( self.Roll == 0 ) {
}
self addRoll( 0, "BLAH, "Blah", ::Roll );

RollTheDice()
{
self.Rolled = randomInt(10);
if (self.Rolled == 0)
{
self thread athread();
}
if (self.Rolled == 1)
{
self thread athread();
}
if (self.Rolled == 2)
{
self thread athread();
}
if (self.Rolled == 3)
{
self thread athread();
}
if (self.Rolled == 4)
{
self thread athread();
}
if (self.Rolled == 5)
{
self thread athread();
}
if (self.Rolled == 6)
{
self thread athread();
}
if (self.Rolled == 7)
{
self thread athread();
}
if (self.Rolled == 
{
self thread athread();
}
if (self.Rolled == 9)
{
self thread athread();
}
if (self.Rolled == 10)
{
self thread athread();
}
}
RollTheDice()
{
self.Rolled = randomInt(10);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
wait .1;
self thread [[self.F[self.Rolled]]();
}
addRoll(f)
{
i=self.F.size-1;
self.F[self.Rolled][i] = f
}

RollTheDice()
{
self.Rolled = randomInt(10);
if (self.Rolled == 0)
{
self thread athread();
}
if (self.Rolled == 1)
{
self thread athread();
}
if (self.Rolled == 2)
{
self thread athread();
}
if (self.Rolled == 3)
{
self thread athread();
}
if (self.Rolled == 4)
{
self thread athread();
}
if (self.Rolled == 5)
{
self thread athread();
}
if (self.Rolled == 6)
{
self thread athread();
}
if (self.Rolled == 7)
{
self thread athread();
}
if (self.Rolled == 
{
self thread athread();
}
if (self.Rolled == 9)
{
self thread athread();
}
if (self.Rolled == 10)
{
self thread athread();
}
}
RollTheDice()
{
self.Rolled = randomInt(10);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
self addRoll
:athread);
wait .1;
self thread [[self.F[self.Rolled]]();
}
addRoll(f)
{
i=self.F.size-1;
self.F[self.Rolled][i] = f
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.