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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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b08827568c
commit
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5 changed files with 109 additions and 80 deletions
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@ -12,64 +12,23 @@ Sets anim id for current target
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}
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function onTrigger(player, argc, aType, a1, a2, uID)
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--if uID == nil then uID = "test"; end
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local npc = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
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--npc = GetWorldManager():GetActorInWorldByUniqueId(uID);
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--[[ if argc == 1 then
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-- aType = tonumber(aType, 16) or 0;
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if aType > 4294967295 then
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player:SendMessage(0x20, "[anim] ", "Error: Value too large");
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return;
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else
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player:PlayAnimation(aType);
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end
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else--]]
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aType = tonumber(aType) or 0;
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a1 = tonumber(a1) or 0;
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a2 = tonumber(a2) or 1;
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a1 = bit32.band(a1, 0xFFF);
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a2 = bit32.band(a2, 0xFFF);
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aType = bit32.band(aType, 0xFF);
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animId = bit32.bor(bit32.lshift(a2, 12), a1);
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animId = bit32.bor(bit32.lshift(aType, 24), animId);
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print(animId);
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--[[
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if npc == nil then
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player:PlayAnimation(animId);
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else
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npc:PlayAnimation(animId);
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end
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--]]
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function onTrigger(player, argc, aType, a1, a2)
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local actor = player.CurrentArea.FindActorInArea(player.currentTarget) or nil;
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if player and actor then
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if (player and actor) then
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a1 = bit32.band(a1, 0xFFF);
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a2 = bit32.band(a2, 0xFFF);
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aType = bit32.band(aType, 0xFF);
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animId = bit32.bor(bit32.lshift(a2, 12), a1);
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animId = bit32.bor(bit32.lshift(aType, 24), animId);
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-- player:SendMessage(0x20, "[anim] ", tostring(animId));
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-- player:SendMessage(0x20, "[anim] ", tostring(animId));
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actor:PlayAnimation(animId);
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local output = string.format("%x", animId)
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local output = string.format("%x", animId)
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player:SendMessage(0x20, "[anim] ", "0x"..tostring(output).. " Target:"..tostring(actor));
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end;
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end;
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end
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end
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--[[ Categories:
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@ -96,9 +55,11 @@ end;
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33 = ?
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34 = Crash
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120 = ???
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Notes:
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------
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CATEGORY
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Shift 18 bits right
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CMP 0xB
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@ -123,24 +84,6 @@ CMP 71
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ec000000
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00FFFFFF
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BTL:
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ETC:
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GL2:
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KAO:
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MGK: 01
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SYS: 02
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LIB: 046
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ITM: 05-09
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GL?: 0B
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GL1: 0C
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CBI: 0D
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ABL: 0E
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POP: 0F
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CFT: 10
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PIC: 14
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WSC: 12
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19: Auto Attack?
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6F: Casting
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71: Seems to deal with signaling monster parts
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