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Teleport command touch-ups.
PopulaceCompanyWarp made to look more retail authentic. Can't figure out how to make it not play the 'npc untargeted' sound though like retail. Music command has second argument for transition type. Added an overloaded function in Player.cs to support this. Setappearance adjusted to work again on player targets. DftWil updated to cover near everything. Re-added shop-related luas that were removed for some reason.
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bad51717c2
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12 changed files with 1543 additions and 78 deletions
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@ -4,10 +4,10 @@ PopulaceCompanyWarp Script
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Functions:
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eventTalkWelcome(player) - Start Text
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eventTalkWelcome(player) - Start Text
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eventAskMainMenu(player, index) - Shows teleport menu, hides the teleport location at index value to prevent warping to the spot you're at
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eventAfterWarpOtherZone(player) - Fades out for warp
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eventTalkStepBreak() - Ends talk
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eventTalkStepBreak() - Holds the client up for whatever reason?
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--]]
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require ("global")
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@ -82,39 +82,49 @@ function onEventStarted(player, npc, triggerName)
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npcId = npc:GetActorClassId();
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city = warpNpc[npcId][2];
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if city == 1 then
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if (city == 1) then
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if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passLimsa) then
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passCheck = 1;
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else
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if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
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if (passCheck == 0) then callClientFunction(player, "eventTalkWelcome", player); end
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end;
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elseif city == 2 then
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if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passGrid) then
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elseif (city == 2) then
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-- if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passGrid) then
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passCheck = 1;
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-- else
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-- if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
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--end;
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elseif (city == 3) then
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if (player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passUldah)) then
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passCheck = 1;
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else
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if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
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end;
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elseif city == 3 then
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if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passUldah) then
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passCheck = 1;
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else
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if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
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if (passCheck == 0) then callClientFunction(player, "eventTalkWelcome", player); end
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end
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end
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if passCheck == 1 then
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if (passCheck == 1) then
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choice = callClientFunction(player, "eventAskMainMenu", player, warpNpc[npcId][1]);
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if choice == 0 then
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--callClientFunction(player, "playereventTalkStepBreak");
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if (choice ~= 0) then
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player:EndEvent();
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callClientFunction(player, "eventAfterWarpOtherZone", player);
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local player_zone = player:GetPos()[5];
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spawnType = 0x0A;
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if (player_zone == aethernet[city][choice].zone) then
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GetWorldManager():DoPlayerMoveInZone(player, aethernet[city][choice].x, aethernet[city][choice].y, aethernet[city][choice].z, aethernet[city][choice].r, spawnType);
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else
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GetWorldManager():DoZoneChange(player, aethernet[city][choice].zone, nil, 0, spawnType, aethernet[city][choice].x, aethernet[city][choice].y, aethernet[city][choice].z, aethernet[city][choice].r);
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end;
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else
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-- callClientFunction(player, "eventAfterWarpOtherZone", player); -- Commented out for now to prevent double fade-to-black for warp
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player:EndEvent();
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GetWorldManager():DoZoneChange(player, aethernet[city][choice].zone, nil, 0, 15, aethernet[city][choice].x, aethernet[city][choice].y, aethernet[city][choice].z, aethernet[city][choice].r);
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player:EndEvent();
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end
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end
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player:EndEvent();
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end
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