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Consolidated server data and automatically place them in approporate directories post build
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92 changed files with 272 additions and 270 deletions
215
data/scripts/commands/EquipCommand.lua
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215
data/scripts/commands/EquipCommand.lua
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--[[
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EquipCommand Script
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Notes:
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Gearset activating could be optimized a bit more by doing the item packets in one go.
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The param "invActionInfo" has the vars: actorId, unknown, slot, and inventoryType.
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The param "itemDBIds" has the vars: item1 and item2.
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--]]
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EQUIPSLOT_MAINHAND = 0;
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EQUIPSLOT_OFFHAND = 1;
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EQUIPSLOT_THROWINGWEAPON = 4;
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EQUIPSLOT_PACK = 5;
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EQUIPSLOT_POUCH = 6;
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EQUIPSLOT_HEAD = 8;
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EQUIPSLOT_UNDERSHIRT = 9;
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EQUIPSLOT_BODY = 10;
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EQUIPSLOT_UNDERGARMENT = 11;
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EQUIPSLOT_LEGS = 12;
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EQUIPSLOT_HANDS = 13;
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EQUIPSLOT_FEET = 14;
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EQUIPSLOT_WAIST = 15;
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EQUIPSLOT_NECK = 16;
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EQUIPSLOT_EARS = 17;
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EQUIPSLOT_WRIST = 19;
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EQUIPSLOT_RFINGER = 21;
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EQUIPSLOT_LFINGER = 22;
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GRAPHICSLOT_MAINHAND = 5;
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GRAPHICSLOT_OFFHAND = 6;
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GRAPHICSLOT_SPMAINHAND = 7;
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GRAPHICSLOT_SPOFFHAND = 8;
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GRAPHICSLOT_THROWING = 9;
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GRAPHICSLOT_PACK = 10;
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GRAPHICSLOT_POUCH = 11;
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GRAPHICSLOT_HEAD = 12;
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GRAPHICSLOT_BODY = 13;
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GRAPHICSLOT_LEGS = 14;
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GRAPHICSLOT_HANDS = 15;
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GRAPHICSLOT_FEET = 16;
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GRAPHICSLOT_WAIST = 17;
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GRAPHICSLOT_NECK = 18;
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GRAPHICSLOT_R_EAR = 19;
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GRAPHICSLOT_L_EAR = 20;
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GRAPHICSLOT_R_WRIST = 21;
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GRAPHICSLOT_L_WRIST = 22;
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GRAPHICSLOT_R_RINGFINGER = 23;
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GRAPHICSLOT_L_RINGFINGER = 24;
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GRAPHICSLOT_R_INDEXFINGER = 25;
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GRAPHICSLOT_L_INDEXFINGER = 26;
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function onEventStarted(player, actor, triggerName, invActionInfo, param1, param2, param3, param4, param5, param6, param7, equipSlot, itemDBIds)
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equipSlot = equipSlot-1;
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--Equip Item
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if (invActionInfo ~= nil) then
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item = player:getInventory(0):getItemBySlot(invActionInfo.slot);
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equipItem(player, equipSlot, item);
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player:sendAppearance();
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--Unequip Item
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else
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item = player:getEquipment():GetItemAtSlot(equipSlot);
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if (unequipItem(player, equipSlot, item) == true) then --Returns true only if something changed (didn't error out)
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player:sendAppearance();
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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 loadGearset(player, classId)
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player:getEquipment():ToggleDBWrite(false);
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local gearset = player:getGearset(classId);
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if gearset == nil then
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return;
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end
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for slot = 0, 34 do
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if (slot ~= EQUIPSLOT_MAINHAND and slot ~= EQUIPSLOT_UNDERSHIRT and slot ~= EQUIPSLOT_UNDERGARMENT) then
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itemAtSlot = player:getEquipment():GetItemAtSlot(slot);
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itemAtGearsetSlot = gearset[slot];
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if (itemAtSlot ~= nil or itemAtGearsetSlot ~= nil) then
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if (itemAtSlot ~= nil and itemAtGearsetSlot == nil) then
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unequipItem(player, slot, itemAtSlot);
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elseif (itemAtSlot == nil and itemAtGearsetSlot ~= nil) then
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equipItem(player, slot, itemAtGearsetSlot);
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elseif (itemAtGearsetSlot.uniqueId ~= itemAtSlot.uniqueId) then
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unequipItem(player, slot, itemAtSlot);
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equipItem(player, slot, itemAtGearsetSlot)
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end
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end
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end
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end
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player:getEquipment():ToggleDBWrite(true);
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end
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function equipItem(player, equipSlot, item)
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if (item ~= nil) then
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local classId = nil;
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local worldMaster = getWorldMaster();
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local gItem = getItemGamedata(item.itemId);
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--If it's the mainhand, begin class change based on weapon
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if (equipSlot == EQUIPSLOT_MAINHAND) then
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if (gItem:IsNailWeapon()) then classId = 2;
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elseif (gItem:IsSwordWeapon()) then classId = 3;
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elseif (gItem:IsAxeWeapon()) then classId = 4;
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elseif (gItem:IsBowWeapon()) then classId = 7;
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elseif (gItem:IsLanceWeapon()) then classId = 8;
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elseif (gItem:IsThaumaturgeWeapon()) then classId = 22;
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elseif (gItem:IsConjurerWeapon()) then classId = 23;
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elseif (gItem:IsCarpenterWeapon()) then classId = 29;
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elseif (gItem:IsBlackSmithWeapon()) then classId = 30;
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elseif (gItem:IsArmorerWeapon()) then classId = 31;
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elseif (gItem:IsGoldSmithWeapon()) then classId = 32;
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elseif (gItem:IsTannerWeapon()) then classId = 33;
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elseif (gItem:IsWeaverWeapon()) then classId = 34;
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elseif (gItem:IsAlchemistWeapon()) then classId = 35;
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elseif (gItem:IsCulinarianWeapon()) then classId = 36;
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elseif (gItem:IsMinerWeapon()) then classId = 39;
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elseif (gItem:IsBotanistWeapon()) then classId = 40;
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elseif (gItem:IsFishingWeapon()) then classId = 41;
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end
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if (classId ~= nil) then
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player:sendGameMessage(player, worldMaster, 30103, 0x20, 0, 0, player, classId);
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player:prepareClassChange(classId);
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end
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end
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--Item Equipped message
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player:sendGameMessage(player, worldMaster, 30601, 0x20, equipSlot+1, item.itemId, item.quality, 0, 0, 1);
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player:getEquipment():Equip(equipSlot, item);
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if (equipSlot == EQUIPSLOT_MAINHAND and gItem:IsNailWeapon() == false and gItem:IsBowWeapon() == false) then graphicSlot = GRAPHICSLOT_MAINHAND;
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elseif (equipSlot == EQUIPSLOT_OFFHAND) then graphicSlot = GRAPHICSLOT_OFFHAND;
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elseif (equipSlot == EQUIPSLOT_HEAD) then graphicSlot = GRAPHICSLOT_HEAD;
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elseif (equipSlot == EQUIPSLOT_BODY) then graphicSlot = GRAPHICSLOT_BODY;
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elseif (equipSlot == EQUIPSLOT_LEGS) then graphicSlot = GRAPHICSLOT_LEGS;
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elseif (equipSlot == EQUIPSLOT_HANDS) then graphicSlot = GRAPHICSLOT_HANDS;
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elseif (equipSlot == EQUIPSLOT_FEET) then graphicSlot = GRAPHICSLOT_FEET;
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elseif (equipSlot == EQUIPSLOT_WAIST) then graphicSlot = GRAPHICSLOT_WAIST;
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elseif (equipSlot == EQUIPSLOT_RFINGER) then graphicSlot = GRAPHICSLOT_RFINGER;
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elseif (equipSlot == EQUIPSLOT_LFINGER) then graphicSlot = GRAPHICSLOT_LFINGER;
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end
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--Graphic Slot was set, otherwise it's a special case
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if (graphicSlot ~= nil) then
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player:graphicChange(graphicSlot, item);
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if (graphicSlot == GRAPHICSLOT_MAINHAND) then player:graphicChange(GRAPHICSLOT_OFFHAND, nil); end
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elseif (gItem:IsNailWeapon()) then
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player:graphicChange(GRAPHICSLOT_MAINHAND, item);
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player:graphicChange(GRAPHICSLOT_OFFHAND, item);
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elseif (gItem:IsBowWeapon()) then
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player:graphicChange(GRAPHICSLOT_MAINHAND, item);
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--player:graphicChange(GRAPHICSLOT_OFFHAND, item);
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elseif (equipSlot == EQUIPSLOT_EARS) then
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player:graphicChange(GRAPHICSLOT_R_EAR, item);
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player:graphicChange(GRAPHICSLOT_L_EAR, item);
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end
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--Load gearset for new class and begin class change
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if (classId ~= nil) then
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loadGearset(player, classId);
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player:doClassChange(classId);
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end
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end
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end
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function unequipItem(player, equipSlot, item)
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worldMaster = getWorldMaster();
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if (item ~= nil and (equipSlot == EQUIPSLOT_MAINHAND or equipSlot == EQUIPSLOT_UNDERSHIRT or equipSlot == EQUIPSLOT_UNDERGARMENT)) then
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player:sendGameMessage(player, worldMaster, 30730, 0x20, equipSlot+1, item.itemId, item.quality, 0, 0, 1); --Unable to unequip
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elseif (item ~= nil) then
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player:sendGameMessage(player, worldMaster, 30602, 0x20, equipSlot+1, item.itemId, item.quality, 0, 0, 1); --Item Removed
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player:getEquipment():Unequip(equipSlot);
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if (equipSlot == EQUIPSLOT_BODY) then --Show Undershirt
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item = player:getEquipment():GetItemAtSlot(EQUIPSLOT_UNDERSHIRT);
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player:graphicChange(GRAPHICSLOT_BODY, item);
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elseif (equipSlot == EQUIPSLOT_LEGS) then --Show Undergarment
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item = player:getEquipment():GetItemAtSlot(EQUIPSLOT_UNDERGARMENT);
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player:graphicChange(GRAPHICSLOT_LEGS, item);
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elseif (equipSlot == EQUIPSLOT_HANDS) then player:graphicChange(15, 0, 1, 0, 0);
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elseif (equipSlot == EQUIPSLOT_FEET) then player:graphicChange(16, 0, 1, 0, 0);
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else
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if (equipSlot == EQUIPSLOT_MAINHAND) then player:graphicChange(GRAPHICSLOT_MAINHAND, nil);
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elseif (equipSlot == EQUIPSLOT_OFFHAND) then player:graphicChange(GRAPHICSLOT_OFFHAND, nil);
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elseif (equipSlot == EQUIPSLOT_HEAD) then player:graphicChange(GRAPHICSLOT_HEAD, nil);
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elseif (equipSlot == EQUIPSLOT_WAIST) then player:graphicChange(GRAPHICSLOT_WAIST, nil);
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elseif (equipSlot == EQUIPSLOT_EARS) then player:graphicChange(GRAPHICSLOT_L_EAR, nil); player:graphicChange(GRAPHICSLOT_R_EAR, nil);
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elseif (equipSlot == EQUIPSLOT_RFINGER) then player:graphicChange(GRAPHICSLOT_RFINGER, nil);
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elseif (equipSlot == EQUIPSLOT_LFINGER) then player:graphicChange(GRAPHICSLOT_LFINGER, nil);
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end
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end
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return true;
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end
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end
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