SetPushEventConditionWithTriggerBox & EventList.cs - Made changes to PushBoxEventCondition so it can function ingame if provided the correct parameters in the eventConditions in the gamedata_actor_class SQL. These are used for the Market Wards entrances in each city

MarketEntrance.lua       - Script mostly laid out and documented.  Some debugging info left in while various warp locations and PrivateAreas still need finishing up.

CraftCommand.lua  - WIP on crafting menu + minigame.  Menu flow worked out for the most part, it's just a matter of plugging in various data for them to replace the debugging values I set currently.
DummyCommand.lua - WIP on Mining minigame.  Still lots missing but it's a start.  Cannot use mining nodes ingame currently without modifying KickEventPacket.cs

Removed orphaned individual ShopSalesman scripts since their info was tabled into a single script awhile back.
This commit is contained in:
CuriousJorge 2020-09-25 18:15:54 -04:00
parent 8ddcd24704
commit 48d996bd4f
13 changed files with 989 additions and 95 deletions

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@ -4,20 +4,148 @@ MarketEntrance Script
Functions:
eventPushChoiceAreaOrQuest(gcLeaderPlaceName[Fronds, etc], showMarketWards/Houses (must be 0xc1a), gcHQPlaceName, anotherPlaceName, showItemSearchCounter, stopSearchingItemId) -
eventPushStepPrvMarket(?, ?, ?) -
Parameters mostly rely on the xtx_placeName sheet for its strings.
eventPushChoiceAreaOrQuest(
exitPlaceName[Fronds, etc], - Retail only showed it when inside a Market Ward/Office Set to 0 to hide the menu.
showMarketWards/Houses - If > 0, client script adds nation-specific Mercentile Houses as well.
gcHQPlaceName, - Set to the placeName id for the Grand Company office of that city
questAreaName, - Set to the placeName id of applicable quest instance, ex. Sailors Ward.
showItemSearchCounter, - If true, shows the Item Search menu
itemSearchId - If > 0 & showItemSearchCounter = true, displays the item name with a "Stop Searching"
)
eventPushStepPrvMarket(
staringWard, - Sets the starting placeName id
wardCount, - Valid number 1-20. Sets the amount of market ward entries. Client continues sequentially from startingWard id.
excludeWard - Hides the ward in the list that matches the id. Use on the ward you're currently in.
)
MarketEntrance City TriggerBox details
Limsa - !warp 230 -416.5 40 446
bgObj Id - [0xB3B] 2875
Layout Id - [0x79 ] 121 (0x29d90001)
Condition - in
reactName - dwti - Not a typo compared to the other cities
Gridania - !warp 206 -192.57 23.48 -1407.58
bgObj Id - [0xCFA] 3322
Layout Id - [0x141] 321 (0x29b00001)
Condition - in
reactName - dtwi
Ul'dah - !warp 175 -235 189 50.5
bgObj Id - [0x102F] 4143
Layout Id - [0x1A5] 421 (0x615a0001)
Condition - in
reactName - dtwi
--]]
require ("global")
local MARKETWARD_ENTRANCE = {-201.0, 0.0, -160.0, 1.5};
function init(npc)
return false, false, 0, 0;
end
CITY_INFO = { -- wardPlaceName, exitPlaceName, gcHQPlaceName, questAreaName, wardListStart, wardListCount
{1093, 1087, 1512, 1091, 1261, 20}, -- Limsa
{2099, 2091, 2526, 2095, 2261, 20}, -- Gridania
{3098, 3091, 3514, 3095, 3261, 20}, -- Ul'dah
}
-- TO-DO: Add some X/Z pos jitter to Entrances/Exits when called
MARKETWARD_ENTRANCE = {
{134, 160, 0, 135}, -- Limsa Market
{160, 160, 0, 138}, -- Gridania Market
{180, 160, 0, 185} -- Ul'dah Market
}
MARKETWARD_EXIT = {
{230, -420, 41, 435, -3.14}, -- Educated guess for Limsa, need video reference to confirm
{206, -180, 22, -1408, 1.5},
{175, -210, 190, 25, 0.65}
}
GC_ENTRANCE = {
[1512] = {232, 160, 0, -155}, -- Maelstrom Command
[2526] = {234, 160, 0, -155}, -- Adders' Nest
[3514] = {233, 160, 0, -155} -- Hall of Flames
}
city = {
[1090238] = 1, -- Limsa Market Ward Entrance
[1090264] = 2, -- Gridania Market Ward Entrance
[1090265] = 3, -- Ul'dah Market Ward Entrance
[1500392] = 1, -- Limsa : M'septha
[1500393] = 2, -- Gridania : Torsefers
[1500394] = 3, -- Ul'dah : Edine
}
function onEventStarted(player, npc, triggerName)
callClientFunction(player, "eventPushChoiceAreaOrQuest", 0xc13, 0xc1a, 0xdba, 0, true, 1);
local npcCity = city[npc:GetActorClassId()] or 1;
local wardPlaceName = CITY_INFO[npcCity][1]; -- Market Wards category name. Identical in all languages except Japanese
local exitPlaceName = CITY_INFO[npcCity][2]; -- Central Limsa Lominsa / Heartstream / The Fronds
local gcHQPlaceName = CITY_INFO[npcCity][3]; -- Maelstrom Command / Adders' Nest / Hall of Flames
local questAreaName = 0; --CITY_INFO[npcCity][4]; -- Sailors Ward / Peasants Ward / Merchants Ward
local wardListStart = CITY_INFO[npcCity][5]; -- Starting id for the market wards
local wardListCount = CITY_INFO[npcCity][6]; -- Amount of wards in the list
local showItemSearchCounter = false;
local itemSearchId = 11000125;
local worldMaster = GetWorldMaster();
local pos = player:GetPos();
local currZone = pos[4];
if (currZone == 133 or currZone == 230 or currZone == 155 or currZone == 206 or currZone == 175 or currZone == 209) then
exitPlaceName = 0; -- If in city, hide city menu option
elseif (currZone == 232 or currZone == 234 or currZone == 233) then
gcHQPlaceName = 0; -- If in GC Office, hide office menu option
end
choice = callClientFunction(player, "eventPushChoiceAreaOrQuest", exitPlaceName, wardPlaceName, gcHQPlaceName, questAreaName, showItemSearchCounter, itemSearchId);
while (true) do
if choice == wardPlaceName then -- Market Wards
wardSelect = callClientFunction(player, "eventPushStepPrvMarket", wardListStart, wardListCount, 0);
if wardSelect and (wardSelect >= wardListStart and wardSelect <= (wardListStart+wardListCount)) then
player:SendGameMessage(player, worldMaster, 60004, 0x20, wardSelect);
warp = MARKETWARD_ENTRANCE[npcCity];
playerRot = math.random(-3.14, 3.14);
wait(1);
GetWorldManager():DoZoneChange(player, warp[1], nil, 0, 0x02, warp[2], warp[3], warp[4], playerRot);
player:SendDataPacket("attention", worldMaster, "", 60003, wardSelect);
-- Temp: Pop-up display after Ward zone-in. Client should automate this with PrivateArea's properly setup
break;
end
elseif (choice == 1519 or choice == 2534 or choice == 3533) then -- Mercentile Wards
player:SendMessage(0x20, "", "[MarketEntrance] DEBUG: "..choice);
elseif (choice == 1512 or choice == 2526 or choice == 3514) then -- GC Office
warp = GC_ENTRANCE[choice];
player:SendGameMessage(player, worldMaster, 60004, 0x20, choice);
wait(1);
GetWorldManager():DoZoneChange(player, warp[1], nil, 0, 0x02, warp[2], warp[3], warp[4], math.pi);
break;
elseif (choice == 1087 or choice == 2091 or choice == 3091) then -- Exiting to City
player:SendGameMessage(player, worldMaster, 60004, 0x20, choice);
warp = MARKETWARD_EXIT[npcCity];
wait(1);
GetWorldManager():DoZoneChange(player, warp[1], nil, 0, 0x02, warp[2], warp[3], warp[4], warp[5]);
break;
elseif (choice == 0 or choice == -3) then -- Menu Closed
break;
end
choice = callClientFunction(player, "eventPushChoiceAreaOrQuest", exitPlaceName, wardPlaceName, gcHQPlaceName, questAreaName, showItemSearchCounter, itemSearchId);
end
player:EndEvent();
end

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@ -0,0 +1,452 @@
--[[
CraftJudge
Operates the Crafting system.
Functions:
loadTextData()
Desc: Loads all gamesheets needed and instantiates a CraftJudge.
Params: None
start(facility, requestsMode, material1, material2, material3, material4, material5, material6, material7, material8)
Desc: Opens the Craft Start widget, with any preloaded materials. Widget has two modes; one for normal synthesis and another
for local leve "requested items" mode.
Params: * facility/widgetMode - The current facility id buff the player may have. After opening a recipe tab, start() has to be called with this
set to -1. After the player chooses a recipe, start() has to be called with this set to -2.
* requestMode - If true, switches the UI to Requested Items mode otherwise it opens Normal Synthesis mode.
* material1-8 - ItemID for each of the 8 material slots. If empty, they must be set to 0 or the client will crash.
closeCraftStartWidget()
Desc: Closes the Craft Start widget.
Params: None
selectRcp(item1, item2, item3, item4, item5, item6, item7, item8)
Desc: Opens a recipe selection window. If one recipe is provided, automatically selects that recipe.
Params: * itemId1-8 - The itemIDs to show in the list. If only one provided, select it.
confirmRcp(craftedItem, quantity, crystalItem1, crystalQuantity1, crystalQuantity1, crystalItem2, crystalQuantity2, recommendedSkill, recommendedFacility)
Desc: Opens the confirmation window, detailing what is needed and the item that will be created. Requires a selectRcp() call first.
Params: * craftedItem - The itemID of the item to be crafted.
* quantity - Quantity of crafted items.
* crystalItem1 - The first required crystal itemID for crafting.
* crystalQuantity1 - Quantity of the first crystal.
* crystalItem2 - The second required crystal itemID for crafting.
* crystalQuantity2 - Quantity of the second crystal.
* recommendedSkill - Which itemID to display under the "Recommended Skill" panel.
* recommendedFacility - Which facility to display under the "Recommended Facility" panel.
selectCraftQuest()
Desc: Opens the journal to select the local leve that the player would like to do.
Params: None
confirmLeve()
Desc: Opens the summery page for the local leve.
Params: * localLeveID -
* craftedItem -
* ?
* ?
* itemsCompleted -
* remainingMaterials -
* ?
* ?
askContinueLocalLeve(localLeveID, craftedItem, itemsCompleted, craftTotal, attempts)
Desc: Opens the dialog to continue crafting for a local leve after an item was completed.
Params: * localLeveID - The id of the current leve in progress.
* craftedItem - The current crafted item id.
* itemsCompleted - Number of items crafted so far.
* craftTotal - Number of items to be crafted in total.
* attempts - The number of attempts left.
askRetryLocalleve(localLeveID, allowanceCount)
Desc: Opens the dialog to retry the local leve (at the expense of an allowance) if the player had failed it.
Params: * localLeveID - The failed level id.
* allowanceCount - How many allowances the player has.
openCraftProgressWidget(durability, quality, hqChance)
Desc: Opens the crafting minigame, sets starting values.
Params: * durability - Durability of the current item.
* quality - Starting quality of the current item.
* hqChance - Starting chance to get a HQ item.
craftCommandUI(classID, hasWait, command1, command2, command3, command4, command5)
Desc: Sets the available command list and waits for the player to select a command.
Params:
* classID - The current crafting class. Must be set properly to show the three synthesis commands.
* hasWait - If true, adds the wait command.
* command1-5 - Five possible crafting commands (crafting skills).
craftTuningUI(command1, command2, command3, command4, command5, command6, command7, command8)
Desc: Displays a full list of commands for the legacy "Tuning" phase that happens after crafting. Deprecated in 1.23b.
Params: * command1-8 - The list of commands available.
updateInfo(progress, durability, quality, tuningItem, tuningItemQuality, tuningItemQuantity, hqChance)
Desc: Updates the progress UI components and text boxes.
Params: * progress - The current crafting progress percentage. Value is from 0 to 100.
* durability - The current durability of the crafted item.
* quality - The current quality of the crafted item.
* tuningItem - The crafted item to show in the Tuning UI. Nil if crafting. Deprecated in 1.23b.
* tuningItemQuality - The quality of the item to show in the Tuning UI. Nil if crafting. Deprecated in 1.23b.
* tuningItemQuantity - The amount of the item to show in the Tuning UI. Nil if crafting. Deprecated in 1.23b.
* hqChance - The current chance of an HQ craft.
closeCraftProgressWidget()
Desc: Closes the crafting minigame widget.
Params: None
cfmQst()
Desc: Quest confirmation window for when starting a crafting quest from the journal.
Params:
startRepair(craftMode, item, quality, durability, hasMateria, spiritbind)
Desc: Opens the repair item widget.
Params: * craftMode - Either 0 or 1. Anything else crashes.
* item - ItemID of the item to be repaired.
* quality - Quality of the item to be repaired.
* durability - Durability of the item to be repaired.
* hasMateria - Shows an icon if the item to be repaired has materia attached.
* spiritbind - Spiritbind of the item to be repaired.
askJoinMateria()
displayRate()
askJoinResult(isSuccess, item, itemQuality, materia, materiaNumber, isSpiritBound)
Desc: Opens the result widget after materia melding is done.
Params: * isSuccess - True if the meld was successful.
* item - Item ID of the melded item.
* quality - Quality of the melded item.
* materia - Item ID of the materia being melded.
* materiaNumber - Total count of materia on the item.
* isSpiritBound - True if the item is spiritbound. Causes icon to appear.
Notes:
Class ID + Starting skill
29 CRP = 22550
30 BSM = 22556
31 ARM = 22562
32 GSM = 22568
33 LTW = 22574
34 WVR = 22580
35 ALC = 22586
36 CUL = 22592
--]]
require ("global")
skillAnim = {
[22553] = 0x10002000;
[22554] = 0x10001000;
[22555] = 0x10003000;
[29531] = 0x10009002;
}
materialSlots = {0,0,0,0,0,0,0,0}; -- The 8 slots
recentRecipe = {10008205, 4030706, 4070009} -- Recent Recipe list
awardedRecipe = {7020105, 7030011} -- Awarded Recipe list
materialRecipe = { -- Always 8 params because we can't have any nils here for "start" command
[6071007] = {4070402, 4070309,0,0,0,0,0,0},
[10008205] = {10008005,10008005,0,0,0,0,0,0},
[10009617] = {4040009, 4040010, 4040011,0,0,0,0,0},
[4070009] = {4070006, 10005401, 10008203,0,0,0,0,0},
[4070010] = {10008204,10008106,10005302,0,0,0,0,0}
}
materialQuest = { -- What a quest or leve will preload slots with, in addition to any extras the player does manual
[0] = {0,0,0,0,0,0,0,0},
[1] = {0,0,0,0,0,0,0,0},
[110442] = {11000075, 11000074, 0, 0, 0, 0, 0, 0}
}
function onEventStarted(player, commandactor, triggerName, arg1, arg2, arg3, arg4, checkedActorId)
MENU_CANCEL, MENU_MAINHAND, MENU_OFFHAND, MENU_REQUEST = 0, 1, 2, 3;
MENU_RECIPE, MENU_AWARDED, MENU_RECIPE_DETAILED, MENU_AWARDED_DETAILED = 7, 8, 9, 10;
debugMessage = false;
isRecipeRecentSent = false;
isRecipeAwardSent = false;
detailWindow = true;
isRequested = false; -- False = The default state. True = User picked a quest recipe/local leve
facilityId = 0;
chosenQuest = 0; -- Use this to store any chosen recipe/local leve
recipeDetail = 0;
detailWindowState = 0;
craftJudge = GetStaticActor("CraftJudge");
callClientFunction(player, "delegateCommand", craftJudge, "loadTextData", commandactor);
chosenOperation = -1;
while chosenOperation ~= 0 do
player:ChangeState(30);
if debugMessage then player:SendMessage(0x20, "", "[DEBUG] Menu ID: "..tostring(chosenOperation).." Recipe : "..tostring(recipeMode).." Quest : "..chosenQuest); end
if materialQuest[chosenQuest] then
if debugMessage then player:SendMessage(0x20, "", "Key is valid: "..chosenQuest); end
materialSlots = materialQuest[chosenQuest];
else
if debugMessage then player:SendMessage(0x20, "", "Key is not valid: "..chosenQuest); end
end
if isRecipeRecentSent == false then -- If Recipe button not hit, aka default state.
chosenOperation, recipeMode = callClientFunction(player, "delegateCommand", craftJudge, "start", commandactor, facilityId, isRequested, unpack(materialSlots)); -- Initial window
elseif isRecipeRecentSent == true and recipeMode == 0 then -- If recipe window/award tab was hit
chosenOperation, recipeMode = callClientFunction(player, "delegateCommand", craftJudge, "start", commandactor, -1, isRequested, unpack(materialSlots)); -- Keep window going
elseif isRecipeRecentSent == true and recipeMode > 0 then -- If recipe item picked
if recipeDetail then
chosenOperation, recipeMode = callClientFunction(player, "delegateCommand", craftJudge, "start", commandactor, -2, isRequested, unpack(recipeDetail)); -- Item mat(s) for picked item.
else
chosenOperation, recipeMode = callClientFunction(player, "delegateCommand", craftJudge, "start", commandactor, -2, isRequested, 10009617,0,0,0,0,0,0,0); -- Show dummy info for unfilled item
end
end
if chosenOperation == MENU_CANCEL then
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftStartWidget", commandactor);
elseif (chosenOperation == MENU_MAINHAND or chosenOperation == MENU_OFFHAND) then
if isRequested == true then
recipeResult = callClientFunction(player, "delegateCommand", craftJudge, "selectRcp", commandactor, 10009617);
else
recipeResult = callClientFunction(player, "delegateCommand", craftJudge, "selectRcp", commandactor, 10009617,6071007,5030112,5030007,10009617,6071007,5030112,5030007);
end
if recipeResult == 0 then -- Closed/Return hit.
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftStartWidget", commandactor);
currentlyCrafting = -1;
elseif (recipeResult >= 1 or recipeResult <= 8) then
--item yld, xstal1, qty, xstal2, qty
recipeConfirmed = callClientFunction(player, "delegateCommand", craftJudge, "confirmRcp", commandactor, 10009617, 1, 0xF4247, 1, 0xf4245, 1, 0, 0);
if recipeConfirmed then
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftStartWidget", commandactor);
isRecipeRecentSent = false;
isRecipeAwardSent = false;
currentlyCrafting = startCrafting(player, chosenOperation, isRequested, 80, 100, 50);
end
end
elseif chosenOperation == MENU_REQUEST then -- Conditional button label based on isRequested
if isRequested == false then -- "Request Items" hit, close Start and open up the Quest select
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftStartWidget", commandactor);
isRecipeRecentSent = false;
isRecipeAwardSent = false;
local questConfirmed, returnedQuest = GetCraftQuest(player, craftjudge, commandactor);
chosenQuest = tonumber(returnedQuest);
if debugMessage then player:SendMessage(0x20, "", "[DEBUG] Chosen Quest: "..tostring(chosenQuest)); end
if questConfirmed then
isRequested = true;
end
elseif isRequested == true then -- "Normal Synthesis" button hit
isRequested = false;
chosenQuest = 0;
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftStartWidget", commandactor);
end
elseif chosenOperation == MENU_RECIPE then -- "Recipes" button hit
if isRecipeRecentSent == false then
callClientFunction(player, "delegateCommand", craftJudge, "selectRcp", commandactor, unpack(recentRecipe)); -- Load up recipe list
isRecipeRecentSent = true;
end
recipeDetail = materialRecipe[recentRecipe[recipeMode]];
elseif chosenOperation == MENU_AWARDED then -- "Awarded Recipes" tab hit
if isRecipeAwardSent == false then
callClientFunction(player, "delegateCommand", craftJudge, "selectRcp", commandactor, unpack(awardedRecipe)); -- Load up Award list
isRecipeAwardSent = true;
end
recipeDetail = materialRecipe[awardedRecipe[recipeMode]];
elseif (chosenOperation == MENU_RECIPE_DETAILED or chosenOperation == MENU_AWARDED_DETAILED) and recipeMode > 0 then -- Pop-up for an item's stats/craft mats
detailWindowState = callClientFunction(player, "delegateCommand", craftJudge, "confirmRcp", commandactor, 10009617, 1, 0xF4247, 1, 0xf4245, 1, 0, 0);
else
break;
end
end
player:ChangeMusic(51);
player:ChangeState(0);
player:EndEvent();
end
-- Handles the menus to pick a crafter quest or local leve quest that run separate widgets from the Start command.
-- Returns whether a quest was selected, and what id the quest is.
function GetCraftQuest(player, craftjudge, commandactor);
local questOffset = 0xA0F00000;
local questId = 0;
local requestState = false;
local requestedMenuChoice = callClientFunction(player, "delegateCommand", craftJudge, "selectCraftQuest", commandactor);
if requestedMenuChoice then
questId = requestedMenuChoice - questOffset;
if isCraftQuest(questId) then
confirm = callClientFunction(player, "delegateCommand", craftJudge, "cfmQst", commandactor, questId, 20, 1, 1, 1, 0, 0, "<Path Companion>");
if confirm == true then
requestState = true;
player:SendGameMessage(craftJudge, 21, 0x20);
end
elseif isLocalLeve(questId) then
confirm = callClientFunction(player, "delegateCommand", craftJudge, "confirmLeve", commandactor, questId, 0, 8030421, 5, 50, 0, 0);
if confirm == true then
requestState = true;
itemSlots = { unpack(materialRecipe[4070010])};
end
elseif isScenarioQuest(questId) == true then
-- TEMP for now. Cannot find source for what happens if you confirm a non-craft quest.
player:SendGameMessage(GetWorldMaster(), 40209, 0x20);
end
end
return requestState, questId;
end
function isScenarioQuest(id)
if (id >= 110001 and id <= 120026) then
return true;
else
return false;
end
end
function isCraftQuest(id)
if (id >= 110300 and id <= 110505) then
return true;
else
return false;
end
end
function isLocalLeve(id)
if (id >= 120001 and id <= 120452) then
return true;
else
return false;
end
end
-- No real logic in this function. Just smoke and mirrors to 'see' the minigame in action at the minimum level.
function startCrafting(player, hand, quest, startDur, startQly, startHQ)
local worldMaster = GetWorldMaster();
local proggers = 0;
local attempts = 5;
local craftedCount = 0;
local craftTotal = 2;
local itemId = 10009617;
player:ChangeState(30+hand); -- Craft kneeling w/ appropriate tool out
player:ChangeMusic(73);
callClientFunction(player, "delegateCommand", craftJudge, "openCraftProgressWidget", commandactor, startDur, startQly, startHQ);
while true do
local progDiff = math.random(25,25);
local duraDiff = math.random(1,3);
local qltyDiff = math.random(0,2);
if proggers >= 100 then
testChoice2 = callClientFunction(player, "delegateCommand", craftJudge, "updateInfo", commandactor, 100, 10, 20, 5020111, 69, 70, 75);
testChoice = callClientFunction(player, "delegateCommand", craftJudge, "craftTuningUI", commandactor, 22503, 23033);
player:SendGameMessage(GetWorldMaster(), 40111, 0x20, player, itemId, 3, 8); -- "You create <#3 quantity> <#1 item> <#2 quality>."
callClientFunction(player, "delegateCommand", craftJudge, "closeCraftProgressWidget", commandactor);
if quest then
continueLeve = callClientFunction(player, "delegateCommand", craftJudge, "askContinueLocalLeve", 120001, itemId, craftedCount, craftTotal, attempts);
if continueLeve == true then
proggers = 0;
callClientFunction(player, "delegateCommand", craftJudge, "openCraftProgressWidget", commandactor, startDur, startQly, startHQ);
else
break;
end
else
break;
end
end
choice = callClientFunction(player, "delegateCommand", craftJudge, "craftCommandUI", commandactor, 29, 2, 29530,29531,29532,29533,29534);
--player:SendMessage(0x20, "", "[DEBUG] Command id selected: "..choice);
if choice then
if skillAnim[choice] then
player:PlayAnimation(skillAnim[choice]);
end
wait(3);
player:SendGameMessage(worldMaster, 40108, 0x20, choice,2);
if choice ~= 29531 then
proggers = proggers + progDiff;
if proggers >= 100 then
proggers = 100;
end
startDur = startDur - duraDiff;
startQly = startQly + qltyDiff;
player:SendGameMessage(worldMaster, 40102, 0x20, progDiff);
player:SendGameMessage(worldMaster, 40103, 0x20, duraDiff);
player:SendGameMessage(worldMaster, 40104, 0x20, qltyDiff);
end
--prg dur qly, ???, ???, ???, HQ
callClientFunction(player, "delegateCommand", craftJudge, "updateInfo", commandactor, proggers, startDur, startQly, nil, nil, nil, nil, nil);
end
end
return -1;
end

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@ -6,51 +6,406 @@ Operates the harvesting system for mining, logging, and fishing.
Functions:
loadTextData(commandActor): Loads all gamesheets needed and instantiates a HarvestJudge.
targetCancel(commandActor): Cancels the player's target.
turnToTarget(commandActor, harvestType, direction): Turns to a direction (name's a lie, angle must be computed lol)
openInputWidget(commandActor, harvestType, nodeGrade): Inits the widget system (call first).
orderInputWidget(commandActor, nodeHP [max 100], ?, harvestType): Updates the node HP.
textInputWidget(commandActor, harvestType, ?, textId, ?, ?, ?): Sets the result text after a minigame is performed.
askInputWidget(commandActor, harvestType, inputPageNumber, showTutorial, showFishWait, showFishWaitAndJig, updateFishHP, showRareCatalystEffect): Gets user input after opening a ask widget.
closeInputWidget(commandActor, harvestType): Closes the widget system (call last).
rangeInputWidget(harvestType, inputPageNumber, goodMin, goodMax, bool): Unknown, currently crashing...
loadTextData()
Desc: Loads all gamesheets needed and instantiates a HarvestJudge.
Params: None
targetCancel()
Desc: Cancels the player's target.
Params: None
turnToTarget()
Desc: Turns to a direction
Params: * harvestType - Harvest command used. Client script has a _waitForTurning() for Quarry/Harvest/Spearfishing
* direction - The pi radian to turn the character towards, server has to calculate the vector between the actors.
openInputWidget()
Desc: Inits the widget system (call first).
Params: * harvestType - Determines which text strings to load based on the harvestType
* nodeGrade - The grade of the node. Retail went up to grade 5.
orderInputWidget()
Desc: Updates the node HP.
Params: * nodeRemainder - Range goes from 0-100
* unk1 -
* harvestType - Doesn't appear to visually do anything? Script checks against harvest command id
textInputWidget()
Desc: Sets the result text after a minigame is performed.
Params: * harvestType - The harvest command
* unk1 - Actor to grab text from? Set to the harvestJudge so the rest of params function, otherwise widget prints whatever is set here.
* textId - Id from the harvestJudge sheet.
* textIdParam1 - Used to fill in textId details if the sheet requires it, Eg. textId #25 requires an itemId, HQ quality, and yield filled in.
* textIdParam2
* textIdParam3
* commandId - If textId = nil, client script sets it to 64 and this parameter is assigned to Param1
- Why does this exist? Setting textId to 64 and using commandId as textIdParam1 does the same job.
askInputWidget()
Desc: Gets user input after opening a ask widget. Returns two values, one being the id of the chosen command, and the "currentPower" of the minigame.
Params: * harvestType - The harvest command
* phase - The current minigame window to show. Valid ids 1 & 2.
* showTutorial - Shows Tutorial menu option in the window if not = 0.
* showFishWait -
* showFishWaitAndJig -
* updateFishHP -
* showRareCatalystEffect-
closeInputWidget()
Desc: Closes the widget system (call last).
Params: * harvestType - The harvest command
rangeInputWidget()
Desc: Unknown, currently errors the client...
Params: * harvestType
* phase
* goodMin
* goodMax
* bool
Notes:
HarvestType Ids:
20002: Mine
20003: Log
20004: Fish
* Aim = Where on the aim gauge the player chose.
* Remainder = How many attempts you get on the section portion of the minigame
* Sweetspot = Where you hit on the second portion of the minigame
--]]
minerAnim = {0x14001000, 0x14002000, 0x14003000};
--[[ Mooglebox - Aim
+5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5
0 10 20 30 40 50 60 70 80 90 100
Sweetspots 1=10 2=30 3=70 4=100 for Mining
Remainder A=40 B=60 C=70 D=80
--]]
harvestNodeContainer = { -- nodeGrade, harvestAttempts, #ofItemsBecauseICantIntoIpairs, Item1, Item2, etc
[1001] = {2, 2, 3, 1, 2, 3},
[1002] = {2, 4, 5, 3005, 3003, 3002, 3001, 3004}
}
harvestNodeItems = {
--itemId, remainder, aim, sweetspot, max yield
[1] = {10009104, 70, 30, 30, 4}, -- Rock Salt
[2] = {10006001, 80, 10, 30, 4}, -- Bone Chip
[3] = {10001006, 80, 20, 30, 3}, -- Copper Ore
[3001] = {10001003, 80, 50, 30, 3},
[3002] = {10001006, 70, 70, 10, 4},
[3003] = {10001005, 80, 90, 70, 1},
[3004] = {10009104, 40, 10, 100, 2},
[3005] = {10001007, 40, 0, 30, 1}
}
require ("global")
function onEventStarted(player, commandactor, triggerName, arg1, arg2, arg3, arg4, checkedActorId)
function onEventStarted(player, commandActor, triggerName, arg1, arg2, arg3, arg4, checkedActorId)
harvestJudge = GetStaticActor("HarvestJudge");
callClientFunction(player, "delegateCommand", harvestJudge, "loadTextData", commandactor);
callClientFunction(player, "delegateCommand", harvestJudge, "targetCancel", commandactor);
callClientFunction(player, "delegateCommand", harvestJudge, "turnToTarget", commandactor, 0x55F2, 2);
debugMsg = false;
player:ChangeState(50);
powerCurrent = 0;
powerLast = 0;
powerRange = 10; -- 'Feels' look a good amount compared to vids/ARR's minigame.
callClientFunction(player, "delegateCommand", harvestJudge, "openInputWidget", commandactor, 0x55F2, 2);
callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandactor, 3, false, 0x55f2);
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandactor, 0x55f2, harvestJudge, nil, nil, nil, nil, 0);
callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandactor, 0x55f2, 1, 0, false, false, nil, false);
showTutorial = 0;
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandactor, 0x55f2, harvestJudge, 60, nil, nil, nil, 0);
callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandactor, 0x55f2, 2, 0, false, false, nil, false);
commandMine = 22002;
commandLog = 22003;
commandFish = 22004;
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandactor, 0x55f2, harvestJudge, 46,0, 0, 0, 0);
callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandactor, 0x55f2, 2, 0, false, false, nil, false);
harvestNodeId = 1001; -- What the server should send eventually
harvestNode = BuildHarvestNode(player, harvestNodeId); -- [1-11] = {itemId, remainder, sweetspot, maxYield}
harvestGrade = harvestNodeContainer[harvestNodeId][1] or 0;
harvestAttempts = harvestNodeContainer[harvestNodeId][2] or 0;
nodeRemainder = 0;
player:ChangeState(0);
harvestType = commandMine;
worldMaster = GetWorldMaster();
harvestJudge = GetStaticActor("HarvestJudge");
callClientFunction(player, "delegateCommand", harvestJudge, "loadTextData", commandActor);
--callClientFunction(player, "delegateCommand", harvestJudge, "targetCancel", commandActor);
--callClientFunction(player, "delegateCommand", harvestJudge, "turnToTarget", commandActor, harvestType, nodeGrade);
player:ChangeState(50);
if harvestType == commandMine then
player:SendGameMessage(harvestJudge, 26, MESSAGE_TYPE_SYSTEM, 1, harvestGrade);
callClientFunction(player, "delegateCommand", harvestJudge, "openInputWidget", commandActor, harvestType, harvestGrade);
callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, nil, harvestType);
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
while harvestAttempts > 0 do
-- "Aim", 0 = Top of bar, 100 = Bottom.
menuResult, sliderPhase, unk3 = callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandActor, harvestType, 1, showTutorial, false, false, nil, false);
if debugMsg then player:SendMessage(0x20, "", "menuResult: "..tostring(menuResult).." sliderPhase: "..tostring(sliderPhase).." Unk: "..tostring(unk3)); end
if menuResult == 22701 then -- Begin.
local aimSlot = (sliderPhase/10)+1; -- Thanks LUA index = 1
local nodeDetails = harvestNode[aimSlot];
local nodeItem = nodeDetails[1];
local nodeRemainder = nodeDetails[2];
local nodeSweetspot = nodeDetails[3];
local nodeYield = nodeDetails[4];
local isFirstSwing = true;
local sweetspotDifference;
local sweetspotDifferencePrevious;
if debugMsg then
player:SendMessage(0x20, "", "aimSlot: "..(aimSlot).." itemId:"..tostring(nodeDetails[1]).." remainder: "..tostring(nodeDetails[2]));
end
player:SendGameMessage(harvestJudge, 36, MESSAGE_TYPE_SYSTEM); -- "You set your sights on an area."
callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, nil, harvestType);
while true do
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
-- "Strike" 0 = Empty, 100 = Filled. Mooglebox sweespots are 1=10, 2=30, 3=70, 4=100 for Mining
chosenCommand, powerCurrent = callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandActor, harvestType, 2, showTutorial, false, false, nil, false); -- Strike
if debugMsg then player:SendMessage(0x20, "", tostring(chosenCommand).." Power: "..tostring(powerCurrent)); end
if chosenCommand == 22702 then -- Cancel.
harvestAttempts = harvestAttempts - 1;
if harvestAttempts > 0 then
-- You can make # more gathering attempts.
player:SendGameMessage(player, worldMaster, 40344, 0x20, harvestAttempts);
else
-- There is nothing left to gather at this location.
player:SendGameMessage(player, worldMaster, 40339, 0x20, harvestAttempts);
end
break;
elseif chosenCommand == 22703 then -- Strike.
nodeRemainder = nodeRemainder - 20;
if nodeRemainder < 0 then
nodeRemainder = 0;
end
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
player:PlayAnimation(minerAnim[math.random(1,3)]);
wait(2);
sweetspotDifference = math.abs(powerCurrent - nodeSweetspot);
if powerRange >= sweetspotDifference then
callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, false, harvestType);
-- "You obtain <yield> <item> <quality>"
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 25, nodeItem, 0, nodeYield, 0);
player:SendGameMessage(player, worldMaster, 40301, MESSAGE_TYPE_SYSTEM, player, nodeItem, nodeYield); -- TODO: Refer to caps to see wtf is going on here
HarvestReward(player, nodeItem, nodeYield);
nodeRemainder = 0;
else
if isFirstSwing then
if sweetspotDifference < 19 then -- TODO: TWEAK THESE, likely need to be larger
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 45);
player:SendGameMessage(harvestJudge, 45, MESSAGE_TYPE_SYSTEM); -- "You feel something promising."
elseif sweetspotDifference > 20 then
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 42);
player:SendGameMessage(harvestJudge, 42, MESSAGE_TYPE_SYSTEM); -- "You feel nothing promising."
end
else
if sweetspotDifference > sweetspotDifferencePrevious then
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 43);
player:SendGameMessage(harvestJudge, 43, MESSAGE_TYPE_SYSTEM); -- "You are getting farther from the mark."
elseif sweetspotDifference < sweetspotDifferencePrevious then
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 44);
player:SendGameMessage(harvestJudge, 44, MESSAGE_TYPE_SYSTEM); -- "You are getting closer to the mark."
else
callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 42);
player:SendGameMessage(harvestJudge, 42, MESSAGE_TYPE_SYSTEM); -- "You feel nothing promising."
end
end
end
if not isFirstSwing then
powerLast = powerCurrent;
end;
callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, false, harvestType);
if nodeRemainder == 0 then
harvestAttempts = harvestAttempts - 1;
if harvestAttempts > 0 then
-- You can make # more gathering attempts.
player:SendGameMessage(player, worldMaster, 40344, 0x20, harvestAttempts);
else
-- There is nothing left to gather at this location.
player:ChangeMusic(101);
player:SendGameMessage(player, worldMaster, 40339, 0x20, harvestAttempts);
end
wait(2);
break;
end
if isFirstSwing and debugMsg then player:SendMessage(0x20, "", "First swing"); end
isFirstSwing = false;
sweetspotDifferencePrevious = sweetspotDifference;
elseif chosenCommand == 22710 then -- "Strike" Tutorial.
SendTutorial(player, harvestJudge, 2);
end
end
elseif menuResult == 22702 then -- Cancel.
break;
elseif menuResult == 22710 then -- "Aim" Tutorial.
SendTutorial(player, harvestJudge, 1);
end
end
elseif harvestType == commandLog then
elseif harvestType == commandFish then
end
player:SendGameMessage(harvestJudge, 31, MESSAGE_TYPE_SYSTEM);
if harvestAttempts == 0 then
player:SendGameMessage(player, worldMaster, 40310, 0x20); -- "The deposit has been exhausted."
--TO:DO Despawn node + whatever logic to respawn an exsiting expired node in the area.
end
callClientFunction(player, "delegateCommand", harvestJudge, "closeInputWidget", commandActor, harvestType);
player:ChangeState(0);
player:EndEvent();
end
-- Returns a table in the following format: nodeTable = { [1-11] = {itemId, remainder, sweetspot, maxYield} }
function BuildHarvestNode(player, sentNode)
if harvestNodeContainer[sentNode] then
local node = harvestNodeContainer[sentNode];
local nodeTable = {};
local nodeItems = {};
local nodeItemCount = node[3];
local grade = node[1];
local attempts = node[2];
-- Load up nodeItems[] with the harvestNodeItems{} key and Aim point
for i=1, nodeItemCount do
local nodeItemKey = node[3+i];
local item = harvestNodeItems[ node[3+i] ]
nodeItems[i] = { nodeItemKey, ((item[3] / 10)+1) };
if debugMsg then player:SendMessage(0x20, "", "nodeItems: "..nodeItems[i][1].." "..nodeItems[i][2]); end
end
-- Iterate through the 11 Aim spots
for i=1,11,1 do
local hasItem = false;
-- See if there's a nodeItems[] that has an Aim spot that matches the current loop
-- TODO: Just set nodeItems[] keys to the actual slots to skip this loop inside a loop
for j=1, nodeItemCount do
if nodeItems[j][2] == i then
hasItem = j;
break;
end
end
if hasItem then
local item = harvestNodeItems[ nodeItems[hasItem][1] ];
-- Assign itemId, remainder, sweetspot, yield to this slot
nodeTable[i] = {item[1], item[2], item[4], item[5] };
if debugMsg then
player:SendMessage(0x20, "", "nodeTable: "..i.." "..nodeTable[i][1].." "..nodeTable[i][2].." "..nodeTable[i][3].." "..nodeTable[i][3]);
end
else
nodeTable[i] = {0,0,0,0};
if debugMsg then player:SendMessage(0x20, "", "nodeTable: "..i); end
end
end
return nodeTable
end
end
function SendTutorial(player, harvestJudge, id)
if id == 1 then
player:SendGameMessage(harvestJudge, 1, MESSAGE_TYPE_SYSTEM);
wait(3);
player:SendGameMessage(harvestJudge, 4, MESSAGE_TYPE_SYSTEM);
elseif id == 2 then
player:SendGameMessage(harvestJudge, 7, MESSAGE_TYPE_SYSTEM);
wait(3);
player:SendGameMessage(harvestJudge, 10, MESSAGE_TYPE_SYSTEM);
wait(3);
player:SendGameMessage(harvestJudge, 13, MESSAGE_TYPE_SYSTEM);
wait(3);
player:SendGameMessage(harvestJudge, 16, MESSAGE_TYPE_SYSTEM);
end
end
function HarvestReward(player, item, qty) -- Really should get a helper function for this
local worldMaster = GetWorldMaster();
local location = INVENTORY_NORMAL;
local invCheck = player:getItemPackage(location):addItem(item, qty, 1);
if (invCheck == INV_ERROR_FULL) then
-- Your inventory is full.
player:SendGameMessage(player, worldMaster, 60022, MESSAGE_TYPE_SYSTEM_ERROR);
elseif (invCheck == INV_ERROR_ALREADY_HAS_UNIQUE) then
-- You cannot have more than one <itemId> <quality> in your possession at any given time.
player:SendGameMessage(player, worldMaster, 40279, MESSAGE_TYPE_SYSTEM_ERROR, item, 1);
elseif (invCheck == INV_ERROR_SYSTEM_ERROR) then
player:SendMessage(MESSAGE_TYPE_SYSTEM_ERROR, "", "[DEBUG] Server Error on adding item.");
elseif (invCheck == INV_ERROR_SUCCESS) then
--player:SendMessage(MESSAGE_TYPE_SYSTEM, "", message);
player:SendGameMessage(player, worldMaster, 25246, MESSAGE_TYPE_SYSTEM, item, qty);
end
end

View File

@ -1,6 +0,0 @@
shopInfo = {
welcomeText = 94,
shopPack = 0x67,
shopCurrancy = nil
}

View File

@ -1,6 +0,0 @@
shopInfo = {
welcomeText = 69,
shopPack = 3020,
tutorialId = 35
}

View File

@ -1,6 +0,0 @@
shopInfo = {
welcomeText = 64,
shopPack = 3021,
tutorialId = 34
}

View File

@ -1,6 +0,0 @@
shopInfo = {
welcomeText = 76,
shopPack = 3022,
tutorialId = 39
}

View File

@ -1,6 +0,0 @@
shopInfo = {
welcomeText = 54,
shopPack = 3019,
tutorialId = 32
}

View File

@ -1,5 +0,0 @@
shopInfo = {
welcomeText = 265,
shopPack = 3024
}

View File

@ -1,5 +0,0 @@
shopInfo = {
welcomeText = 111,
shopPack = 3003
}

View File

@ -1,5 +0,0 @@
shopInfo = {
welcomeText = 110,
shopPack = 3002
}

View File

@ -79,8 +79,10 @@ namespace Meteor.Map.actors
public class PushBoxEventCondition
{
public uint bgObj;
public uint layout;
public string conditionName = "";
public float size = 30.0f;
public string reactName = "";
public bool outwards = false;
public bool silent = true;
}

View File

@ -26,7 +26,7 @@ using System.Text;
using Meteor.Common;
namespace Meteor.Map.packets.send.actor.events
namespace Meteor.Map.packets.send.actor.events
{
class SetPushEventConditionWithTriggerBox
{
@ -41,17 +41,19 @@ namespace Meteor.Map.packets.send.actor.events
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt32)condition.size);
binWriter.Write((UInt32)0x1A5);
binWriter.Write((UInt32)4);
binWriter.Seek(8, SeekOrigin.Current);
binWriter.Write((UInt32)condition.bgObj); // bgObj
binWriter.Write((UInt32)condition.layout); // Layout
binWriter.Write((UInt32)4); // Actor? Always 4 in 1.23
binWriter.Seek(8, SeekOrigin.Current); // Unknowns
binWriter.Write((Byte)(condition.outwards ? 0x11 : 0x0)); //If == 0x10, Inverted Bounding Box
binWriter.Write((Byte)3);
binWriter.Write((Byte)(condition.silent ? 0x1 : 0x0)); //Silent Trigger;
binWriter.Write(Encoding.ASCII.GetBytes(condition.conditionName), 0, Encoding.ASCII.GetByteCount(condition.conditionName) >= 0x24 ? 0x24 : Encoding.ASCII.GetByteCount(condition.conditionName));
binWriter.Write(Encoding.ASCII.GetBytes(condition.conditionName), 0, Encoding.ASCII.GetByteCount(condition.conditionName) >= 0x20 ? 0x20 : Encoding.ASCII.GetByteCount(condition.conditionName));
binWriter.Seek(55, SeekOrigin.Begin);
binWriter.Write((Byte)0); // Unknown
binWriter.Write(Encoding.ASCII.GetBytes(condition.reactName), 0, Encoding.ASCII.GetByteCount(condition.reactName) >= 0x04 ? 0x04 : Encoding.ASCII.GetByteCount(condition.reactName));
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
}