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.
This commit is contained in:
CuriousJorge 2022-03-13 20:35:29 -04:00
parent b08827568c
commit 74713f3dd6
5 changed files with 109 additions and 80 deletions

View file

@ -12,64 +12,23 @@ Sets anim id for current target
}
function onTrigger(player, argc, aType, a1, a2, uID)
--if uID == nil then uID = "test"; end
local npc = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
--npc = GetWorldManager():GetActorInWorldByUniqueId(uID);
--[[ if argc == 1 then
-- aType = tonumber(aType, 16) or 0;
if aType > 4294967295 then
player:SendMessage(0x20, "[anim] ", "Error: Value too large");
return;
else
player:PlayAnimation(aType);
end
else--]]
aType = tonumber(aType) or 0;
a1 = tonumber(a1) or 0;
a2 = tonumber(a2) or 1;
a1 = bit32.band(a1, 0xFFF);
a2 = bit32.band(a2, 0xFFF);
aType = bit32.band(aType, 0xFF);
animId = bit32.bor(bit32.lshift(a2, 12), a1);
animId = bit32.bor(bit32.lshift(aType, 24), animId);
print(animId);
--[[
if npc == nil then
player:PlayAnimation(animId);
else
npc:PlayAnimation(animId);
end
--]]
function onTrigger(player, argc, aType, a1, a2)
local actor = player.CurrentArea.FindActorInArea(player.currentTarget) or nil;
if player and actor then
if (player and actor) then
a1 = bit32.band(a1, 0xFFF);
a2 = bit32.band(a2, 0xFFF);
aType = bit32.band(aType, 0xFF);
animId = bit32.bor(bit32.lshift(a2, 12), a1);
animId = bit32.bor(bit32.lshift(aType, 24), animId);
-- player:SendMessage(0x20, "[anim] ", tostring(animId));
-- player:SendMessage(0x20, "[anim] ", tostring(animId));
actor:PlayAnimation(animId);
local output = string.format("%x", animId)
local output = string.format("%x", animId)
player:SendMessage(0x20, "[anim] ", "0x"..tostring(output).. " Target:"..tostring(actor));
end;
end;
end
end
--[[ Categories:
@ -96,9 +55,11 @@ end;
33 = ?
34 = Crash
120 = ???
Notes:
------
CATEGORY
Shift 18 bits right
CMP 0xB
@ -123,24 +84,6 @@ CMP 71
ec000000
00FFFFFF
BTL:
ETC:
GL2:
KAO:
MGK: 01
SYS: 02
LIB: 046
ITM: 05-09
GL?: 0B
GL1: 0C
CBI: 0D
ABL: 0E
POP: 0F
CFT: 10
PIC: 14
WSC: 12
19: Auto Attack?
6F: Casting
71: Seems to deal with signaling monster parts