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Misc GM command fixes + ChangeJobCommand.lua
Anim - Cleaned up some. It had old code sitting in it for whatever reason despite not affecting anything. Setstate, Warpplayer & Yolo - Fixed them up so they function again ChangeJobCommand - Just the script filled out to handle the equipping/dequipping of job stones, but it can cause issues, particularly with how the server handles a 'job' vs. a class, along with checking against skill compatibility.
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5 changed files with 109 additions and 80 deletions
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@ -1,6 +1,90 @@
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function onEventStarted(player, caller, eventType, eventName, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
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require("global");
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--[[
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player:SetCurrentJob(17);
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ChangeJobCommand Script
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Called when the player equips/unequips a job stone or uses the /job command.
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--]]
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local classToJob = { -- [classId] = {jobId, jobAnim, jobKeyItem}
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[2] = {15, 0x4000028, 2000202}, -- PGL -> MNK
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[3] = {16, 0x4000029, 2000201}, -- GLD -> PLD
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[4] = {17, 0x4000027, 2000203}, -- MRD -> WAR
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[7] = {18, 0x400002D, 2000205}, -- ARC -> BRD
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[8] = {19, 0x400002C, 2000204}, -- LNC -> DRG
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[22] = {26, 0x400002B, 2000207}, -- THM -> BLM
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[23] = {27, 0x400002A, 2000206}, -- CNJ -> WHM
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}
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local jobToClass = { -- [jobId] = classId
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[15] = 2, -- MNK -> PGL
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[16] = 3, -- PLD -> GLD
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[17] = 4, -- WAR -> MRD
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[18] = 7, -- BRD -> ARC
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[19] = 8, -- DRG -> LNC
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[26] = 22, -- BLM -> THM
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[27] = 23 -- WHM -> CNJ
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}
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function onEventStarted(player, command, eventType, eventName, jobState)
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local currentClass = player:GetCurrentClassOrJob();
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local jobCheck = isJob(currentClass);
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local hasKeyItem = false;
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if (jobCheck == false) then
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hasKeyItem = player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(classToJob[currentClass][3]);
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end
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if (jobCheck ~= nil) then -- Valid Class/Job ids only
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if (jobState == 0) then -- Toggle current class/job state
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if ((jobCheck == false) and (hasKeyItem == true)) then
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setPlayerJob(player, classToJob[currentClass][1], classToJob[currentClass][2]);
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elseif (jobCheck == true) then
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setPlayerClass(player, jobToClass[currentClass])
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end
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elseif (jobState == 1 and (jobCheck == false) and (hasKeyItem == true)) then -- Equipping Job stone
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setPlayerJob(player, classToJob[currentClass][1], classToJob[currentClass][2]);
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elseif (jobState == 2 and (jobCheck == true)) then -- Removing Job stone
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setPlayerClass(player, jobToClass[currentClass]);
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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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function setPlayerClass(player, id)
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player:SetCurrentJob(0);
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player:PrepareClassChange(id);
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player:DoClassChange(id);
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player:PlayAnimation(0x4001030);
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player:SendGameMessage(player, GetWorldMaster(), 30103, 0x20, 0, 0, player, id);
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end
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function setPlayerJob(player, id, anim)
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player:SetCurrentJob(id);
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player:PrepareClassChange(id);
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player:DoClassChange(jobToClass[id]);
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player:PlayAnimation(anim);
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player:SendGameMessage(player, GetWorldMaster(), 30103, 0x20, 0, 0, player, id);
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end
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function isJob(id)
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local validId = {
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[2] = 0, [3] = 0, [4] = 0, [7] = 0, [8] = 0, [22] = 0, [23] = 0,
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[15] = 1, [16] = 1, [17] = 1, [18] = 1, [19] = 1, [26] = 1, [27] = 1
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}
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if (validId[id] == 0) then
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return false;
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elseif (validId[id] == 1) then
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return true;
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else
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return nil;
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end
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end
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