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More GetInventory changes.
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@ -26,7 +26,7 @@ function onTrigger(player, argc, currency, qty, name, lastName)
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currency = tonumber(currency) or nil;
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currency = tonumber(currency) or nil;
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qty = tonumber(qty) or 1;
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qty = tonumber(qty) or 1;
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local removed = player:GetInventory(INVENTORY_CURRENCY):RemoveItem(currency, qty);
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local removed = player:GetItemPackage(INVENTORY_CURRENCY):RemoveItem(currency, qty);
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local message = "Attempting to remove currency" -- "unable to remove currency";
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local message = "Attempting to remove currency" -- "unable to remove currency";
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@ -39,7 +39,7 @@ function onTrigger(player, argc, item, qty, location, name, lastName)
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location = INVENTORY_NORMAL;
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location = INVENTORY_NORMAL;
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end;
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end;
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local removed = player:GetInventory(location):RemoveItem(item, qty);
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local removed = player:GetItemPackage(location):RemoveItem(item, qty);
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if removed then -- RemoveItem() currently returns nothing for verification, this statement can't work
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if removed then -- RemoveItem() currently returns nothing for verification, this statement can't work
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message = string.format("Removed item %u of kind %u to %s", item, location, player:GetName());
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message = string.format("Removed item %u of kind %u to %s", item, location, player:GetName());
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@ -27,7 +27,7 @@ function onTrigger(player, argc, keyitem, qty, name, lastName)
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qty = tonumber(qty) or 1;
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qty = tonumber(qty) or 1;
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local location = INVENTORY_KEYITEMS;
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local location = INVENTORY_KEYITEMS;
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local removed = player:GetInventory(location):RemoveItem(keyitem, qty);
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local removed = player:GetItemPackage(location):RemoveItem(keyitem, qty);
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local message = "Attempting to remove keyitem" -- "unable to remove keyitem";
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local message = "Attempting to remove keyitem" -- "unable to remove keyitem";
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@ -27,7 +27,7 @@ function onTrigger(player, argc, keyitem, name, lastName)
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qty = 1;
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qty = 1;
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location = INVENTORY_KEYITEMS;
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location = INVENTORY_KEYITEMS;
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local added = player:GetInventory(location):AddItem(keyitem, qty, 1);
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local added = player:GetItemPackage(location):AddItem(keyitem, qty, 1);
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
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local message = "unable to add keyitem";
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local message = "unable to add keyitem";
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@ -35,7 +35,7 @@ function GetGCSeals(player, company)
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company = tonumber(company);
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company = tonumber(company);
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if company ~= nil and company > 0 and company < 4 then
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if company ~= nil and company > 0 and company < 4 then
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return player:GetInventory(INVENTORY_CURRENCY):GetItemQuantity(companySeal[tonumber(company)]);
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return player:GetItemPackage(INVENTORY_CURRENCY):GetItemQuantity(companySeal[tonumber(company)]);
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else
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else
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return -1;
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return -1;
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end
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end
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@ -52,7 +52,7 @@ function AddGCSeals(player, company, amount)
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if currentAmount ~= -1 then
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if currentAmount ~= -1 then
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if amount then
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if amount then
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if currentAmount + amount <= maxAmount then
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if currentAmount + amount <= maxAmount then
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invCheck = player:GetInventory(INVENTORY_CURRENCY):AddItem(companySeal[company], amount, 1);
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invCheck = player:GetItemPackage(INVENTORY_CURRENCY):AddItem(companySeal[company], amount, 1);
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if invCheck == INV_ERROR_SUCCESS then
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if invCheck == INV_ERROR_SUCCESS then
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return INV_ERROR_SUCCESS;
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return INV_ERROR_SUCCESS;
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end
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end
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@ -4,9 +4,9 @@ function onEventStarted(player, npc)
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Spl = GetStaticActor("Spl000");
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Spl = GetStaticActor("Spl000");
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magickedPrism = 3020615;
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magickedPrism = 3020615;
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if not player:GetInventory(INVENTORY_NORMAL):HasItem(magickedPrism) then
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if not player:GetItemPackage(INVENTORY_NORMAL):HasItem(magickedPrism) then
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callClientFunction(player, "delegateEvent", player, Spl, "processEventELNAURE", 2);
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callClientFunction(player, "delegateEvent", player, Spl, "processEventELNAURE", 2);
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local invCheck = player:GetInventory(INVENTORY_NORMAL):AddItem(magickedPrism, 10, 1);
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local invCheck = player:GetItemPackage(INVENTORY_NORMAL):AddItem(magickedPrism, 10, 1);
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if invCheck == INV_ERROR_SUCCESS then
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if invCheck == INV_ERROR_SUCCESS then
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player:SendGameMessage(player, GetWorldMaster(), 25246, MESSAGE_TYPE_SYSTEM, magickedPrism, 10);
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player:SendGameMessage(player, GetWorldMaster(), 25246, MESSAGE_TYPE_SYSTEM, magickedPrism, 10);
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end
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end
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