Cleaned up the way a npc ls is set. Added an optimization, no changes are made if it is being set to the same value already set. Added the handler for npc linkshells when they are used.

This commit is contained in:
Filip Maj 2017-04-09 14:01:15 -04:00
parent 90e48f9ddd
commit 0d4ed1d1c8
3 changed files with 84 additions and 6 deletions

View file

@ -0,0 +1,45 @@
require ("global")
--[[
NpcLinkshellChatCommand Script
Handler for when a player clicks a npc ls to talk to. If adding new linkshells to the handle, make sure to add
it to the handler table (with correct offset), and that your function is above the handler. If padding is needed
to hit some ID, add "nils".
--]]
local function handleAdventurersGuild(player)
if (player:HasQuest(110006) == true) then
local man0g1Quest = player:GetQuest("Man0g1");
player:SendGameMessage(man0g1Quest, 330, 39, 1300018);
end
end
local function handlePathOfTheTwelve(player)
player:SendMessage(0x20, "", "Test");
end
local npcLsHandlers = {
handleAdventurersGuild,
nil,
nil,
nil,
nil,
handlePathOfTheTwelve
}
function onEventStarted(player, command, triggerName, npcLsId)
if (npcLsHandlers[npcLsId] ~= nil) then
npcLsHandlers[npcLsId](player);
player:SetNpcLS(npcLsId-1, NPCLS_ACTIVE);
else
player:SendMessage(0x20, "", "That Npc Linkshell is not implemented yet.");
end
player:endEvent();
end

View file

@ -10,13 +10,13 @@ function onTrigger(player, argc, lsId, state)
local id = tonumber(lsId) or 0;
if (state == "alert") then
player:SetNpcLS(id, true, true);
player:SetNpcLS(id, NPCLS_ALERT);
elseif (state == "active") then
player:SetNpcLS(id, true, false);
player:SetNpcLS(id, NPCLS_ACTIVE);
elseif (state == "inactive") then
player:SetNpcLS(id, false, true);
player:SetNpcLS(id, NPCLS_INACTIVE);
elseif (state == "gone") then
player:SetNpcLS(id, false, false);
player:SetNpcLS(id, NPCLS_GONE);
else
player:SendMessage(0x20, "", "Invalid state argument");
return;