1 Commits

Author SHA1 Message Date
Filip Maj
38dd05c848 README.md edited online with Bitbucket 2022-11-18 16:32:13 +00:00
1918 changed files with 61667 additions and 93529 deletions

1
.gitignore vendored
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@@ -15,6 +15,7 @@
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/

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@@ -1,33 +0,0 @@
/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using NLog;
namespace Meteor.Common
{
// todo:
// havent decided whether it's worth wrapping every sql class
// so i'll just leave it with logger for now
public class Sql
{
public static Logger Log = LogManager.GetCurrentClassLogger();
}
}

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@@ -1,180 +0,0 @@
/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using System;
namespace Meteor.Common
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, float scalar)
{
return new Vector3(lhs.X / scalar, lhs.Y / scalar, lhs.Z / scalar);
}
public static bool operator !=(Vector3 lhs, Vector3 rhs)
{
return !(lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
}
public static bool operator ==(Vector3 lhs, Vector3 rhs)
{
return (lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
public static float GetAngle(Vector3 lhs, Vector3 rhs)
{
return GetAngle(lhs.X, lhs.Z, rhs.X, rhs.Z);
}
public static float GetAngle(float x, float z, float x2, float z2)
{
if (x == x2)
return 0.0f;
var angle = (float)(Math.Atan((z2 - z) / (x2 - x)));
return (float)(x > x2 ? angle + Math.PI : angle);
}
public Vector3 NewHorizontalVector(float angle, float extents)
{
var newVec = new Vector3();
newVec.Y = this.Y;
newVec.X = this.X + (float)Math.Cos(angle) * extents;
newVec.Z = this.Z + (float)Math.Sin(angle) * extents;
return newVec;
}
public bool IsWithinCircle(Vector3 center, float maxRadius, float minRadius)
{
if (this.X == center.X && this.Z == center.Z)
return true;
float diffX = center.X - this.X;
float diffZ = center.Z - this.Z;
float distance = Utils.XZDistance(center.X, center.Z, X, Z);
return distance <= maxRadius && distance >= minRadius;
}
public bool IsWithinBox(Vector3 upperLeftCorner, Vector3 lowerRightCorner)
{
return upperLeftCorner.X <= this.X &&
upperLeftCorner.Y <= this.Y &&
upperLeftCorner.Z <= this.Z &&
lowerRightCorner.X >= this.X &&
lowerRightCorner.Y >= this.Y &&
lowerRightCorner.Z >= this.Z;
}
//Checks if this vector is in a cone, note it doesn't check for distance
public bool IsWithinCone(Vector3 coneCenter, float coneRotation, float coneAngle)
{
float angleToTarget = GetAngle(coneCenter, this);
float halfAngleOfAoe = (float) (coneAngle * Math.PI / 2);
float rotationToAdd = coneRotation + halfAngleOfAoe;
//This is the angle relative to the lower angle of the cone
angleToTarget = (angleToTarget + rotationToAdd - (0.5f * (float)Math.PI)) % (2 * (float) Math.PI);
//If the relative angle is less than the total angle of the cone, the target is inside the cone
return angleToTarget >= 0 && angleToTarget <= (coneAngle * Math.PI);
}
public override bool Equals(object obj)
{
var vector = obj as Vector3;
return vector != null &&
X == vector.X &&
Y == vector.Y &&
Z == vector.Z;
}
public override int GetHashCode()
{
var hashCode = -307843816;
hashCode = hashCode * -1521134295 + X.GetHashCode();
hashCode = hashCode * -1521134295 + Y.GetHashCode();
hashCode = hashCode * -1521134295 + Z.GetHashCode();
return hashCode;
}
}
}

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@ECHO OFF
REM SETLOCAL
SET CWD = %~dp0
REM Echo Launch dir: "%~dp0"
REM Echo Current dir: "%CD%"
REM =============
REM COPY LOBBY CONFIG
REM =============
REM Required files: lobby_config.ini
SET /a foundlfolders = 0
if exist "%~dp0\..\Lobby Server\bin\Debug" (
SET /a foundlfolders = %foundlfolders% + 1
echo Found Lobby Debug build folder.
echo Copying lobby_config.ini if needed...
xcopy lobby_config.ini "%~dp0\..\Lobby Server\bin\Debug\" /d /y /q
)
if exist "%~dp0\..\Lobby Server\bin\Release" (
SET /a foundlfolders = %foundlfolders% + 1
echo Found Lobby Release build folder.
echo Copying lobby_config.ini if needed...
xcopy lobby_config.ini "%~dp0\..\Lobby Server\bin\Release\" /d /y /q
)
if %foundlfolders% LSS 1 (
echo Could not find debug or release folder for the Lobby server. Please compile the project first!
)
REM =============
REM COPY WORLD CONFIG
REM =============
REM Required files: world_config.ini
SET /a foundwfolders = 0
if exist "%~dp0\..\World Server\bin\Debug" (
SET /a foundwfolders = %foundwfolders% + 1
echo Found World Debug build folder.
echo Copying world_config.ini if needed...
xcopy world_config.ini "%~dp0\..\World Server\bin\Debug\" /d /y /q
)
if exist "%~dp0\..\World Server\bin\Release" (
SET /a foundwfolders = %foundwfolders% + 1
echo Found World Release build folder.
echo Copying world_config.ini if needed...
xcopy world_config.ini "%~dp0\..\World Server\bin\Release\" /d /y /q
)
if %foundwfolders% LSS 1 (
echo Could not find debug or release folder for the World server. Please compile the project first!
)
REM =============
REM COPY MAP CONFIG
REM =============
REM Required files: map_config.ini staticactors.bin scripts/
SET /a foundmfolders = 0
if exist "%~dp0\..\Map Server\bin\Debug" (
SET /a foundmfolders = %foundmfolders% + 1
echo Found Map Debug build folder.
echo Copying map_config.ini if needed...
xcopy map_config.ini "%~dp0\..\Map Server\bin\Debug\" /d /y /q
if exist staticactors.bin (
echo Copying staticactors.bin if needed...
xcopy staticactors.bin "%~dp0\..\Map Server\bin\Debug\" /d /y /q
) else (
echo Cannot copy the staticactors.bin file because it doesn't exist in data\
)
echo Copying scripts folder if needed...
xcopy scripts "%~dp0\..\Map Server\bin\Debug\scripts\" /e /d /y /s /q
)
if exist "%~dp0\..\Map Server\bin\Release" (
SET /a foundmfolders = %foundmfolders% + 1
echo Found Map Release build folder.
echo Copying map_config.ini if needed...
xcopy map_config.ini "%~dp0\..\Map Server\bin\Release\" /d /y /q
if exist staticactors.bin (
echo Copying staticactors.bin if needed...
xcopy staticactors.bin "%~dp0\..\Map Server\bin\Release\" /d /y /q
) else (
echo Cannot copy the staticactors.bin file because it doesn't exist in data\
)
echo Copying scripts folder if needed...
xcopy scripts "%~dp0\..\Map Server\bin\Release\scripts\" /e /d /y /s /q
)
if %foundmfolders% LSS 1 (
echo Could not find debug or release folder for the Map server. Please compile the project first!
)
Pause

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-- todo: add enums for status effects in global.lua
require("global")
require("battleutils")
--[[
statId - see BattleTemp.cs
modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
multiplier -
]]
function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
potency = potency or 1.0;
healAmount = baseAmount;
-- todo: shit based on mnd
local mind = caster.GetMod(Modifier.Mind);
end;
function HandleAttackSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
-- todo: actually handle this
damage = baseAmount or math.random(1,10) * 10;
return damage;
end;
function HandleStoneskin(caster, target, skill, action, statId, modifierId, damage)
--[[
if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then
-- todo: damage reduction
return true;
end;
]]
return false;
end;
--For abilities that inflict statuses, like aegis boon or taunt
function onStatusAbilityFinish(caster, target, skill, action)
--action.CalcHitType(caster, target, skill);
action.DoAction(caster, target, skill);
action.TryStatus(caster, target, skill, false);
return action.amount;
end;
function onAttackAbilityFinish(caster, target, skill, action)
local damage = math.random(50, 150);
action.amount = damage;
action.DoAction(caster, target, skill);
return action.amount;
end;
function onHealAbilityFinish(caster, target, skill, action)
local amount = math.random(150, 250);
action.amount = amount;
action.DoAction(caster, target, skill);
action.TryStatus(caster, target, skill, true);
return action.amount;
end;

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require ("global")
require ("magic")
require ("weaponskill")
allyGlobal =
{
}
function allyGlobal.onSpawn(ally, target)
end
function allyGlobal.onEngage(ally, target)
end
function allyGlobal.onAttack(ally, target, damage)
end
function allyGlobal.onDamageTaken(ally, attacker, damage)
end
function allyGlobal.onCombatTick(ally, target, tick, contentGroupCharas)
allyGlobal.HelpPlayers(ally, contentGroupCharas)
end
function allyGlobal.onDeath(ally, player, lastAttacker)
end
function allyGlobal.onDespawn(ally)
end
function allyGlobal.HelpPlayers(ally, contentGroupCharas, pickRandomTarget)
print("helpPlayers");
if contentGroupCharas and not ally.IsEngaged() then
print("contentGroup exists");
for chara in contentGroupCharas do
print("looping");
if chara then
-- probably a player, or another ally
-- todo: queue support actions, heal, try pull hate off player etc
if chara.IsPlayer() then
print("chara is a player");
-- do stuff
if not ally.IsEngaged() then
if chara.IsEngaged() then
allyGlobal.EngageTarget(ally, chara.target, nil);
break;
end
end
elseif chara.IsMonster() and chara.IsEngaged() then
if not ally.IsEngaged() then
print("Engaging monster that is engaged");
allyGlobal.EngageTarget(ally, chara, nil);
break;
end
end
end
end
end
end
function allyGlobal.tryAggro(ally, contentGroupCharas)
local count = 0;
if contentGroupCharas and not ally.IsEngaged() then
for i = 0, #contentGroupCharas - 1 do
if contentGroupCharas[i] and ally then
if contentGroupCharas[i].IsPlayer() then
-- probably a player, or another ally
-- todo: queue support actions, heal, try pull hate off player etc
if contentGroupCharas[i].target then
if ally.aiContainer:GetTargetFind():CanTarget(contentGroupCharas[i].target) and contentGroupCharas[i].target.IsMonster() and contentGroupCharas[i].target.hateContainer:HasHateForTarget(contentGroupCharas[i]) then
-- do stuff
allyGlobal.EngageTarget(ally, contentGroupCharas[i].target, nil);
break;
end
end
elseif contentGroupCharas[i].IsMonster() and contentGroupCharas[i].IsEngaged() then
if not ally.IsEngaged() then
print("Engaging monster that is engaged");
allyGlobal.EngageTarget(ally, contentGroupCharas[i], nil);
break;
end
end
end
end
end
end
function allyGlobal.HealPlayer(ally, player)
end
function allyGlobal.SupportAction(ally, player)
end
function allyGlobal.EngageTarget(ally, target, contentGroupCharas)
if contentGroupCharas then
for chara in contentGroupCharas do
if chara.IsMonster() then
if chara.allegiance ~= ally.allegiance then
ally.Engage(chara)
break;
end
end
end
elseif target then
print("Engaging");
ally.Engage(target)
ally.hateContainer.AddBaseHate(target);
end
end

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--[[
MarketEntrance Script
Functions:
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 ActorClass Id = 1090238
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 ActorClass Id = 1090264
bgObj Id - [0xCFA] 3322
Layout Id - [0x141] 321 (0x29b00001)
Condition - in
reactName - dtwi
Ul'dah - !warp 175 -235 189 50.5 ActorClass Id = 1500394
bgObj Id - [0x102F] 4143
Layout Id - [0x1A5] 421 (0x615a0001)
Condition - in
reactName - dtwi
--]]
require ("global")
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)
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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--[[
RetainerFurniture Script
Functions:
eventPushStepOpenRetainerMenu() - Opens menu to choose retainer
eventRingBell() - Plays the bell ring animation
eventPushRetainerCallCaution() - Shows warning that a open bazaar will be closed if retainer chosen
eventTalkRetainerMenu(hasPossessions, showDispatchChoice) - Opens retainer menu.
eventTalkRetainerDismissal(hasPossessions) - Show dismiss confirmation.
eventTalkRetainerMannequin(0:Enable/1:Disable) - Shows dialog to enable/disable modeling.
eventTalkRetainerItemTrade(operationCode) - Operate RetainerTradeWidget. Codes: 1 - Open, 2 - Select Mode, 3 - Close.
eventTalkRetainerItemList(operationCode) - Operate Bazaar Widget. Codes: 1 - Open, 2 - Select Mode, 3 - Close.
eventReturnResult(resultCode, ?) - Redraws the RetainerTrade UI.
eventTalkSelectBazaarStreet(limitsWardChoices) - Shows the dialog to send a retainer to a street. Set to 20.
eventTalkFinish() - Finishs the talk with retainer
eventPlayerTurn(rotation) - Turns the player
--]]
require ("global")
require ("retainer")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
retainerNumber = callClientFunction(player, "eventPushStepOpenRetainerMenu");
if (retainerNumber == nil or retainerNumber == 0) then
player:EndEvent();
return;
end
callClientFunction(player, "eventRingBell");
retainer = player:SpawnMyRetainer(npc, retainerNumber);
while (true) do
choice = callClientFunction(player, "eventTalkRetainerMenu", false, true);
if (choice == 1) then
doItemTrade(player, retainer);
elseif (choice == 2) then
doBazaar(player, retainer);
elseif (choice == 7) then
callClientFunction(player, "eventTalkRetainerMannequin", 0);
elseif (choice == 8) then
callClientFunction(player, "eventTalkSelectBazaarStreet", 20);
else
break;
end
end
player:DespawnMyRetainer();
player:EndEvent();
end

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--[[
PopulaceBlackMarketeer Script
Functions:
eventTalkWelcome(player) - Start Text
eventSellItemAsk(player, itemName, tradePrice) - Requires GC Affiliation. Trade menu for Commemorative Coin
eventAskMainMenu(player, index) - Shows menu prompt to purchase with gil or with GC seals
eventTalkBye(player) - Says bye text
eventTalkStepBreak() - Ends talk, NPC turns to face original position
eventSealShopMenuOpen() - Opens menu for purchasing with grand company seals
eventSealShopMenuAsk() - Returns two values, one that seems to always be true, and an index of purchased item
eventSealShopMenuClose() - Closes seal menu
eventGilShopMenuOpen() - Opens menu for purchasing with gil
eventGilShopMenuAsk() - Returns two values, one that seems to always be true, and an index of purchased item
eventGilShopMenuClose() - Closes gil menu
Class applies to only three NPCs
Actorclass Id - 1500293 : Momoroon, Limsa Lominsa
Actorclass Id - 1500294 : Gagaroon, Gridania
Actorclass Id - 1500295 : Lalaroon, Ul'dah
--]]
require ("global")
require ("shop")
shopInfo = { -- [ index ] = { itemId, gilPrice, sealPrice, city, itemCategory }
[1001] = {3020202, 100, 10000, 1, 1},
[1002] = {3020509, 400, 40000, 1, 1},
[1003] = {3020510, 400, 40000, 1, 1},
[1004] = {3020504, 1000, 100000, 1, 1},
[1005] = {3020505, 1000, 100000, 1, 1},
[1101] = {9040018, 1500, 150000, 1, 2},
[1102] = {9010025, 2000, 200000, 1, 2},
[1301] = {2001014, 4000, 400000, 1, 4},
[2001] = {3020203, 100, 10000, 2, 1},
[2002] = {3020509, 400, 40000, 2, 1},
[2003] = {3020510, 400, 40000, 2, 1},
[2004] = {3020504, 1000, 100000, 2, 1},
[2005] = {3020505, 1000, 100000, 2, 1},
[2101] = {9040018, 1500, 150000, 2, 2},
[2102] = {9010025, 2000, 200000, 2, 2},
[2301] = {2001015, 4000, 400000, 2, 4},
[3001] = {3020204, 100, 10000, 3, 1},
[3002] = {3020509, 400, 40000, 3, 1},
[3003] = {3020510, 400, 40000, 3, 1},
[3004] = {3020504, 1000, 100000, 3, 1},
[3005] = {3020505, 1000, 100000, 3, 1},
[3101] = {9040018, 1500, 150000, 3, 2},
[3102] = {9010025, 2000, 200000, 3, 2},
[3301] = {2001016, 4000, 400000, 3, 4},
}
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
commemorativeCoin = 10011251;
commemorativeCoinValue = 25000;
gilCurrency = 1000001;
playerGC = player.gcCurrent
playerGCSeal = 1000200 + playerGC;
callClientFunction(player, "eventTalkWelcome", player);
if player:GetItemPackage(INVENTORY_NORMAL):HasItem(commemorativeCoin) and playerGC > 0 then
-- Checks for player having a commemorative coin, show window trade option if so.
coinChoice = callClientFunction(player, "eventSellItemAsk", player, commemorativeCoin, commemorativeCoinValue);
if coinChoice == 1 then
currencyType = callClientFunction(player, "eventAskMainMenu", player);
elseif coinChoice == 2 then
-- You trade <itemQuantity1> <itemName1> <itemQuality1> for <itemQuantity2> <itemName2> <itemQuality2>.
player:SendGameMessage(player, GetWorldMaster(), 25071, MESSAGE_TYPE_SYSTEM, commemorativeCoin, 1, playerGCSeal, 1, 1, commemorativeCoinValue);
player:GetItemPackage(INVENTORY_NORMAL):RemoveItem(commemorativeCoin, 1);
player:GetItemPackage(INVENTORY_CURRENCY):addItem(playerGCSeal, 25000, 1)
-- TODO: Add handling for checking GC seals limit and not going over it
end
else
-- If no grand company alignment, go straight to the shop that uses gil, otherwise show gc seal option.
if playerGC == 0 then
processGilShop(player);
else
currencyType = callClientFunction(player, "eventAskMainMenu", player);
if currencyType == 1 then
processGilShop(player);
elseif currencyType == 2 then
processSealShop(player);
end
end
end
callClientFunction(player, "eventTalkBye", player);
callClientFunction(player, "eventTalkStepBreak", player);
player:EndEvent();
end
function processGilShop(player)
callClientFunction(player, "eventGilShopMenuOpen", player);
while (true) do
unk1, buyResult = callClientFunction(player, "eventGilShopMenuAsk", player);
printf(unk1);
if (buyResult == 0 or buyResult == -1) then
callClientFunction(player, "eventGilShopMenuClose", player);
break;
else
if shopInfo[buyResult] == nil then
-- Prevent server crash from someone trying to buy a non-existent item via packet injection.
break;
else
-- TODO: Add handling to check you're on the right NPC to prevent packet injecting a purchase from anything in the list
if shopInfo[buyResult][5] == 4 then
location = INVENTORY_KEYITEMS;
else
location = INVENTORY_NORMAL;
end
purchaseItem(player, location, shopInfo[buyResult][1], 1, 1, shopInfo[buyResult][3], gilCurrency);
end
end
end
end
function processSealShop(player)
callClientFunction(player, "eventSealShopMenuOpen", player);
while (true) do
unk1, buyResult = callClientFunction(player, "eventSealShopMenuAsk", player);
if (buyResult == 0 or buyResult == -1) then
callClientFunction(player, "eventSealShopMenuClose", player);
break;
else
if shopInfo[buyResult] == nil then
-- Prevent server crash from someone trying to buy a non-existent item via packet injection.
break;
else
-- TODO: Add handling to check you're on the right NPC to prevent packet injecting a purchase from anything in the list
if shopInfo[buyResult][5] == 4 then
location = INVENTORY_KEYITEMS;
else
location = INVENTORY_NORMAL;
end
purchaseItem(player, location, shopInfo[buyResult][1], 1, 1, shopInfo[buyResult][2], playerGCSeal);
end
end
end
end

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--[[
PopulaceBranchVendor Script
Functions:
eventTalkWelcome(player) - Starts talk turn and
eventSearchItemAsk(nil, stopSearchingItemId) -
eventTalkStepBreak() - Finishes the talk turn.
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
callClientFunction(player, "eventTalkWelcome", player);
callClientFunction(player, "eventSearchItemAsk", nil, 0);
callClientFunction(player, "eventTalkStepBreak", player);
player:EndEvent();
end

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--[[
PopulaceCaravanAdviser Script
Functions:
adviserDeffault() - Not a typo. NPC dialog talking about a chocobo. Resets their sight on you, perhaps used on closing dialog?
adviserAsk() - Brings up a menu for caravan info, or purchasing gysahl greens
adviserAdvise() - NPC dialog discussing feeding chocobos
adviserSales(price) - Gysahl purchase dialog and prompt
adviserBuy() - Dialog to play after purchasing gysahl greens
adviserBuyNG() - NPC plays /shrug animation.
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local gysahlPrice = 20;
local choice = callClientFunction(player, "adviserAsk");
if choice == 1 then
callClientFunction(player, "adviserAdvise");
elseif choice == 2 then
local purchaseChoice = callClientFunction(player, "adviserSales", gysahlPrice);
if purchaseChoice == 1 then
callClientFunction(player, "adviserBuy");
elseif purchaseChoice == 2 then
callClientFunction(player, "adviserBuyNG");
end
elseif choice == 3 then
callClientFunction(player, "adviserDeffault")
end
player:EndEvent();
end

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@@ -1,68 +0,0 @@
--[[
PopulaceCaravanGuide Script
This script handles the caravan guide class, which is for the actor who escorts the chocobos behind them during Caravan Security events.
Functions:
caravanGuardCancel() - Menu prompt to abandon the caravan
caravanGuardReward(cargo, nil, areaName, playerGC, killCount, areaName2)
- Reward dialog for completing the caravan
- cargo = 0 (none) through 9 (all) for varying degrees of success dialog
- If playerGC doesn't match the GC of the areaName region, NPC mentions you don't need their seals.
- killCount shows an extra dialog if 40-49 enemies were slain, and a different one at 50+
caravanGuardNotReward() - Dialog stating you didn't contribute to the event at all
caravanGuardFailReward(areaName, areaName2) - Failure dialog, NPC offers free gysahl green, then offers free teleport back to aetheryte
caravanGuardThanks(name1, name2, name3) - Dialog for joining the caravan. NPC names the three chocobos. Name IDs from xtx_displayName
caravanGuardOffer(areaName, areaName2, playerGC) - Dialog for who to talk to for joining the caravan.
caravanGuardAmple(areaName, areaName2) - Dialog for NPC taking a break?
caravanGuardSuccess() - Dialog when you reached destination?
caravanGuardFailure(areaName, areaName2) - Failure dialog for mentioned area.
caravanGuardIgnore() - Resets NPC state for player? Or used for players not flagged for the event.
caravanGuardBonusReward(nil, isBonus?) - NPC says variation on a piece of dialog from the boolean passed
caravanGuardNotBonusReward() - Inventory full flavour dialog
Notes:
Functions employing areaName/areaName2 add their value together in the client's script to get the area name. Said area values are...
1 = Wineport, 2 = Quarrymill, 3 = Silver Bazaar, 4 = Aleport, 5 = Hyrstmill, 6 = Golden Bazaar
areaName will always be 1-3 for caravanGuardReward to function as expected for GC-related dialog
areaName2 will always be either 0 or 3. 0 for the lower level caravan area name, 3 for the higher level.
populaceCaravanGuide sheet:
ID Dialog Comment
6 It is time. Come, let us ride. - Caravan begins.
12 We've arrived at last! Come and speak to me when you're ready to claim your reward. - Caravan completed.
23 We're under attack! The chocobos! Protect the chocobos! - Caravan aggros monsters
27 Gods, have we already come this far? At this pace, we stand to make good time. - Says between 50% & 90% of the way to desgination? Can be said more than once per run
28 Well fought, friend. I thank the gods you're with us. Come, onward! - Cleared monsters that caravan aggro'd
TO-DO:
Document actors involved. Should be six of them.
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local areaName = 1;
local areaName2 = 3;
local playerGC = 1;
local cargo = 9;
local killCount = 50;
callClientFunction(player, "caravanGuardOffer", areaName, areaName2, playerGC);
--callClientFunction(player, "caravanGuardReward", cargo, nil, areaName, playerGC, killCount, areaName2);
--player:SendGameMessageDisplayIDSender(npc, 6, MESSAGE_TYPE_SAY, npc.displayNameId);
player:EndEvent();
end

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@@ -1,49 +0,0 @@
--[[
PopulaceCaravanManager Script
Functions:
caravanGuardEntry(areaGC, hasRoomForGCSeals, areaName, difficulty, playerGC, playerCountRequired, levelRequired)
- Dialog for signing up for caravan. areaGC(1-3) & areaName(0 or 3) added together to get location name.
- If difficulty => 40 on areaGC 1-3 & areaName 0, NPC mentions it's be a tougher trip
caravanGuardQuestion(areaName1, areaName2, escortMax, isSameGC?, playerGC?) - Ask about the caravan escort
caravanGuardJoinOK(areaName1, areaName2, playerGC) - Dialog for successfully joining the caravan
caravanGuardJoinNG(nil, maxEscorts, playerGC) - Dialog dictating how many escorts total filled the run.
caravanGuardAmple(nil, playerGC, playerGC) - Dialog for caravan escort being full.
caravanGuardOther(npcGC) - Dialog where NPC mentions you're not part of the given Grand Company parameter
caravanGuardSigh() - NPC does a shrug animation
caravanGuardHuh() - NPC does /huh
caravanGuardCancel(nil, playerGC) - Dialog for canceling caravan escort.
Notes:
Some NPC dialog address you differently if your GC rank is Chief Sergeant (id 27) or higher, but only in non-English languages.
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local GC = 3;
local playerGC = 1;
local areaName = 0;
local level = 25;
local playerCount = 8;
local difficulty = 41;
local hasRoomForGCSeals = false;
local isSameGC = true;
local escortMax = 8;
areaName1 = 1;
areaName2 = 3;
-- callClientFunction(player, "caravanGuardCancel", nil, 3);
callClientFunction(player, "caravanGuardEntry", GC, hasRoomForGCSeals, areaName, difficulty, playerGC, playerCount, level);
player:EndEvent();
end

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@@ -1,119 +0,0 @@
--[[
PopulaceChocoboLender Script
Functions:
eventTalkWelcome(player) - Start Text
eventAskMainMenu(player, curLevel, hasFundsForRent, isPresentChocoboIssuance, isSummonMyChocobo, isChangeBarding, currentChocoboWare) - Shows the main menu
eventTalkMyChocobo(player) - Starts the cutscene for getting a chocobo
eventSetChocoboName(true) - Opens the set name dialog
eventAfterChocoboName(player) - Called if player done naming chocobo, shows cutscene, returns state and waits to teleport outside city.
eventCancelChocoboName(player) - Called if player cancels naming chocobo, returns state.
eventTalkStepBreak(player) - Finishes talkTurn and says a goodbye
Notes:
* Rent price and time seems to be hardcoded into the client. Price is always 800gil and time is 10m.
* The func eventSetChocoboName *requires* the actor with id `1080101` to be present in the client instance or it will crash (thanks Jorge for finding that).
* Special spawn codes must be sent for getting your chocobo or renting for it to work properly.
--]]
require ("global")
local rentalPrice = 800;
local rentalTime = 10;
local gcIssuances = {
[1500006] = 2001004,
[1500061] = 2001005,
[1000840] = 2001006
};
local startAppearances = {
[1500006] = CHOCOBO_LIMSA1,
[1500061] = CHOCOBO_GRIDANIA1,
[1000840] = CHOCOBO_ULDAH1
};
local cityExits = {
[1500006] = {133, -6.032, 46.356, 132.572, 3.034},
[1500061] = {150, 333.271, 5.889, -943.275, 0.794},
[1000840] = {170, -26.088, 181.846, -79.438, 2.579}
};
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local curLevel = 20; -- TODO: pull from character
local hasIssuance = player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(gcIssuances[npc:GetActorClassId()]);
local hasChocobo = player.hasChocobo;
if (hasChocobo == false) then -- Let GMs auto have the issuance for debugging
hasIssuance = true;
end
local hasFunds = (player:GetCurrentGil() >= rentalPrice);
callClientFunction(player, "eventTalkWelcome", player);
local menuChoice = callClientFunction(player, "eventAskMainMenu", player, curLevel, hasFunds, hasIssuance, hasChocobo, hasChocobo, 0);
if (menuChoice == 1) then -- Issuance option
callClientFunction(player, "eventTalkMyChocobo", player);
local nameResponse = callClientFunction(player, "eventSetChocoboName", true);
if (nameResponse == "") then -- Cancel Chocobo naming
callClientFunction(player, "eventCancelChocoboName", player);
callClientFunction(player, "eventTalkStepBreak", player);
player:EndEvent();
return;
else
local appearance = startAppearances[npc:GetActorClassId()];
player:IssueChocobo(appearance, nameResponse);
callClientFunction(player, "eventAfterChocoboName", player);
--Add Chocobo License and remove issuance
if (player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(2001007) == false) then
player:GetItemPackage(INVENTORY_KEYITEMS):AddItem(2001007);
end
player:GetItemPackage(INVENTORY_KEYITEMS):RemoveItem(gcIssuances[npc:GetActorClassId()], 1);
--Warp with the special chocobo warp mode.
mountChocobo(player);
GetWorldManager():DoZoneChange(player, cityExits[npc:GetActorClassId()][1], nil, 0, SPAWN_CHOCOBO_GET, cityExits[npc:GetActorClassId()][2], cityExits[npc:GetActorClassId()][3], cityExits[npc:GetActorClassId()][4], cityExits[npc:GetActorClassId()][5]);
end
elseif(menuChoice == 2) then -- Summon Bird
mountChocobo(player);
GetWorldManager():DoZoneChange(player, cityExits[npc:GetActorClassId()][1], nil, 0, SPAWN_NO_ANIM, cityExits[npc:GetActorClassId()][2], cityExits[npc:GetActorClassId()][3], cityExits[npc:GetActorClassId()][4], cityExits[npc:GetActorClassId()][5]);
elseif(menuChoice == 3) then -- Change Barding
callClientFunction(player, "eventTalkStepBreak", player);
elseif(menuChoice == 5) then -- Rent Bird
mountChocobo(player, true, 1);
GetWorldManager():DoZoneChange(player, cityExits[npc:GetActorClassId()][1], nil, 0, SPAWN_CHOCOBO_RENTAL, cityExits[npc:GetActorClassId()][2], cityExits[npc:GetActorClassId()][3], cityExits[npc:GetActorClassId()][4], cityExits[npc:GetActorClassId()][5]);
else
callClientFunction(player, "eventTalkStepBreak", player);
end
player:EndEvent();
end
function mountChocobo(player, isRental, rentalMinutes)
if (isRental) then
player:ChangeMusic(64);
player:StartChocoboRental(rentalMinutes);
else
player:ChangeMusic(83);
end
player:SendMountAppearance();
player:SetMountState(1);
player:ChangeSpeed(0.0, 5.0, 10.0, 10.0);
player:ChangeState(15);
end

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@@ -1,43 +0,0 @@
--[[
PopulaceCompanyBuffer Script
Functions:
eventTalkWelcome(player, boolean) - Welcome dialog. Boolean seems to be related to rank?
eventTalkBufEffect() - Dialog for applying Sanction
eventTalkBufEffectAfter(player) - Dialog after applying Sanction
eventTalkStepBreak() - Returns to NPC's neutral state
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
local gcRep = {
[1500388] = 1, -- Maelstrom Representative
[1500389] = 2, -- Adder Representative
[1500390] = 3, -- Flame Representative
}
function onEventStarted(player, npc, triggerName)
local playerGC = player.gcCurrent;
local playerGCRanks = {player.gcRankLimsa, player.gcRankGridania, player.gcRankUldah};
local choice = callClientFunction(player, "eventTalkWelcome", player, true);
if (choice == 1 and playerGCRanks[playerGC] > 10 and playerGCRanks[playerGC] < 112) then
callClientFunction(player, "eventTalkBufEffect");
callClientFunction(player, "eventTalkBufEffectAfter", player);
-- TODO: Add Sanction buff
else
player:SendMessage(0x20, "", "Quit hex editing your memory.");
end
callClientFunction(player, "eventTalkStepBreak");
player:endEvent();
end

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@@ -1,66 +0,0 @@
--[[
PopulaceCompanyGLPublisher Script
xtx_gcRank for GC Rank values
Functions:
talkOutsider() - Dialog for no affiliated with GC. Seems to always read Maelstrom?
talkOfferWelcome(unk1) - Errors
askCompanyLeve() - Errors
askLeveDetail(unk1, unk2, unk3, unk4, unk5, unk6, unk7, unk8) - Errors
eventGLDifficulty() - Difficulty window, returns player choice
eventGLStart(leveName, difficulty, unk1) - leveName from xtx_guildleve
talkAfterOffer()
talkOfferLimit()
finishTalkTurn() - Resets NPC target/facing
eventGLPlay(leveName, guardianFavor, favorCost, difficulty) - Menu for active levequest
eventGLShinpu(guardianFavor, favorCost) - Menu to accept favor buff. evenGLPlay() calls it
eventGLThanks() - Errors
eventGLReward( -- Leve reward screen
guildleveId,
clearTime,
missionBonus,
difficultyBonus,
factionNumber,
factionBonus,
factionCredit,
glRewardItem,
glRewardNumber,
glRewardSubItem,
glRewardSubNumber,
difficulty
)
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
gcOfficer = {
[1500222] = 1, -- Storm Sergeant Hammil
[1500223] = 1, -- Storm Sergeant Sternn
[1500224] = 2, -- Serpent Sergeant Cordwyk
[1500225] = 2, -- Serpent Sergeant Lodall
[1500226] = 3, -- Flame Sergeant Byrne
[1500227] = 3, -- Flame Sergeant Dalvag
}
function onEventStarted(player, npc, triggerName)
callClientFunction(player, "talkOutsider");
callClientFunction(player, "finishTalkTurn");
player:endEvent();
end

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@@ -1,45 +0,0 @@
--[[
PopulaceCompanyGuide Script
Functions:
eventTalkWelcome() - Dialog for new recruits
eventTalkProvisional() - Message for when rank isn't high enough?
eventTalkExclusive() - Message for wrong GC.
eventTalkComMember(nil, npc, isFoundationDay) - Information menus for various GC related activities
eventTalkStepBreak() - Returns to NPC's neutral state
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
local gcRep = {
[1001737] = 1, -- Maelstrom Representative
[1001738] = 2, -- Adder Representative
[1001739] = 3, -- Flame Representative
}
function onEventStarted(player, npc, triggerName)
local playerGC = player.gcCurrent;
local playerGCRanks = {player.gcRankLimsa, player.gcRankGridania, player.gcRankUldah};
local npcGC = gcRep[npc:GetActorClassId()];
if (playerGC ~= npcGC and playerGCRanks[playerGC] == 127) then
callClientFunction(player, "eventTalkWelcome");
elseif (playerGC == npcGC and playerGCRanks[playerGC] == 127) then
callClientFunction(player, "eventTalkProvisional");
elseif (playerGC ~= npcGC and playerGCRanks[playerGC] ~= 127) then
callClientFunction(player, "eventTalkExclusive");
elseif (playerGC == npcGC and playerGCRanks[playerGC] > 10 and playerGCRanks[playerGC] < 112) then
callClientFunction(player, "eventTalkComMember", nil, npc, true);
end
callClientFunction(player, "eventTalkStepBreak");
player:endEvent();
end

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@@ -1,77 +0,0 @@
--[[
PopulaceCompanyOfficer Script
xtx_gcRank for GC Rank values
Functions:
eventTalkWelcome() - Welcome dialog
eventTalkWelcomeQuest() - Same as Welcome dialog?
eventTalkPreJoin() - Dialog for starting GC rank?
eventTalkExclusive() - Dialog to play when you're not of that GC?
eventTalkJoinedOnly() - Reads like chat-end dialog for your GC.
eventTalkJoined(gcRank, gcRank, isCanAfford, isShowPromotion) - Menu to ask about/for promotion
eventDoRankUp(gcRank, gcRank) - Plays rank-up animation and opens GC window.
eventRankUpDone(???, ???) - Has your character do the GC salute? Values seem to do nothing?
eventRankCategoryUpBefore(gcRank) - 11/21/31 - Mentions which GC quest you need to clear to continue promotion
eventRankCategoryUpAfter() - Follow-up dialog after ranking up
eventTalkQuestUncomplete() - Quest prerequisite dialog for ranking up to Second Lieutenant (1.23b rank cap)
eventTalkFestival() - Foundation Day 2011 event dialog. Server needs to reward 1000 GC seals after.
eventTalkFestival2() - Foundation Day 2011 event dialog. Seems to reward more seals, unsure how many.
eventTalkFestival2012(value) - Foundation Day 2012 event dialog. Rewards amount of seals dictated by value, retail used 5000.
eventTalkStepBreak() - Resets NPC target/facing
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
gcOfficer = {
[1500199] = 1, -- Limsa Officer
[1500200] = 2, -- Grid Officer
[1500198] = 3, -- Flame Officer
}
function onEventStarted(player, npc, triggerName)
playerGC = player.gcCurrent;
playerGCSeal = 1000200 + playerGC;
playerCurrentRank = 13;
playerRankUpCost = 1500;
playerNextRank = 15;
currentRankCap = 31; -- Second Lieutenant
npcId = npc:GetActorClassId();
if playerGC == gcOfficer[npcId] then
callClientFunction(player, "eventTalkWelcome");
if playerCurrentRank < currentRankCap then
if player:GetItemPackage(INVENTORY_CURRENCY):HasItem(playerGCSeal, playerRankUpCost) then
-- Show Promotion window, allow paying
local choice = callClientFunction(player, "eventTalkJoined", playerCurrentRank, playerNextRank, true, true);
-- If promotion accepted
if choice == 1 then
callClientFunction(player, "eventDoRankUp", playerNextRank, playerNextRank);
-- TODO: Table GC info or get it in source/sql. Handle actual upgrade of GC rank/seal cap/cost/etc.
end
else
-- Show Promotion window, show dialog you can't afford promotion
callClientFunction(player, "eventTalkJoined", playerCurrentRank, playerNextRank, false, true);
end
else
callClientFunction(player, "eventTalkJoined", playerCurrentRank, playerNextRank);
end
callClientFunction(player, "eventTalkJoinedOnly");
else
callClientFunction(player, "eventTalkExclusive");
end
callClientFunction(player, "eventTalkStepBreak");
player:endEvent();
end

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@@ -1,510 +0,0 @@
--[[
PopulaceCompanyShop Script
Functions:
eventTalkStepCantUse() -- When player tries to buy from another GC's shop
eventTalkPreJoin() -- Dialog for the shop
eventTalkPreJoinQuest() -- Tutorial dialog for the shop?
eventTalkJoined(???) -- Dialog for the shop, they salute. Orphaned parameter?
eventTalkFestival() -- Festival Day Event Dialog
eventTalkFestival2() -- Festival Day Event Follow-up Dialog
eventTalkMainMenu(???, ???) -- Shop menu for picking GC items
eventShopMenuOpen() -- Sets up shop menu. Calls getSpecialEventWork, value 8 shows GC firework & 11 a Patriot's Choker
eventShopMenuAsk() -- Opens up the shop menu.
eventShopMenuClose()
eventGuideChocoboWhistle(???) -- Tutorial dialog after purchasing Chocobo issuance slip. Orphaned parameter?
eventGuideTownTransport(index) -- Tutorial dialog after purchasing an aetherpass. Index is item ID.
eventAskChocoboCustomize(index, price) -- Chocobo Barding purchase dialog. Index is item ID.
eventChocoboCustomize() -- Follow-up dialog if you purchase Chocobo Barding.
getGrandCompanyNumber() -- Returns GC value of the NPC
getShopItemStartIndex(index) -- Gets starting index value based on GC shop
getShopItemEndIndex(index) -- Gets ending index value based on GC shop
getShopSellingItemMax(???) --
getShopSellingItemDetail(player, ???, ???)
eventTalkStepBreak() -- Returns NPC to their starting direction
--]]
require ("global")
require ("shop")
function init(npc)
return false, false, 0, 0;
end
gcOfficer = {
[1500202] = 1, -- Limsa Shop
[1500203] = 2, -- Grid Shop
[1500201] = 3, -- Flame Shop
}
shopInfo = { -- [index] = { itemID, itemQuality, itemQuantity, itemCost, gcRank, city, special, itemCategory }
[100001] = {3010403, 1, 10, 20, 0, 1, 0, 1},
[100002] = {3010402, 1, 10, 30, 0, 1, 0, 1},
[100003] = {3020202, 1, 1, 50, 0, 1, 0, 1},
[100004] = {3020406, 1, 20, 10, 0, 1, 0, 1},
[100005] = {3020403, 1, 10, 15, 0, 1, 0, 1},
[100006] = {3020402, 1, 5, 60, 0, 1, 0, 1},
[100007] = {3020404, 1, 5, 100, 0, 1, 0, 1},
[100008] = {3020528, 1, 5, 50, 0, 1, 0, 1},
[100009] = {3020516, 1, 5, 50, 0, 1, 0, 1},
[100010] = {3020411, 1, 1, 15, 0, 1, 0, 1},
[100011] = {3020412, 1, 1, 200, 0, 1, 0, 1},
[100012] = {3020509, 1, 1, 200, 0, 1, 0, 1},
[100013] = {3020510, 1, 1, 200, 0, 1, 0, 1},
[100014] = {10013001, 1, 20, 5, 0, 1, 0, 1},
[100015] = {10013002, 1, 20, 25, 0, 1, 0, 1},
[100016] = {10013003, 1, 20, 45, 0, 1, 0, 1},
[100017] = {10013004, 1, 20, 100, 0, 1, 0, 1},
[100018] = {10013005, 1, 20, 150, 0, 1, 0, 1},
[100019] = {3910402, 1, 99, 85, 0, 1, 0, 1},
[100020] = {3910103, 1, 99, 120, 0, 1, 0, 1},
[100021] = {3910203, 1, 99, 120, 0, 1, 0, 1},
[100022] = {3910305, 1, 99, 85, 0, 1, 0, 1},
[100023] = {3920004, 1, 999, 50, 0, 1, 0, 1},
[100024] = {3920006, 1, 999, 70, 0, 1, 0, 1},
[100025] = {3920003, 1, 999, 115, 0, 1, 0, 1},
[100026] = {3910005, 1, 99, 75, 0, 1, 0, 1},
[100027] = {3910006, 1, 99, 90, 0, 1, 0, 1},
[100028] = {3940011, 1, 20, 20, 0, 1, 0, 1},
[100029] = {3940010, 1, 20, 30, 0, 1, 0, 1},
[100030] = {3020504, 1, 1, 400, 15, 1, 0, 1},
[100031] = {3020505, 1, 1, 400, 15, 1, 0, 1},
[100032] = {3020506, 1, 1, 300, 31, 1, 0, 1},
[101001] = {4040010, 1, 1, 500, 0, 1, 0, 2},
[101002] = {4040110, 1, 1, 1000, 0, 1, 0, 2},
[101003] = {4040205, 1, 1, 1400, 0, 1, 0, 2},
[101004] = {4040305, 1, 1, 3000, 0, 1, 0, 2},
[101005] = {4040204, 1, 1, 4000, 0, 1, 0, 2},
[101006] = {4080304, 1, 1, 950, 0, 1, 0, 2},
[101007] = {4080211, 1, 1, 1000, 0, 1, 0, 2},
[101008] = {4080106, 1, 1, 2000, 0, 1, 0, 2},
[101009] = {4080303, 1, 1, 4000, 0, 1, 0, 2},
[101010] = {5020010, 1, 1, 900, 0, 1, 0, 2},
[101011] = {5020209, 1, 1, 1000, 0, 1, 0, 2},
[101012] = {5020213, 1, 1, 1600, 0, 1, 0, 2},
[101013] = {5020305, 1, 1, 4000, 0, 1, 0, 2},
[101014] = {8030350, 1, 1, 750, 0, 1, 0, 2},
[101015] = {8030447, 1, 1, 750, 0, 1, 0, 2},
[101016] = {8031223, 1, 1, 750, 0, 1, 0, 2},
[101017] = {8032008, 1, 1, 750, 0, 1, 0, 2},
[101018] = {9050029, 1, 1, 900, 0, 1, 0, 2},
[101019] = {9050044, 1, 1, 1900, 0, 1, 0, 2},
[101020] = {9040032, 1, 1, 950, 0, 1, 0, 2},
[101021] = {9040025, 1, 1, 1500, 0, 1, 0, 2},
[101022] = {8013201, 1, 1, 1000, 11, 1, 0, 2},
[101023] = {8032601, 1, 1, 1000, 11, 1, 0, 2},
[101024] = {8071301, 1, 1, 1000, 11, 1, 0, 2},
[101025] = {8081701, 1, 1, 1000, 11, 1, 0, 2},
[101026] = {8050620, 1, 1, 1200, 11, 1, 0, 2},
[101027] = {8050243, 1, 1, 1200, 11, 1, 0, 2},
[101028] = {8050344, 1, 1, 1200, 11, 1, 0, 2},
[101029] = {8050028, 1, 1, 1200, 11, 1, 0, 2},
[101030] = {8090706, 1, 1, 1200, 11, 1, 0, 2},
[101031] = {4030205, 1, 1, 2500, 13, 1, 0, 2},
[101032] = {4020306, 1, 1, 2500, 13, 1, 0, 2},
[101033] = {4040014, 1, 1, 2500, 13, 1, 0, 2},
[101034] = {4080408, 1, 1, 2500, 13, 1, 0, 2},
[101035] = {4070310, 1, 1, 2500, 13, 1, 0, 2},
[101036] = {5030307, 1, 1, 2500, 13, 1, 0, 2},
[101037] = {5020112, 1, 1, 2500, 13, 1, 0, 2},
[101038] = {4100205, 1, 1, 2000, 13, 1, 0, 2},
[101039] = {8011609, 1, 1, 3000, 15, 1, 0, 2},
[101040] = {8032311, 1, 1, 3000, 15, 1, 0, 2},
[101041] = {8071017, 1, 1, 3000, 15, 1, 0, 2},
[101042] = {8050132, 1, 1, 3000, 15, 1, 0, 2},
[101043] = {8081123, 1, 1, 3000, 15, 1, 0, 2},
[101044] = {4030117, 1, 1, 4500, 17, 1, 0, 2},
[101045] = {4020210, 1, 1, 4500, 17, 1, 0, 2},
[101046] = {4040406, 1, 1, 4500, 17, 1, 0, 2},
[101047] = {4080107, 1, 1, 4500, 17, 1, 0, 2},
[101048] = {4070108, 1, 1, 4500, 17, 1, 0, 2},
[101049] = {5030111, 1, 1, 4500, 17, 1, 0, 2},
[101050] = {5020013, 1, 1, 4500, 17, 1, 0, 2},
[101051] = {4100405, 1, 1, 4000, 17, 1, 0, 2},
[101052] = {8011610, 1, 1, 5000, 21, 1, 0, 2},
[101053] = {8032312, 1, 1, 5000, 21, 1, 0, 2},
[101054] = {8071018, 1, 1, 5000, 21, 1, 0, 2},
[101055] = {8050133, 1, 1, 5000, 21, 1, 0, 2},
[101056] = {8050769, 1, 1, 5000, 21, 1, 0, 2},
[101057] = {8081124, 1, 1, 5000, 21, 1, 0, 2},
[101058] = {8080565, 1, 1, 5000, 21, 1, 0, 2},
[101059] = {8090609, 1, 1, 5000, 21, 1, 0, 2},
[101060] = {9050021, 1, 1, 1000, 21, 1, 0, 2},
[101061] = {9050022, 1, 1, 1000, 21, 1, 0, 2},
[101062] = {9010025, 1, 1, 1000, 21, 1, 0, 2},
[101063] = {4100804, 1, 1, 5500, 23, 1, 0, 2},
[101064] = {8013614, 1, 1, 5500, 23, 1, 0, 2},
[101065] = {8032820, 1, 1, 5500, 23, 1, 0, 2},
[101066] = {8051516, 1, 1, 5500, 23, 1, 0, 2},
[101067] = {8071520, 1, 1, 5500, 23, 1, 0, 2},
[101068] = {9030060, 1, 1, 5500, 23, 1, 0, 2},
[101069] = {9050067, 1, 1, 5500, 23, 1, 0, 2},
[101070] = {8013615, 1, 1, 6000, 25, 1, 0, 2},
[101071] = {8013616, 1, 1, 6000, 25, 1, 0, 2},
[101072] = {8032821, 1, 1, 6000, 25, 1, 0, 2},
[101073] = {8071521, 1, 1, 6000, 25, 1, 0, 2},
[101074] = {8081914, 1, 1, 6000, 25, 1, 0, 2},
[101075] = {9040065, 1, 1, 6000, 25, 1, 0, 2},
[101076] = {9010061, 1, 1, 6000, 25, 1, 0, 2},
[101077] = {4100805, 1, 1, 6500, 27, 1, 0, 2},
[101078] = {4020408, 1, 1, 6500, 27, 1, 0, 2},
[101079] = {4040508, 1, 1, 6500, 27, 1, 0, 2},
[101080] = {4080508, 1, 1, 6500, 27, 1, 0, 2},
[101081] = {4070408, 1, 1, 6500, 27, 1, 0, 2},
[101082] = {5030408, 1, 1, 6500, 27, 1, 0, 2},
[101083] = {5020408, 1, 1, 6500, 27, 1, 0, 2},
[101084] = {4030604, 1, 1, 25000, 31, 1, 0, 2},
[101085] = {4020404, 1, 1, 25000, 31, 1, 0, 2},
[101086] = {4040504, 1, 1, 25000, 31, 1, 0, 2},
[101087] = {4080504, 1, 1, 25000, 31, 1, 0, 2},
[101088] = {4070404, 1, 1, 25000, 31, 1, 0, 2},
[101089] = {5030404, 1, 1, 25000, 31, 1, 0, 2},
[101090] = {5020404, 1, 1, 25000, 31, 1, 0, 2},
[101091] = {8013204, 1, 1, 6000, 31, 1, 0, 2},
[101092] = {8032604, 1, 1, 6000, 31, 1, 0, 2},
[101093] = {8071304, 1, 1, 6000, 31, 1, 0, 2},
[101094] = {8081704, 1, 1, 6000, 31, 1, 0, 2},
[102001] = {3020601, 1, 20, 5, 0, 1, 8, 3},
[102002] = {9040018, 1, 1, 1000, 11, 1, 11, 3},
[103001] = {2001004, 1, 1, 3000, 11, 1, 0, 4},
[103002] = {2001014, 1, 1, 3000, 15, 1, 0, 4},
[103003] = {2001017, 1, 1, 2000, 21, 1, 0, 4},
[103004] = {2001018, 1, 1, 3000, 21, 1, 0, 4},
[103005] = {2001019, 1, 1, 4000, 21, 1, 0, 4},
[103006] = {2001026, 1, 1, 25000, 27, 1, 0, 4},
[200001] = {3010403, 1, 10, 20, 0, 2, 0, 1},
[200002] = {3010402, 1, 10, 30, 0, 2, 0, 1},
[200003] = {3020203, 1, 1, 50, 0, 2, 0, 1},
[200004] = {3020406, 1, 20, 10, 0, 2, 0, 1},
[200005] = {3020403, 1, 10, 15, 0, 2, 0, 1},
[200006] = {3020402, 1, 5, 60, 0, 2, 0, 1},
[200007] = {3020404, 1, 5, 100, 0, 2, 0, 1},
[200008] = {3020528, 1, 5, 50, 0, 2, 0, 1},
[200009] = {3020516, 1, 5, 50, 0, 2, 0, 1},
[200010] = {3020411, 1, 1, 15, 0, 2, 0, 1},
[200011] = {3020412, 1, 1, 200, 0, 2, 0, 1},
[200012] = {3020509, 1, 1, 200, 0, 2, 0, 1},
[200013] = {3020510, 1, 1, 200, 0, 2, 0, 1},
[200014] = {10013001, 1, 20, 5, 0, 2, 0, 1},
[200015] = {10013002, 1, 20, 25, 0, 2, 0, 1},
[200016] = {10013003, 1, 20, 45, 0, 2, 0, 1},
[200017] = {10013004, 1, 20, 100, 0, 2, 0, 1},
[200018] = {10013005, 1, 20, 150, 0, 2, 0, 1},
[200019] = {3910402, 1, 99, 85, 0, 2, 0, 1},
[200020] = {3910103, 1, 99, 120, 0, 2, 0, 1},
[200021] = {3910203, 1, 99, 120, 0, 2, 0, 1},
[200022] = {3910305, 1, 99, 85, 0, 2, 0, 1},
[200023] = {3920004, 1, 999, 50, 0, 2, 0, 1},
[200024] = {3920006, 1, 999, 70, 0, 2, 0, 1},
[200025] = {3920003, 1, 999, 115, 0, 2, 0, 1},
[200026] = {3910005, 1, 99, 75, 0, 2, 0, 1},
[200027] = {3910006, 1, 99, 90, 0, 2, 0, 1},
[200028] = {3940011, 1, 20, 20, 0, 2, 0, 1},
[200029] = {3940010, 1, 20, 30, 0, 2, 0, 1},
[200030] = {3020504, 1, 1, 400, 15, 2, 0, 1},
[200031] = {3020505, 1, 1, 400, 15, 2, 0, 1},
[200032] = {3020506, 1, 1, 300, 31, 2, 0, 1},
[201001] = {5030107, 1, 1, 350, 0, 2, 0, 2},
[201002] = {5030207, 1, 1, 750, 0, 2, 0, 2},
[201003] = {5030206, 1, 1, 1000, 0, 2, 0, 2},
[201004] = {5030029, 1, 1, 1500, 0, 2, 0, 2},
[201005] = {5030031, 1, 1, 2400, 0, 2, 0, 2},
[201006] = {5030209, 1, 1, 3000, 0, 2, 0, 2},
[201007] = {5030028, 1, 1, 4000, 0, 2, 0, 2},
[201008] = {4020109, 1, 1, 800, 0, 2, 0, 2},
[201009] = {4020106, 1, 1, 1000, 0, 2, 0, 2},
[201010] = {4020008, 1, 1, 2200, 0, 2, 0, 2},
[201011] = {4020305, 1, 1, 4000, 0, 2, 0, 2},
[201012] = {4100005, 1, 1, 1000, 0, 2, 0, 2},
[201013] = {4100109, 1, 1, 4000, 0, 2, 0, 2},
[201014] = {8030035, 1, 1, 750, 0, 2, 0, 2},
[201015] = {8030919, 1, 1, 750, 0, 2, 0, 2},
[201016] = {8031821, 1, 1, 750, 0, 2, 0, 2},
[201017] = {8032220, 1, 1, 750, 0, 2, 0, 2},
[201018] = {9050029, 1, 1, 900, 0, 2, 0, 2},
[201019] = {9050044, 1, 1, 1900, 0, 2, 0, 2},
[201020] = {9040035, 1, 1, 950, 0, 2, 0, 2},
[201021] = {9040025, 1, 1, 1500, 0, 2, 0, 2},
[201022] = {8013202, 1, 1, 1000, 11, 2, 0, 2},
[201023] = {8032602, 1, 1, 1000, 11, 2, 0, 2},
[201024] = {8071302, 1, 1, 1000, 11, 2, 0, 2},
[201025] = {8081702, 1, 1, 1000, 11, 2, 0, 2},
[201026] = {8050148, 1, 1, 1200, 11, 2, 0, 2},
[201027] = {8050244, 1, 1, 1200, 11, 2, 0, 2},
[201028] = {8051222, 1, 1, 1200, 11, 2, 0, 2},
[201029] = {8050029, 1, 1, 1200, 11, 2, 0, 2},
[201030] = {8090707, 1, 1, 1200, 11, 2, 0, 2},
[201031] = {4030710, 1, 1, 2500, 13, 2, 0, 2},
[201032] = {4020211, 1, 1, 2500, 13, 2, 0, 2},
[201033] = {4040407, 1, 1, 2500, 13, 2, 0, 2},
[201034] = {4080213, 1, 1, 2500, 13, 2, 0, 2},
[201035] = {4070215, 1, 1, 2500, 13, 2, 0, 2},
[201036] = {5030113, 1, 1, 2500, 13, 2, 0, 2},
[201037] = {5020014, 1, 1, 2500, 13, 2, 0, 2},
[201038] = {4100608, 1, 1, 2000, 13, 2, 0, 2},
[201039] = {8010566, 1, 1, 3000, 15, 2, 0, 2},
[201040] = {8030625, 1, 1, 3000, 15, 2, 0, 2},
[201041] = {8070724, 1, 1, 3000, 15, 2, 0, 2},
[201042] = {8050618, 1, 1, 3000, 15, 2, 0, 2},
[201043] = {8080715, 1, 1, 3000, 15, 2, 0, 2},
[201044] = {4030016, 1, 1, 4500, 17, 2, 0, 2},
[201045] = {4020012, 1, 1, 4500, 17, 2, 0, 2},
[201046] = {4040111, 1, 1, 4500, 17, 2, 0, 2},
[201047] = {4080010, 1, 1, 4500, 17, 2, 0, 2},
[201048] = {4070013, 1, 1, 4500, 17, 2, 0, 2},
[201049] = {5030308, 1, 1, 4500, 17, 2, 0, 2},
[201050] = {5020113, 1, 1, 4500, 17, 2, 0, 2},
[201051] = {4100507, 1, 1, 4000, 17, 2, 0, 2},
[201052] = {8010567, 1, 1, 5000, 21, 2, 0, 2},
[201053] = {8030626, 1, 1, 5000, 21, 2, 0, 2},
[201054] = {8070725, 1, 1, 5000, 21, 2, 0, 2},
[201055] = {8050619, 1, 1, 5000, 21, 2, 0, 2},
[201056] = {8050768, 1, 1, 5000, 21, 2, 0, 2},
[201057] = {8080716, 1, 1, 5000, 21, 2, 0, 2},
[201058] = {8080564, 1, 1, 5000, 21, 2, 0, 2},
[201059] = {8090506, 1, 1, 5000, 21, 2, 0, 2},
[201060] = {9050025, 1, 1, 1000, 21, 2, 0, 2},
[201061] = {9050026, 1, 1, 1000, 21, 2, 0, 2},
[201062] = {9010025, 1, 1, 1000, 21, 2, 0, 2},
[201063] = {4100806, 1, 1, 5500, 23, 2, 0, 2},
[201064] = {8013617, 1, 1, 5500, 23, 2, 0, 2},
[201065] = {8032822, 1, 1, 5500, 23, 2, 0, 2},
[201066] = {8051517, 1, 1, 5500, 23, 2, 0, 2},
[201067] = {8071522, 1, 1, 5500, 23, 2, 0, 2},
[201068] = {9030061, 1, 1, 5500, 23, 2, 0, 2},
[201069] = {9050068, 1, 1, 5500, 23, 2, 0, 2},
[201070] = {8013618, 1, 1, 6000, 25, 2, 0, 2},
[201071] = {8013619, 1, 1, 6000, 25, 2, 0, 2},
[201072] = {8032823, 1, 1, 6000, 25, 2, 0, 2},
[201073] = {8071523, 1, 1, 6000, 25, 2, 0, 2},
[201074] = {8081915, 1, 1, 6000, 25, 2, 0, 2},
[201075] = {9040066, 1, 1, 6000, 25, 2, 0, 2},
[201076] = {9010062, 1, 1, 6000, 25, 2, 0, 2},
[201077] = {4100807, 1, 1, 6500, 27, 2, 0, 2},
[201078] = {4020409, 1, 1, 6500, 27, 2, 0, 2},
[201079] = {4040509, 1, 1, 6500, 27, 2, 0, 2},
[201080] = {4080509, 1, 1, 6500, 27, 2, 0, 2},
[201081] = {4070409, 1, 1, 6500, 27, 2, 0, 2},
[201082] = {5030409, 1, 1, 6500, 27, 2, 0, 2},
[201083] = {5020409, 1, 1, 6500, 27, 2, 0, 2},
[201084] = {4030605, 1, 1, 25000, 31, 2, 0, 2},
[201085] = {4020405, 1, 1, 25000, 31, 2, 0, 2},
[201086] = {4040505, 1, 1, 25000, 31, 2, 0, 2},
[201087] = {4080505, 1, 1, 25000, 31, 2, 0, 2},
[201088] = {4070405, 1, 1, 25000, 31, 2, 0, 2},
[201089] = {5030405, 1, 1, 25000, 31, 2, 0, 2},
[201090] = {5020405, 1, 1, 25000, 31, 2, 0, 2},
[201091] = {8013205, 1, 1, 6000, 31, 2, 0, 2},
[201092] = {8032605, 1, 1, 6000, 31, 2, 0, 2},
[201093] = {8071305, 1, 1, 6000, 31, 2, 0, 2},
[201094] = {8081705, 1, 1, 6000, 31, 2, 0, 2},
[202001] = {3020603, 1, 20, 5, 0, 2, 8, 3},
[202002] = {9040018, 1, 1, 1000, 11, 2, 11, 3},
[203001] = {2001005, 1, 1, 3000, 11, 2, 0, 4},
[203002] = {2001015, 1, 1, 3000, 15, 2, 0, 4},
[203003] = {2001020, 1, 1, 2000, 21, 2, 0, 4},
[203004] = {2001021, 1, 1, 3000, 21, 2, 0, 4},
[203005] = {2001022, 1, 1, 4000, 21, 2, 0, 4},
[203006] = {2001026, 1, 1, 25000, 27, 2, 0, 4},
[300001] = {3010403, 1, 10, 20, 0, 3, 0, 1},
[300002] = {3010402, 1, 10, 30, 0, 3, 0, 1},
[300003] = {3020204, 1, 1, 50, 0, 3, 0, 1},
[300004] = {3020406, 1, 20, 10, 0, 3, 0, 1},
[300005] = {3020403, 1, 10, 15, 0, 3, 0, 1},
[300006] = {3020402, 1, 5, 60, 0, 3, 0, 1},
[300007] = {3020404, 1, 5, 100, 0, 3, 0, 1},
[300008] = {3020528, 1, 5, 50, 0, 3, 0, 1},
[300009] = {3020516, 1, 5, 50, 0, 3, 0, 1},
[300010] = {3020411, 1, 1, 15, 0, 3, 0, 1},
[300011] = {3020412, 1, 1, 200, 0, 3, 0, 1},
[300012] = {3020509, 1, 1, 200, 0, 3, 0, 1},
[300013] = {3020510, 1, 1, 200, 0, 3, 0, 1},
[300014] = {10013001, 1, 20, 5, 0, 3, 0, 1},
[300015] = {10013002, 1, 20, 25, 0, 3, 0, 1},
[300016] = {10013003, 1, 20, 45, 0, 3, 0, 1},
[300017] = {10013004, 1, 20, 100, 0, 3, 0, 1},
[300018] = {10013005, 1, 20, 150, 0, 3, 0, 1},
[300019] = {3910402, 1, 99, 85, 0, 3, 0, 1},
[300020] = {3910103, 1, 99, 120, 0, 3, 0, 1},
[300021] = {3910203, 1, 99, 120, 0, 3, 0, 1},
[300022] = {3910305, 1, 99, 85, 0, 3, 0, 1},
[300023] = {3920004, 1, 999, 50, 0, 3, 0, 1},
[300024] = {3920006, 1, 999, 70, 0, 3, 0, 1},
[300025] = {3920003, 1, 999, 115, 0, 3, 0, 1},
[300026] = {3910005, 1, 99, 75, 0, 3, 0, 1},
[300027] = {3910006, 1, 99, 90, 0, 3, 0, 1},
[300028] = {3940011, 1, 20, 20, 0, 3, 0, 1},
[300029] = {3940010, 1, 20, 30, 0, 3, 0, 1},
[300030] = {3020504, 1, 1, 400, 15, 3, 0, 1},
[300031] = {3020505, 1, 1, 400, 15, 3, 0, 1},
[300032] = {3020506, 1, 1, 300, 31, 3, 0, 1},
[301001] = {4030006, 1, 1, 400, 0, 3, 0, 2},
[301002] = {4030015, 1, 1, 1000, 0, 3, 0, 2},
[301003] = {4030405, 1, 1, 1600, 0, 3, 0, 2},
[301004] = {4030506, 1, 1, 3200, 0, 3, 0, 2},
[301005] = {4030505, 1, 1, 4000, 0, 3, 0, 2},
[301006] = {4070011, 1, 1, 550, 0, 3, 0, 2},
[301007] = {4070105, 1, 1, 1000, 0, 3, 0, 2},
[301008] = {4070212, 1, 1, 1500, 0, 3, 0, 2},
[301009] = {4070211, 1, 1, 4000, 0, 3, 0, 2},
[301010] = {4100710, 1, 1, 450, 0, 3, 0, 2},
[301011] = {4100403, 1, 1, 1000, 0, 3, 0, 2},
[301012] = {4100404, 1, 1, 1900, 0, 3, 0, 2},
[301013] = {4100306, 1, 1, 4000, 0, 3, 0, 2},
[301014] = {8030248, 1, 1, 750, 0, 3, 0, 2},
[301015] = {8030548, 1, 1, 750, 0, 3, 0, 2},
[301016] = {8031021, 1, 1, 750, 0, 3, 0, 2},
[301017] = {8031513, 1, 1, 750, 0, 3, 0, 2},
[301018] = {9050029, 1, 1, 900, 0, 3, 0, 2},
[301019] = {9050044, 1, 1, 1900, 0, 3, 0, 2},
[301020] = {9040036, 1, 1, 950, 0, 3, 0, 2},
[301021] = {9040025, 1, 1, 1500, 0, 3, 0, 2},
[301022] = {8013203, 1, 1, 1000, 11, 3, 0, 2},
[301023] = {8032603, 1, 1, 1000, 11, 3, 0, 2},
[301024] = {8071303, 1, 1, 1000, 11, 3, 0, 2},
[301025] = {8081703, 1, 1, 1000, 11, 3, 0, 2},
[301026] = {8050520, 1, 1, 1200, 11, 3, 0, 2},
[301027] = {8051024, 1, 1, 1200, 11, 3, 0, 2},
[301028] = {8050345, 1, 1, 1200, 11, 3, 0, 2},
[301029] = {8050449, 1, 1, 1200, 11, 3, 0, 2},
[301030] = {8090708, 1, 1, 1200, 11, 3, 0, 2},
[301031] = {4030305, 1, 1, 2500, 13, 3, 0, 2},
[301032] = {4020011, 1, 1, 2500, 13, 3, 0, 2},
[301033] = {4040208, 1, 1, 2500, 13, 3, 0, 2},
[301034] = {4080306, 1, 1, 2500, 13, 3, 0, 2},
[301035] = {4070012, 1, 1, 2500, 13, 3, 0, 2},
[301036] = {5030037, 1, 1, 2500, 13, 3, 0, 2},
[301037] = {5020217, 1, 1, 2500, 13, 3, 0, 2},
[301038] = {4100112, 1, 1, 2000, 13, 3, 0, 2},
[301039] = {8011522, 1, 1, 3000, 15, 3, 0, 2},
[301040] = {8030744, 1, 1, 3000, 15, 3, 0, 2},
[301041] = {8070361, 1, 1, 3000, 15, 3, 0, 2},
[301042] = {8050766, 1, 1, 3000, 15, 3, 0, 2},
[301043] = {8080562, 1, 1, 3000, 15, 3, 0, 2},
[301044] = {4030408, 1, 1, 4500, 17, 3, 0, 2},
[301045] = {4020113, 1, 1, 4500, 17, 3, 0, 2},
[301046] = {4040306, 1, 1, 4500, 17, 3, 0, 2},
[301047] = {4080409, 1, 1, 4500, 17, 3, 0, 2},
[301048] = {4070311, 1, 1, 4500, 17, 3, 0, 2},
[301049] = {5030210, 1, 1, 4500, 17, 3, 0, 2},
[301050] = {5020307, 1, 1, 4500, 17, 3, 0, 2},
[301051] = {4100712, 1, 1, 4000, 17, 3, 0, 2},
[301052] = {8011523, 1, 1, 5000, 21, 3, 0, 2},
[301053] = {8030745, 1, 1, 5000, 21, 3, 0, 2},
[301054] = {8070362, 1, 1, 5000, 21, 3, 0, 2},
[301055] = {8050811, 1, 1, 5000, 21, 3, 0, 2},
[301056] = {8050767, 1, 1, 5000, 21, 3, 0, 2},
[301057] = {8080015, 1, 1, 5000, 21, 3, 0, 2},
[301058] = {8080563, 1, 1, 5000, 21, 3, 0, 2},
[301059] = {8090709, 1, 1, 5000, 21, 3, 0, 2},
[301060] = {9050023, 1, 1, 1000, 21, 3, 0, 2},
[301061] = {9050024, 1, 1, 1000, 21, 3, 0, 2},
[301062] = {9010025, 1, 1, 1000, 21, 3, 0, 2},
[301063] = {4100808, 1, 1, 5500, 23, 3, 0, 2},
[301064] = {8013620, 1, 1, 5500, 23, 3, 0, 2},
[301065] = {8032824, 1, 1, 5500, 23, 3, 0, 2},
[301066] = {8051518, 1, 1, 5500, 23, 3, 0, 2},
[301067] = {8071524, 1, 1, 5500, 23, 3, 0, 2},
[301068] = {9030062, 1, 1, 5500, 23, 3, 0, 2},
[301069] = {9050069, 1, 1, 5500, 23, 3, 0, 2},
[301070] = {8013621, 1, 1, 6000, 25, 3, 0, 2},
[301071] = {8013622, 1, 1, 6000, 25, 3, 0, 2},
[301072] = {8032825, 1, 1, 6000, 25, 3, 0, 2},
[301073] = {8071525, 1, 1, 6000, 25, 3, 0, 2},
[301074] = {8081916, 1, 1, 6000, 25, 3, 0, 2},
[301075] = {9040067, 1, 1, 6000, 25, 3, 0, 2},
[301076] = {9010063, 1, 1, 6000, 25, 3, 0, 2},
[301077] = {4100809, 1, 1, 6500, 27, 3, 0, 2},
[301078] = {4020410, 1, 1, 6500, 27, 3, 0, 2},
[301079] = {4040510, 1, 1, 6500, 27, 3, 0, 2},
[301080] = {4080510, 1, 1, 6500, 27, 3, 0, 2},
[301081] = {4070410, 1, 1, 6500, 27, 3, 0, 2},
[301082] = {5030410, 1, 1, 6500, 27, 3, 0, 2},
[301083] = {5020410, 1, 1, 6500, 27, 3, 0, 2},
[301084] = {4030606, 1, 1, 25000, 31, 3, 0, 2},
[301085] = {4020406, 1, 1, 25000, 31, 3, 0, 2},
[301086] = {4040506, 1, 1, 25000, 31, 3, 0, 2},
[301087] = {4080506, 1, 1, 25000, 31, 3, 0, 2},
[301088] = {4070406, 1, 1, 25000, 31, 3, 0, 2},
[301089] = {5030406, 1, 1, 25000, 31, 3, 0, 2},
[301090] = {5020406, 1, 1, 25000, 31, 3, 0, 2},
[301091] = {8013206, 1, 1, 6000, 31, 3, 0, 2},
[301092] = {8032606, 1, 1, 6000, 31, 3, 0, 2},
[301093] = {8071306, 1, 1, 6000, 31, 3, 0, 2},
[301094] = {8081706, 1, 1, 6000, 31, 3, 0, 2},
[302001] = {3020602, 1, 20, 5, 0, 3, 8, 3},
[302002] = {9040018, 1, 1, 1000, 11, 3, 11, 3},
[303001] = {2001006, 1, 1, 3000, 11, 3, 0, 4},
[303002] = {2001016, 1, 1, 3000, 15, 3, 0, 4},
[303003] = {2001023, 1, 1, 2000, 21, 3, 0, 4},
[303004] = {2001024, 1, 1, 3000, 21, 3, 0, 4},
[303005] = {2001025, 1, 1, 4000, 21, 3, 0, 4},
[303006] = {2001026, 1, 1, 25000, 27, 3, 0, 4},
}
function onEventStarted(player, npc, triggerName)
skipGCcheck = 0; -- 0 No, 1 Yes
playerGC = player.gcCurrent;
playerGCSeal = 1000200 + playerGC;
playerCurrentRank = 13;
npcId = npc:GetActorClassId();
if (playerGC == gcOfficer[npcId] or skipGCcheck == 1) then
callClientFunction(player, "eventTalkPreJoin");
--player:SendMessage(0x20, "", "[Info]: Client takes awhile to load GC shops");
while (true) do
eventTalkChoice = callClientFunction(player, "eventTalkMainMenu", 8, 11);
--player:SendMessage(0x20, "", "eventTalkMainMenu: " .. tostring(eventTalkChoice));
if (eventTalkChoice == 1) then
t1, t2, t3 = callClientFunction(player, "eventShopMenuOpen");
--player:SendMessage(0x20, "", "eventShopMenuOpen: " .. tostring(t1) .. ", ".. tostring(t2) .. ", ".. tostring(t3));
while (true) do
-- TODO: ADD RANK CHECK, CITY CHECK, AND ITEM-RANGE CHECK
buyResult, buyIndex = callClientFunction(player, "eventShopMenuAsk");
if (buyIndex == -1) then
callClientFunction(player, "eventShopMenuClose");
break;
else
-- [index] = { itemID, itemQuality, itemQuantity, itemCost gcRank, city, special, itemCategory }
if (shopInfo[buyIndex][8] == 4) then
location = INVENTORY_KEYITEMS;
else
location = INVENTORY_NORMAL;
end
end
purchaseItem(player, location, shopInfo[buyIndex][1], shopInfo[buyIndex][3], shopInfo[buyIndex][2], shopInfo[buyIndex][4], playerGCSeal);
end
--player:SendMessage(0x20, "", "Player picked an item at gcSealShopIndex " .. tostring(buyResult) .. ", ".. tostring(buyIndex));
elseif (eventTalkChoice == -1) then
break;
end
end
else
callClientFunction(player, "eventTalkStepCantUse");
end
callClientFunction(player, "eventTalkStepBreak");
player:endEvent();
end

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@@ -1,464 +0,0 @@
--[[
PopulaceCompanySupply Script
This class handles the menus for player's delivering specific items in exchange for grand company seals.
The supply/provision schedule runs on a weekly rotation, which resets Monday at 12AM JST, with eight rotations total to cycle through.
Each desired item has a server-wide max that it can be turned in, and when that is fulfilled, it moves to the next item in that week's list to work on.
NPCs involved in the script use the Noc001 script for dialog and menu interactions.
Functions:
eventTalkPreJoin() - Dialog when you're not affiliated
eventTalkExclusive() - Dialog when you're part of a GC but not the one of the actor?
eventTalkJoined() - Salutes then softlocks the client due to removed dialog strings. Obsolete function.
eventQuestItemMenuOpen(itemId, itemPrice, itemPriceHq, supplyType) - supplyType: 1 = Supply, 2 = Provisioning, 3 = Totorak, 4 = Dzmael, 5 = Primal, 6 = NM drops
eventQuestItemMenuSelect(quantity, quality, unk) - Brings up the shop-style menu for viewing item detail and confirming item delivery. Args appear to do nothing on client?
eventQuestItemMenuClose() - Closes menu
eventQuestSupplyItemActor(unk1) -- Client calls this automatically for setting up Expeditionary window in some manner
eventQuestSupplyItemID(unk1, unk2) -- eventQuestSupplyItemActor() calls this to sets item ranges based on category
getEventQuestSupplyMode() - Returns current supply mode set by eventQuestItemMenuOpen()
eventTalkStepBreak() - Resets actor engage state
Noc001 Functions:
pENPCAskSupplyWelcome(npcGC) -- Welcome dialog
pENPCAskSupply(npcGC) -- Brings up the delivery selection menu
eventQuestAskExWelcome(npcGC) -- Dialog when you pick Expeditionary
eventQuestAskExArea(npcGC) -- Brings up the Expeditionary selection menu
pENPCAskNowTalk(npcGC) -- Dialog for picking Delivery Status from pENPCAskSupply()
nowSup(itemId1, current1, max1, itemId2, current2, max2, itemId3, current3, max3) -- Says current 3 items and current amount delivered vs. max it'll take
nowSupAddItem(itemId, current, max) -- Lists bonus item
pItem(itemId1, unk1, itemId2, unk2, itemId3, unk3, itemId4, unk4) -- Lists which item(s) you want to delivery. Fourth item is the bonus, set 0 for hidden.
showSupplyLimit(minutes, seconds, current, required) -- Shows time remaining to finish delivery, shows current/required amount
eventShowPrizeMessage(npcGC) -- Reward dialog for handing something in?
pELimitErr() -- Error msg for GC no longer accepting items.
pETradeErr() -- Transaction error. Inventory error?
pETradeErrLimit(minutes, seconds, current, required) -- Transaction error. Shows time remaining and current/required amount
pESuppylMaxErrKeyWait(isShowLimit, minutes, seconds, current, required) -- Error msg for delivery quota already filled. Optional timer/amount display
pESuppylSealMaxErr() -- Error msg for capped on GC seals, transaction incomplete
eventQuestCantEx(npcGC) -- Dialog explaining you need to be Private Second Class to do Expeditionary missions
--]]
require ("global")
require ("shop")
function init(npc)
return false, false, 0, 0;
end
local gcRep = {
[1500210] = 1, -- Maelstrom Representative
[1500211] = 2, -- Adder Representative
[1500212] = 3, -- Flame Representative
}
local gcItems = { -- Debug purposes. Static item list with seal value and max turn-in.
[111] = {id = 10002015, seals = 8, cap = 1900},
[112] = {id = 8031419, seals = 68, cap = 300},
[113] = {id = 3010011, seals = 3, cap = 5000},
[114] = {id = 8011108, seals = 89, cap = 400},
[115] = {id = 10004001, seals = 5, cap = 3000},
[116] = {id = 10008109, seals = 3, cap = 5000},
[117] = {id = 12000180, seals = 5, cap = 3000},
[118] = {id = 10004026, seals = 9, cap = 3400},
[121] = {id = 10008211, seals = 5, cap = 3000},
[122] = {id = 3020407, seals = 5, cap = 2500},
[123] = {id = 8030220, seals = 92, cap = 200},
[124] = {id = 8030922, seals = 99, cap = 400},
[125] = {id = 10001014, seals = 3, cap = 5000},
[126] = {id = 10008007, seals = 5, cap = 3000},
[127] = {id = 3011217, seals = 3, cap = 5000},
[128] = {id = 3011207, seals = 3, cap = 6000},
[131] = {id = 4030204, seals = 69, cap = 300},
[132] = {id = 10004103, seals = 9, cap = 1700},
[133] = {id = 10009208, seals = 6, cap = 3000},
[134] = {id = 1, seals = 1, cap = 1}, -- Unknown
[135] = {id = 10004008, seals = 9, cap = 1700},
[136] = {id = 10008007, seals = 5, cap = 3000},
[137] = {id = 3011201, seals = 5, cap = 3000},
[138] = {id = 10009401, seals = 6, cap = 6000},
[211] = {id = 10002012, seals = 5, cap = 3000},
[212] = {id = 4100007, seals = 51, cap = 300},
[213] = {id = 3010108, seals = 2, cap = 3000},
[214] = {id = 8080825, seals = 42, cap = 800},
[215] = {id = 10004003, seals = 5, cap = 3000},
[216] = {id = 10002012, seals = 3, cap = 5000},
[217] = {id = 3011104, seals = 2, cap = 3000},
[218] = {id = 3011107, seals = 3, cap = 6000},
}
local gcWeek = { -- Debug purposes. Static weekly item lists. [week] = { [city] = {[category] = { info } } }
[1] = {
[1] = { -- Limsa
[1] = { -- Supply
gcItems[111],
gcItems[112],
gcItems[113],
gcItems[114],
},
[2] = { -- Provision
gcItems[115],
gcItems[116],
gcItems[117],
gcItems[118],
}
},
[2] = { -- Gridania
[1] = { -- Supply
gcItems[121],
gcItems[122],
gcItems[123],
gcItems[124],
},
[2] = { -- Provision
gcItems[125],
gcItems[126],
gcItems[127],
gcItems[128],
}
},
[3] = { -- Ul'dah
[1] = { -- Supply
gcItems[131],
gcItems[132],
gcItems[133],
gcItems[134],
},
[2] = { -- Provision
gcItems[135],
gcItems[136],
gcItems[137],
gcItems[138],
}
}
},
[2] = {
[1] = { -- Limsa
[1] = { -- Supply
gcItems[211],
gcItems[212],
gcItems[213],
gcItems[214],
},
[2] = { -- Provision
gcItems[215],
gcItems[216],
gcItems[217],
gcItems[218],
}
}
}
}
local gcDelivery = { -- Debug purposes. Holds values for current turned in amount and 4th item bonus status.
week = 1,
currentCount = {
{
{49, 81, 5000, 5}, {2402, 4779, 589, 2} -- Limsa Supply/Provision
},
{
{1, 2, 3, 4}, {5, 6, 7, 8} -- Gridania Supply/Provision
},
{
{10, 32, 9, 18}, {23, 49, 9, 300} -- Ul'dah Supply/Provision
}
},
bonus = { {1, 1}, {0,1}, {0,1} }; -- City -> {Supply, Provision}
timeRemainingMinutes = 99,
timeRemainingSeconds = 59,
}
local supplyQuest = GetStaticActor("Noc001");
local skipGCcheck = false; -- Debug
local skipRankCheck = false; -- Debug
local gcCheckProceed = false; -- Debug
function onEventStarted(player, npc, triggerName)
local playerGC = player.gcCurrent;
local limsaRank = player.gcRankLimsa;
local gridaniaRank = player.gcRankGridania;
local uldahRank = player.gcRankUldah;
local playerGCSeal = 1000200 + playerGC;
local npcId = npc:GetActorClassId();
local npcGC = gcRep[npcId];
if (skipGCcheck == true) then
gcCheckProceed = true;
end
if ((playerGC ~= npcGC) and skipGCcheck == false) then
if (playerGC == 0) then
callClientFunction(player, "eventTalkPreJoin");
else
callClientFunction(player, "eventTalkExclusive");
end
else
gcCheckProceed = true;
end
if gcCheckProceed then
callClientFunction(player, "delegateEvent", player, supplyQuest, "pENPCAskSupplyWelcome", gcRep[npcId]);
while (true) do
local choice = callClientFunction(player, "delegateEvent", player, supplyQuest, "pENPCAskSupply", gcRep[npcId]);
if (choice == 2) then -- Supply
deliveryMenuInfo(player, npcGC, 1);
elseif (choice == 3) then -- Provision
deliveryMenuInfo(player, npcGC, 2);
elseif (choice == 4) then -- Expeditionary
local proceed = false;
if (skipRankCheck == true) then
proceed = true;
else
if (playerGC == 1 and limsaRank >= 13 and limsaRank <= 111)
or (playerGC == 2 and gridaniaRank >= 13 and gridaniaRank <= 111)
or (playerGC == 3 and uldahRank >= 13 and uldahRank <= 111) then
proceed = true
end
end
if proceed == true then
callClientFunction(player, "delegateEvent", player, supplyQuest, "eventQuestAskExWelcome", gcRep[npcId]);
while (true) do
local exChoice = callClientFunction(player, "delegateEvent", player, supplyQuest, "eventQuestAskExArea", gcRep[npcId]);
if (exChoice >= 3) then
deliveryMenuOpen(player, npc, 0,0,0, exChoice);
else
break;
end
end
else
callClientFunction(player, "delegateEvent", player, supplyQuest, "eventQuestCantEx",gcRep[npcId]);
end
elseif (choice == 5) then -- Requested item
deliveryStatus(player, npcGC);
else
break;
end
wait(1);
end
end
callClientFunction(player, "eventTalkStepBreak");
player:endEvent()
end
function deliveryMenuInfo(player, city, category)
local gcContents = getWeeklyItems(city, category);
local gcCurrent = getCurrentCount(city, category);
local supplyChoice = 0;
while (true) do
if gcDelivery.bonus[city][category] == 1 then -- Show fourth item if condition is met, otherwise show three.
supplyChoice = callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"pItem",
gcContents[1].id,
1,
gcContents[2].id,
1,
gcContents[3].id,
1,
gcContents[4].id,
1
);
else
supplyChoice = callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"pItem",
gcContents[1].id,
1,
gcContents[2].id,
1,
gcContents[3].id,
1,
0,
0
);
end
if supplyChoice >= 2 then
if gcCurrent[supplyChoice-1] < gcContents[supplyChoice-1].cap then
local hqPrice = math.ceil(gcContents[supplyChoice-1].seals * 1.5);
deliveryMenuOpen
(
player,
npc,
gcContents[supplyChoice-1].id,
gcContents[supplyChoice-1].seals,
hqPrice,
category
);
else
callClientFunction(player, "delegateEvent", player, supplyQuest, "pESuppylMaxErrKeyWait");
end
elseif supplyChoice == 1 then
break;
end
wait(1);
end
end
function deliveryMenuOpen(player, npc, itemId, price, hqPrice, supplyType)
callClientFunction(player, "eventQuestItemMenuOpen", itemId, price, hqPrice, supplyType);
while (true) do
local choice, quantity, quality, itemSlot, Type7Param = callClientFunction(player, "eventQuestItemMenuSelect");
if choice == false then
callClientFunction(player, "eventQuestItemMenuClose");
break;
end
--[[
player:SendMessage(0x20, "", "Choice: " .. tostring(choice));
player:SendMessage(0x20, "", "Quantity: " .. tostring(quantity));
player:SendMessage(0x20, "", "Quality: " .. tostring(quality));
player:SendMessage(0x20, "", "Slot: " .. tostring(itemSlot)); -- Broke at some point, always return 0, investigate sometime
player:SendMessage(0x20, "", "Type7Param: " .. tostring(Type7Param.slot));
--]]
pickedItem = GetItemGamedata(player:GetItemPackage(INVENTORY_NORMAL):GetItemAtSlot(Type7Param.slot).itemId).name;
player:SendMessage(0x20, "", "Player tried to deliver " .. quantity .. " " .. pickedItem);
-- TODO: Add error handling for capped seals, no-long-available-to-deliver, etc
wait(1);
end
end
function deliveryStatus(player, city)
local gcContents = getWeeklyItems(city, 1);
local gcCurrent = getCurrentCount(city, 1);
callClientFunction(player, "delegateEvent", player, supplyQuest, "pENPCAskNowTalk", gcRep[npcId]);
callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"nowSup",
gcContents[1].id,
gcCurrent[1],
gcContents[1].cap,
gcContents[2].id,
gcCurrent[2],
gcContents[2].cap,
gcContents[3].id,
gcCurrent[3],
gcContents[3].cap
);
if gcDelivery.bonus[city][1] == 1 then
callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"nowSupAddItem",
gcContents[4].id,
gcCurrent[4],
gcContents[4].cap
);
end;
gcContents = getWeeklyItems(city, 2);
gcCurrent = getCurrentCount(city, 2);
callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"nowSup",
gcContents[1].id,
gcCurrent[1],
gcContents[1].cap,
gcContents[2].id,
gcCurrent[2],
gcContents[2].cap,
gcContents[3].id,
gcCurrent[3],
gcContents[3].cap
);
if gcDelivery.bonus[city][2] == 1 then
callClientFunction
(
player,
"delegateEvent",
player,
supplyQuest,
"nowSupAddItem",
gcContents[4].id,
gcCurrent[4],
gcContents[4].cap
);
end;
callClientFunction(player, "delegateEvent", player, supplyQuest, "showSupplyLimit", gcDelivery.timeRemainingMinutes, gcDelivery.timeRemainingSeconds, 2, 8);
end
function getWeeklyItems(city, category)
return gcWeek[gcDelivery.week][city][category]
end
function getCurrentCount(city, category)
return gcDelivery.currentCount[city][category];
end

View File

@@ -1,120 +0,0 @@
--[[
PopulaceCompanyWarp Script
Functions:
eventTalkWelcome(player) - Start Text
eventAskMainMenu(player, index) - Shows teleport menu, hides the teleport location at index value to prevent warping to the spot you're at
eventAfterWarpOtherZone(player) - Fades out for warp
eventTalkStepBreak() - Ends talk
--]]
require ("global")
warpNpc =
{ --[actorId] = {warpIndex, cityId} -- ()s around name indicate missing NPC + Aethernet
[1500321] = {1, 1}, -- (Storm Private Gardner)
[1500331] = {2, 1}, -- (Storm Private Rich)
[1500323] = {3, 1}, -- (Storm Private Potter)
[1500330] = {4, 1}, -- (Storm Private Hunt)
[1500322] = {5, 1}, -- (Storm Private Abel)
[1500332] = {6, 1}, -- (Storm Private Stone)
[1500339] = {7, 1}, -- (Storm Private Holt)
[1500324] = {1, 2}, -- serpent_private_white
[1500334] = {2, 2}, -- serpent_private_hill
[1500326] = {3, 2}, -- serpent_private_carver
[1500333] = {4, 2}, -- serpent_private_stone
[1500325] = {5, 2}, -- serpent_private_holmes
[1500335] = {6, 2}, -- serpent_private_kirk
[1500327] = {1, 3}, -- flame_private_newton
[1500337] = {2, 3}, -- (Flame Private Tanner)
[1500329] = {3, 3}, -- (Flame Private Morning)
[1500336] = {4, 3}, -- (Flame Private Covey)
[1500328] = {5, 3}, -- flame_private_allen
[1500338] = {6, 3}, -- (Flame Private Yar)
}
aethernet =
{
{ -- 1: Limsa
{zone = 230, x = -424.140, y = 42.000, z = 371.988, r = -2.472}, -- 1 - Aetheryte Plaza
{zone = 133, x = -439.744, y = 40.000, z = 234.376, r = 0.287}, -- 2 - Drowning Wench
{zone = 230, x = -498.131, y = 43.622, z = 60.818, r = 0.254}, -- 3 - The Bismarck
{zone = 230, x = -759.331, y = 12.000, z = 239.413, r = -0.869}, -- 4 - Ferry Docks
{zone = 230, x = -623.582, y = 4.000, z = 369.318, r = 1.736}, -- 5 - Fisherman's Bottom
{zone = 230, x = -525.536, y = 18.000, z = 173.735, r = 3.082}, -- 6 - The Octant
{zone = 133, x = -231.711, y = 12.000, z = 193.573, r = -0.786}, -- 7 - Procession of Terns
{zone = 128, x = -20.783, y = 42.214, z = 146.946, r = 2.046}, -- 8 - Zephyr Gate
},
{ -- 2: Gridania
{zone = 206, x = -107.878, y = 17.524, z = -1343.871, r = 0.657}, -- 1 - Aetheryte Plaza
{zone = 155, x = 96.868, y = 3.480, z = -1211.040, r = 2.582}, -- 2 - Carline Canopy
{zone = 206, x = 86.942, y = 19.789, z = -1420.891, r = 2.965}, -- 3 - Atelier Fen-Yil
{zone = 206, x = -84.621, y = 19.061, z = -1502.665, r = 0.756}, -- 4 - Whistling Miller
{zone = 206, x = 205.101, y = 9.526, z = -1245.405, r = -1.749}, -- 5 - Quiver's Hold
{zone = 206, x = 160.578, y = 25.061, z = -1556.662, r = 1.896}, -- 6 - Wailing Barracks
{zone = 150, x = 318.838, y = 4.036, z = -992.071, r = -0.307}, -- 7 - Mistalle Bridges
{zone = 206, x = -192.167, y = 4.466, z = -1061.777, r = -0.026}, -- 8 - Berlends Bridges
},
{ -- 3: Ul'dah
{zone = 175, x = -190.574, y = 190.000, z = 18.086, r = 2.190}, -- 1 - Aetheryte Plaza
{zone = 175, x = -36.513, y = 192.000, z = 37.130, r = -0.490}, -- 2 - Quicksand
{zone = 209, x = -192.971, y = 230.000, z = 209.348, r = 2.860}, -- 3 - Frondale's Phrontistery
{zone = 209, x = -60.243, y = 200.000, z = 257.718, r = -1.276}, -- 4 - Onyx Lane
{zone = 209, x = -147.633, y = 198.000, z = 160.064, r = -1.600}, -- 5 - Gold Court
{zone = 209, x = -263.776, y = 202.000, z = 206.699, r = -3.135}, -- 6 - Arrzaneth Ossuary
{zone = 170, x = -29.721, y = 182.635, z = -76.313, r = 2.625}, -- 7 - Gate of Nald
{zone = 170, x = 129.957, y = 183.862, z = 220.719, r = 1.515}, -- 8 - Gate of Thal
}
}
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local passLimsa = 2001014;
local passGrid = 2001015;
local passUldah = 2001016;
passCheck = 1; -- 0 = Check player for Aetherpass keyitem. 1 = Ignore it.
npcId = npc:GetActorClassId();
city = warpNpc[npcId][2];
if city == 1 then
if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passLimsa) then
passCheck = 1;
else
if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
end;
elseif city == 2 then
if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passGrid) then
passCheck = 1;
else
if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
end;
elseif city == 3 then
if player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(passUldah) then
passCheck = 1;
else
if passCheck == 0 then callClientFunction(player, "eventTalkWelcome", player); end
end
end
if passCheck == 1 then
choice = callClientFunction(player, "eventAskMainMenu", player, warpNpc[npcId][1]);
if choice == 0 then
--callClientFunction(player, "playereventTalkStepBreak");
player:EndEvent();
else
-- callClientFunction(player, "eventAfterWarpOtherZone", player); -- Commented out for now to prevent double fade-to-black for warp
player:EndEvent();
GetWorldManager():DoZoneChange(player, aethernet[city][choice].zone, nil, 0, 15, aethernet[city][choice].x, aethernet[city][choice].y, aethernet[city][choice].z, aethernet[city][choice].r);
end
end
player:EndEvent();
end

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@@ -1,51 +0,0 @@
--[[
PopulaceItemRepairer Script
Functions:
talkWelcome(player, sayWelcomeText, currentLevel?, changes 1500243 from "welcome" to "well met") - Opens the main menu
selectItem(nil, pageNumber, ?, condition1, condition2, condition3, condition4, condition5) - Select item slot.
confirmRepairItem(player, price, itemId, hq grade) - Shows the confirm box for item repair.
confirmUseFacility(player, price) - Shows confirm box for using facility. Default price is 11k?
finishTalkTurn() - Call at end to stop npc from staring at the player (eeeek)
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
result = callClientFunction(player, "talkWelcome", player, true, 20, false);
if (result == 1) then
local currentPage = 1;
local slotToRepair = nil;
while (true) do
slot, page, listIndx = callClientFunction(player, "selectItem", nil, currentPage, 4, 2, 55, 55, 55, 55);
if (slot == nil and page ~= nil) then
currentPage = page;
else
slotToRepair = slot;
break;
end
end
if (slotToRepair ~= nil) then
callClientFunction(player, "confirmRepairItem", player, 100, 8032827, 0);
end
elseif (result == 2) then
callClientFunction(player, "confirmUseFacility", player);
end
callClientFunction(player, "finishTalkTurn");
player:EndEvent();
end

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@@ -1,72 +0,0 @@
--[[
PopulaceLinkshellManager Script
Functions:
eventTalkStep1(noLinkshellActive) - Says intro. If noLinkshellActive = true, say newbie stuff.
eventTalkStep2(noLinkshellActive) - Shows menu, if noLinkshellActive = true, only give ability to make linkshell.
eventTalkStepMakeupDone() - Confirm when creating LS
eventTalkStepModifyDone() - Confirm when modding LS
eventTalkStepBreakDone() - Confirm when deleting LS
Text IDs:
25121 - That [@SWITCH($E8(1),linkshell,company)] name is already being used.
25122 - That [@SWITCH($E8(1),linkshell,company)] name cannot be used.
25123 - The [@SWITCH($E8(1),linkshell,company)] “[@STRING($EA(2))]” has been [@SWITCH($E8(1),created,founded)].
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function createLinkshell(player, name, crest)
GetWorldManager():RequestWorldLinkshellCreate(player, name, crest);
return waitForSignal("ls_result");
end
function modifyLinkshell(player, name, crest)
end
function disbandLinkshell(player, name, crest)
end
function onEventStarted(player, npc, triggerName)
local hasNoActiveLS = false;
callClientFunction(player, "eventTalkStep1", hasNoActiveLS);
local command, lsName, crestId = callClientFunction(player, "eventTalkStep2", hasNoActiveLS);
--Create
if (command == 3) then
local result = createLinkshell(player, lsName, crestId);
if (result == 0) then
callClientFunction(player, "eventTalkStepMakeupDone");
elseif (result == 1) then
player:SendGameMessage(player, GetWorldMaster(), 25121, 0x20); --LS already exists
callClientFunction(player, "eventTalkStepBreakDone");
elseif (result == 2) then
player:SendGameMessage(player, GetWorldMaster(), 25122, 0x20); --Cannot use this name (reserved/banned)
callClientFunction(player, "eventTalkStepBreakDone");
elseif (result == 3) then
end
--Modify
elseif (command == 4) then
modifyLinkshell(player, lsName, crestId);
callClientFunction(player, "eventTalkStepModifyDone");
--Disband
elseif (command == 5) then
disbandLinkshell(player, lsName, crestId);
callClientFunction(player, "eventTalkStepBreakDone");
end
player:endEvent();
end

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@@ -1,145 +0,0 @@
--[[
PopulaceRetainerManager Script
Functions:
eventTalkStep1(true) - Intro tutorial if no retainer
newEventTalkStep1(sayIntro) - Seems to be a post-Tanaka version of the intro????
eventTalkStep2() - Choose retainer yourself (go to race select) or let npc do it
eventTaklSelectCutSeane(cutsceneName, actorClassId1, actorClassId2, actorClassId3, actorClassId4, actorClassId5) - Starts the advance cutscene to choose a retainer. 5 retainer actorClassId's are given.
eventTalkStep4(actorClassId) - Opens up the retainer naming dialog
eventTalkStepFinalAnswer(actorClassId) - Confirm Dialog
eventTalkStepError(errorCode) - Error dialog, 1: No Extra Retainers, 2: Server Busy.
eventTalkStepFinish()
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
local npcActorClass = npc:GetActorClassId()
local retainerIndex = 3001100;
local cutscene = "rtn0l010" -- Defaulting to Limsa for now for testing
if npcActorClass == 1000166 then
cutscene = "rtn0l010";
retainerIndex = 3001101;
elseif npcActorClass == 1000865 then
cutscene = "rtn0u010";
retainerIndex = 3002101;
elseif npcActorClass == 1001184 then
cutscene = "rtn0g010";
retainerIndex = 3003101;
else
return;
end
introChoice = callClientFunction(player, "newEventTalkStep1", false);
if (introChoice == 1) then
-- Choose Retainer or Random
raceChoice = callClientFunction(player, "eventTalkStep2");
while (true) do
if (retainerChoice == 0) then
raceChoice = callClientFunction(player, "eventTalkStep22");
end
if (raceChoice == 0) then
--Choose random actorId from a valid set for the city
math.randomseed(os.time());
local randomRetainer = math.random(retainerIndex, (retainerIndex+74));
retainerName = callClientFunction(player, "eventTalkStep4", randomRetainer);
if (retainerName ~= "") then
confirmChoice = callClientFunction(player, "eventTalkStepFinalAnswer", randomRetainer);
if (confirmChoice == 1) then
callClientFunction(player, "eventTalkStepFinish");
player:EndEvent();
return;
elseif (confirmChoice == 3) then
raceChoice = 0;
else
player:EndEvent();
return;
end
else
callClientFunction(player, "eventTalkStepBreak");
raceChoice = -1;
end
elseif (raceChoice > 0) and (raceChoice < 16) then
--Choose 5 random but correct actor ids for the city and race/tribe
local retainerRace = ((retainerIndex) + (5*(raceChoice-1)));
local retainerRaceChoices = {retainerRace, retainerRace+1, retainerRace+2, retainerRace+3, retainerRace+4};
-- Randomize the appearance order of the available five
shuffle(retainerRaceChoices);
retainerChoice = callClientFunction(player, "eventTaklSelectCutSeane", cutscene, retainerRaceChoices[1], retainerRaceChoices[2], retainerRaceChoices[3], retainerRaceChoices[4], retainerRaceChoices[5]);
if (retainerChoice == -1) then
player:EndEvent();
return;
elseif (retainerChoice > 0) then
--Retainer chosen, choose name
retainerName = callClientFunction(player, "eventTalkStep4", retainerRaceChoices[retainerChoice]);
if (retainerName ~= "") then
confirmChoice = callClientFunction(player, "eventTalkStepFinalAnswer", retainerRaceChoices[retainerChoice]);
if (confirmChoice == 1) then
callClientFunction(player, "eventTalkStepFinish");
player:EndEvent();
return;
elseif (confirmChoice == 3) then
retainerChoice = 0;
else
player:EndEvent();
return;
end
else
callClientFunction(player, "eventTalkStepBreak");
raceChoice = -1;
end
end
else
break;
end
end
end
player:EndEvent();
end
function shuffle(tbl)
for i = #tbl, 2, -1 do
local j = math.random(i)
tbl[i], tbl[j] = tbl[j], tbl[i]
end
return tbl
end

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@@ -1,84 +0,0 @@
--[[
PopulaceSpecialEventCryer Script
Actor Class script to handle the 6 NPCs (technically 3, the actors were duped) involved in the Foundation Day 2011 & 2012 events.
In 2011 they appear to be used for recruitment information for their respective Grand Company.
In 2012, they were used for exchanging Over-aspected Crystals/Clusters for GC seals as part of the ongoing Atomos event.
Functions:
For 2011.
eventTalkStep0(joined) - NPC dialog about joining their cause to fight back Imperials. joined = 0 or 1. Function has hardcoded actor IDs, won't work with 2012 versions
eventTalkNotGCmenber(npcGC) - NPC dialog when you're not part of their grand company.
For 2012.
eventTalkCrystalExchange(player, npcGC, hasCrystal) - NPC dialog explaining they want over-aspected crystals. Brings up crystal exchange prompt if hasCrystal = 1.
eventTalkCsOverflow(player, npcGC) - Error message that you can't hold the seals being offered.
eventTalkCrystalExchange2(player, npcGC) - NPC dialog for accepting exchange of crystals for seals
--]]
require ("global")
function init(npc)
return false, false, 0, 0;
end
local gcRep = {
[1001619] = 1, -- Maelstrom Representative 2011
[1002105] = 1, -- Maelstrom Representative 2012
[1001623] = 2, -- Adder Representative 2011
[1002109] = 2, -- Adder Representative 2012
[1001627] = 3, -- Flame Representative 2011
[1002113] = 3, -- Flame Representative 2012
}
function onEventStarted(player, npc, triggerName)
local playerGC = player.gcCurrent;
local npcId = npc:GetActorClassId();
local npcGC = gcRep[npcId];
local npcGCSeal = 1000200 + npcGC;
local hasCrystal = 1;
local crystal = 3020537;
local cluster = 3020413;
local eventMode = 2012;
if eventMode == 2011 then
if playerGC == 0 then
callClientFunction(player, "eventTalkStep0", 0);
elseif playerGC == npcGC then
callClientFunction(player, "eventTalkStep0", 1);
else
callClientFunction(player, "eventTalkNotGCmenber", npcGC);
end
elseif eventMode == 2012 then
choice = callClientFunction(player, "eventTalkCrystalExchange", player, npcGC, hasCrystal);
if choice == 1 then
--callClientFunction(player, "eventTalkCsOverflow", player, npcGC);
player:SendMessage(0x20, "", "You pretend to hand over four over-aspected crystals.");
callClientFunction(player, "eventTalkCrystalExchange2", player, npcGC);
local invCheck = player:GetItemPackage(INVENTORY_CURRENCY):AddItem(npcGCSeal, 1000, 1);
if invCheck == INV_ERROR_SUCCESS then
player:SendGameMessage(player, GetWorldMaster(), 25071, MESSAGE_TYPE_SYSTEM, crystal, 1, npcGCSeal, 1, 4, 1000);
end
elseif choice == 2 then
player:SendMessage(0x20, "", "You pretend to hand over an over-aspected cluster.");
--callClientFunction(player, "eventTalkCsOverflow", player, npcGC);
callClientFunction(player, "eventTalkCrystalExchange2", player, npcGC);
local invCheck = player:GetItemPackage(INVENTORY_CURRENCY):AddItem(npcGCSeal, 3000, 1);
if invCheck == INV_ERROR_SUCCESS then
player:SendGameMessage(player, GetWorldMaster(), 25071, MESSAGE_TYPE_SYSTEM, cluster, 1, npcGCSeal, 1, 1, 3000);
end
end
end
player:EndEvent();
end

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@@ -1,107 +0,0 @@
--[[
PopulaceGuildShop Script
In 1.20, the devs removed Guild Marks as acquirable. In 1.21, this class was set up to allow exchanging them for
a variety of materia/crystals/gil, as well as refunding traits purchased with marks. Traits used to be purchased
to slot in, where-as with late-XIV they are just automatically unlocked once the appropriate level is met.
Functions:
cashbackTalkCommand(arg1 through arg10) -- Dialog for refunding purchased skills prior to Job update. Args are xtx_command values for command names.
cashbackTalk(nil, refundAmount, arg3 through arg10) -- Dialog for refunding treaties to guild marks. Arg3 through 10 use xtx_itemName values.
selectMode(nil, npcId, isShowExchange, guildCurrency, unk) -- Menus for exchanging leftover marks, undoing class points, and learning about guild. Unk seems related to point resetting
maskShopListIndex(shopPack?, isSomething) -- Presumably hides an item in the shop list. Needs to be called after openShopBuy or errors client.
guildExplain(npcId, player) -- Guild Mark tutorial dialog. selectMode calls this on its own
--]]
require ("global")
require ("shop")
function init(npc)
return false, false, 0, 0;
end
guildShopInfo = { -- [actor id] = { saySheetId, guildmarkCurrency }
[1000157] = {9, 1000103}, -- Marauder, S'raemha
[1000158] = {24, 1000120}, -- Culinarian, Noline
[1000162] = {18, 1000114}, -- Blacksmith, Qhas Chalahko
[1000164] = {16, 1000123}, -- Fishermen, Faucillien
[1000459] = {21, 1000117}, -- Leatherworker, Gallia
[1000460] = {13, 1000111}, -- Conjurer, Hetzkin
[1000461] = {15, 1000122}, -- Botanist, Kipopo
[1000462] = {11, 1000107}, -- Lancer, Clarembald
[1000464] = {10, 1000106}, -- Archer, Cassandra
[1000466] = {17, 1000113}, -- Carpenter, Frances
[1000631] = {8, 1000102}, -- Gladiator, Coynach
[1000632] = {7, 1000101}, -- Pugilist, Moruith
[1000633] = {12, 1000110}, -- Thaumaturge, Nyunoeya
[1000634] = {23, 1000119}, -- Alchemist, Kylene
[1000635] = {20, 1000116}, -- Goldsmith, Hnaufrid
[1000636] = {22, 1000118}, -- Weaver, Lafla Morfla
[1000637] = {14, 1000121}, -- Miner, Shilgen
[1001461] = {19, 1000115}, -- Armorer, Notrelchamps
}
function onEventStarted(player, npc)
local npcId = npc:GetActorClassId();
local saySheetId = guildShopInfo[npcId][1];
local shopCurrency = guildShopInfo[npcId][2];
local gilCurrency = 1000001;
local keepersHymn = 3020410;
local shopPack = 0;
callClientFunction(player, "welcomeTalk", nil, saySheetId, player);
while (true) do
local choice = callClientFunction(player, "selectMode", nil, npcId, true, shopCurrency, 100);
if (choice == 3) then -- Undo Point Allotment
-- TODO: Add point reset handling
elseif (choice == 4) then -- Leave menu selected
player:EndEvent();
break;
elseif (choice == nil) then -- Escape key hit to leave menu
player:EndEvent();
break
elseif (choice >= 102 and choice <= 120) then -- Exchange marks for Materia
shopPack = choice + 18; -- Index offset
if (choice == 119) then
shopPack = shopPack + 1;
elseif (choice == 120) then -- Exchange marks for Crystals
shopPack = 144;
end;
processGuildShop(player, shopPack, shopCurrency);
elseif (choice == 121) then -- Exchange marks for Gil. 1 mark = 4 gil
local markAmount = player:GetItemPackage(INVENTORY_CURRENCY):GetItemQuantity(shopCurrency);
purchaseItem(player, INVENTORY_CURRENCY, gilCurrency, markAmount*4, 1, markAmount, shopCurrency);
end
end
player:EndEvent()
end
function processGuildShop(player, choice, currency)
callClientFunction(player, "openShopBuy", player, choice, currency);
--callClientFunction(player, "maskShopListIndex", 137, true);
while (true) do
buyResult, quantity = callClientFunction(player, "selectShopBuy", player);
if (buyResult == 0) then
callClientFunction(player, "closeShopBuy", player);
break;
else
player:SendMessage(0x20, "", string.format("Player purchased %s item(s) at index %s in shopPack %s.", quantity, buyResult, choice));
end
end
end

View File

@@ -1,655 +0,0 @@
--[[
PopulaceShopSalesman Script
Functions:
welcomeTalk(sheetId, player) - Start Message
selectMode(askMode) - Shows buy/sell modes. If askmode > 0 show guild tutorial. If askmode == -7/-8/-9 show nothing. Else show affinity/condition tutorials.
selectModeOfClassVendor() - Opens categories for class weapons and gear
selectModeOfMultiWeaponVendor(consumptionmenuId) - Opens categories for weapons/tools (war/magic/land/hand). Arg consumptionmenuId appends location of item repair person. -1: Ul'dah, -2: Gridania, -3: Limsa
selectModeOfMultiArmorVendor(consumptionmenuId) - Opens categories for armor in different slots. Arg consumptionmenuId appends location of item repair person. -1: Ul'dah, -2: Gridania, -3: Limsa
openShopBuy(player, shopPack, CurrencyItemId) - ShopPack: Items to appear in window. CurrencyItemId: What is being used to buy these items.
selectShopBuy(player) - Call after openShopBuy() to open widget
closeShopBuy(player) - Closes the buy window
openShopSell(player) - Call this to open sell window
selectShopSell(player) - Call after openShopSell()
closeShopSell(player) - Closes the sell window
confirmSellingItem(itemId, quality, quantity, gil) - Simple Sell confirmation window
selectFacility(?, sheetId, 3) - Opens the facility chooser.
confirmUseFacility(player, cost) - Facility cost confirm
informSellPrice(1, chosenItem, price) - Shows sell confirm window. ChosenItem must be correct.
startTutorial(nil, menuId) - Opens up a tutorial menu for each guild type based on menuId
finishTalkTurn() - Done at the end.
--]]
require ("global")
require ("shop")
shopInfo = {
--[[
[actorclass id] =
{
welcomeText - Dialog for the NPC to speak when interacting
menuId, - Displays certain menu/dialog. 29-36 = DoH Facilities menus. -1 Ul'dah, -2 Gridania, -3 Limsa. -7/-8/-9/nil show nothing
shopMode, - Type of shop. 0 = Single shop pack, 1 = Class vendor, 2 = Weapon vendor, 3 = Armor vendor, 4 = Hamlet vendor
shopPack{s}, - The item table index to send the client containing the list of items to display, shopmode 2/3 have a static list
}
--]]
[1000159] = {34, 36, 0, 1016},
[1000163] = {49, 31, 0, 1017},
[1000165] = {74, -8, 0, 1019},
[1001458] = {44, 30, 0, 1018},
[1500142] = {266, -1, 0, 5001},
[1500143] = {267, -1, 0, 5002},
[1500144] = {268, -1, 0, 5003},
[1500145] = {269, -1, 0, 5004},
[1500146] = {269, -1, 0, 5005},
[1500147] = {270, -1, 0, 5006},
[1500150] = {266, -8, 0, 5001},
[1500151] = {267, -8, 0, 5002},
[1500152] = {268, -8, 0, 5003},
[1500153] = {269, -8, 0, 5004},
[1500154] = {269, -8, 0, 5005},
[1500155] = {270, -8, 0, 5006},
[1500158] = {266, -8, 0, 5001},
[1500159] = {267, -8, 0, 5002},
[1500160] = {268, -8, 0, 5003},
[1500161] = {269, -8, 0, 5004},
[1500162] = {269, -8, 0, 5005},
[1500163] = {270, -8, 0, 5006},
[1500401] = {317, -8, 0, 1013},
[1500405] = {320, -8, 0, 1013},
[1500407] = {321, -8, 0, 1012},
[1500411] = {322, -8, 0, 2017},
[1500414] = {324, -8, 0, 1012},
[1500419] = {327, -8, 0, 1012},
[1500422] = {332, -8, 0, 1013},
[1500423] = {331, -8, 0, 2017},
[1500429] = {328, -8, 0, 2017},
[1500430] = {281, -8, 4, 5122},
[1500431] = {281, -8, 4, 5118},
[1500432] = {281, -8, 4, 5120},
[1600001] = {6, -8, 0, 1006},
[1600002] = {7, -8, 0, 1007},
[1600003] = {8, -8, 0, 1008},
[1600004] = {9, -8, 0, 1009},
[1600005] = {10, -8, 0, 1010},
[1600006] = {11, -8, 0, 1011},
[1600007] = {12, -8, 0, 1012},
[1600008] = {13, -8, 0, 1013},
[1600009] = {14, -8, 0, 1014},
[1600010] = {15, -8, 0, 1015},
[1600011] = {1, -8, 0, 1001},
[1600012] = {2, -8, 0, 1002},
[1600013] = {3, -8, 0, 1003},
[1600014] = {4, -8, 0, 1004},
[1600016] = {5, -8, 0, 1005},
[1600017] = {39, 29, 0, 2020},
[1600018] = {59, 33, 0, 2021},
[1600019] = {75, -8, 0, 2022},
[1600020] = {77, -8, 0, 2010},
[1600021] = {78, -8, 0, 2011},
[1600022] = {79, -8, 0, 2012},
[1600023] = {80, -8, 0, 2013},
[1600024] = {81, -8, 0, 2014},
[1600025] = {82, -8, 0, 2015},
[1600026] = {83, -8, 0, 2016},
[1600027] = {84, -8, 0, 2017},
[1600028] = {85, -8, 0, 2018},
[1600029] = {86, -8, 0, 2019},
[1600030] = {87, -8, 0, 2001},
[1600031] = {88, -8, 0, 2003},
[1600032] = {89, -8, 0, 2002},
[1600033] = {90, -8, 0, 2004},
[1600034] = {91, -8, 0, 2005},
[1600035] = {92, -8, 0, 2006},
[1600036] = {93, -8, 0, 2007},
[1600037] = {94, -8, 0, 2008},
[1600039] = {69, 35, 0, 3020},
[1600040] = {54, 32, 0, 3019},
[1600041] = {64, 34, 0, 3021},
[1600042] = {76, -8, 0, 3022},
[1600043] = {96, -8, 0, 3009},
[1600044] = {97, -8, 0, 3010},
[1600045] = {98, -8, 0, 3011},
[1600046] = {99, -8, 0, 3012},
[1600047] = {100, -8, 0, 3013},
[1600048] = {101, -8, 0, 3014},
[1600049] = {102, -8, 0, 3016},
[1600050] = {103, -8, 0, 3015},
[1600051] = {104, -8, 0, 3017},
[1600052] = {105, -8, 0, 3004},
[1600053] = {106, -8, 0, 3007},
[1600054] = {107, -8, 0, 3018},
[1600055] = {108, -8, 0, 3006},
[1600056] = {109, -8, 0, 3005},
[1600057] = {110, -8, 0, 3002},
[1600058] = {111, -8, 0, 3003},
[1600059] = {112, -8, 0, 3001},
[1600061] = {95, -8, 0, 2009},
[1600062] = {113, -8, 0, 3008},
[1600063] = {114, -8, 0, 4001},
[1600064] = {235, -8, 0, 2023},
[1600065] = {236, -8, 0, 1020},
[1600066] = {237, -8, 0, 3023},
[1600067] = {238, -8, 0, 5007},
[1600068] = {239, -8, 0, 5007},
[1600069] = {240, -1, 0, 5007},
[1600070] = {241, -8, 0, 5008},
[1600071] = {242, -8, 0, 5008},
[1600072] = {243, -8, 0, 5008},
[1600073] = {244, -8, 1, 5009},
[1600074] = {245, -8, 1, 5015},
[1600075] = {246, -8, 1, 5021},
[1600076] = {247, -8, 1, 5027},
[1600077] = {248, -8, 1, 5033},
[1600078] = {249, -8, 1, 5039},
[1600079] = {250, -8, 1, 5045},
[1600080] = {251, -8, 1, 5051},
[1600081] = {252, -8, 1, 5057},
[1600082] = {253, -8, 1, 5063},
[1600083] = {254, -8, 1, 5069},
[1600084] = {255, -8, 1, 5075},
[1600085] = {256, -8, 1, 5081},
[1600086] = {257, -8, 1, 5087},
[1600087] = {258, -8, 1, 5093},
[1600088] = {259, -8, 1, 5099},
[1600089] = {260, -8, 1, 5105},
[1600090] = {261, -8, 1, 5111},
[1600092] = {263, -8, 0, 2024},
[1600093] = {264, -8, 0, 1021},
[1600094] = {265, -8, 0, 3024},
[1600095] = {281, -8, 0, 1005},
[1600096] = {281, -8, 0, 2009},
[1600097] = {281, -8, 0, 4001},
[1600098] = {281, -8, 0, 4002},
[1600099] = {281, -8, 0, 2009},
[1600100] = {281, -2, 2, 0},
[1600101] = {281, -8, 0, 2009},
[1600103] = {281, -8, 0, 3008},
[1600104] = {281, -8, 0, 3008},
[1600107] = {281, -8, 3, 0},
[1600108] = {281, -8, 0, 3008},
[1600109] = {281, -3, 2, 0},
[1600110] = {281, -8, 0, 4001},
[1600111] = {281, -8, 0, 2009},
[1600112] = {281, -8, 0, 4002},
[1600113] = {281, -8, 0, 4001},
[1600117] = {281, -8, 0, 2009},
[1600119] = {281, -2, 3, 0},
[1600120] = {281, -8, 0, 3008},
[1600121] = {281, -8, 0, 2009},
[1600122] = {281, -8, 0, 3008},
[1600125] = {281, -8, 0, 1005},
[1600126] = {281, -8, 0, 3008},
[1600129] = {281, -1, 3, 0},
[1600130] = {281, -8, 0, 4001},
[1600133] = {281, -1, 2, 0},
[1600137] = {281, -8, 0, 1005},
[1600142] = {281, -8, 0, 1005},
}
shopRange = { --shopRangeStart, shopRangeEnd
[101] = {101001, 101010};
[102] = {102001, 102010};
[103] = {103001, 103010};
[104] = {104001, 104010};
[105] = {105001, 105010};
[106] = {106001, 106010};
[107] = {107001, 107010};
[108] = {108001, 108017};
[109] = {109001, 109015};
[110] = {110001, 110018};
[111] = {111001, 111018};
[112] = {112001, 112018};
[113] = {113001, 113019};
[114] = {114001, 114015};
[115] = {115001, 115015};
[116] = {116001, 116010};
[117] = {117001, 117010};
[118] = {118001, 118010};
[120] = {120001, 120012};
[121] = {121001, 121012};
[122] = {122001, 122012};
[123] = {123001, 123012};
[124] = {124001, 124012};
[125] = {125001, 125012};
[126] = {126001, 126012};
[127] = {127001, 127012};
[128] = {128001, 128012};
[129] = {129001, 129016};
[130] = {130001, 130012};
[131] = {131001, 131012};
[132] = {132001, 132012};
[133] = {133001, 133012};
[134] = {134001, 134016};
[135] = {135001, 135012};
[136] = {136001, 136012};
[137] = {137001, 137012};
[138] = {138001, 138012};
[139] = {139001, 139012};
[140] = {140001, 140012};
[141] = {141001, 141012};
[142] = {142001, 142012};
[143] = {143001, 143016};
[144] = {144001, 144018};
[145] = {1071001, 1071002};
[146] = {1072001, 1072006};
[1001] = {1001001, 1001008};
[1002] = {1002001, 1002008};
[1003] = {1003001, 1003007};
[1004] = {1004001, 1004002};
[1005] = {1005001, 1005017};
[1006] = {1006001, 1006006};
[1007] = {1007001, 1007010};
[1008] = {1008001, 1008009};
[1009] = {1009001, 1009012};
[1010] = {1010001, 1010014};
[1011] = {1011001, 1011010};
[1012] = {1012001, 1012007};
[1013] = {1013001, 1013011};
[1014] = {1014001, 1014006};
[1015] = {1015001, 1015007};
[1016] = {1016001, 1016016};
[1017] = {1018001, 1018010};
[1018] = {1017001, 1017013};
[1019] = {1019001, 1019005};
[1020] = {1066001, 1066004};
[1021] = {1069001, 1069005};
[2001] = {1020001, 1020008};
[2002] = {1021001, 1021006};
[2003] = {1022001, 1022007};
[2004] = {1023001, 1023008};
[2005] = {1024001, 1024003};
[2006] = {1025001, 1025008};
[2007] = {1026001, 1026006};
[2008] = {1027001, 1027004};
[2009] = {1028001, 1028016};
[2010] = {1029001, 1029009};
[2011] = {1030001, 1030008};
[2012] = {1031001, 1031010};
[2013] = {1032001, 1032010};
[2014] = {1033001, 1033012};
[2015] = {1034001, 1034015};
[2016] = {1035001, 1035013};
[2017] = {1036001, 1036006};
[2018] = {1037001, 1037006};
[2019] = {1038001, 1038008};
[2020] = {1039001, 1039009};
[2021] = {1040001, 1040010};
[2022] = {1041001, 1041005};
[2023] = {1065001, 1065006};
[2024] = {1068001, 1068006};
[3001] = {1042001, 1042008};
[3002] = {1043001, 1043008};
[3003] = {1044001, 1044008};
[3004] = {1045001, 1045008};
[3005] = {1046001, 1046010};
[3006] = {1047001, 1047008};
[3007] = {1048001, 1048006};
[3008] = {1049001, 1049016};
[3009] = {1050001, 1050013};
[3010] = {1051001, 1051008};
[3011] = {1052001, 1052009};
[3012] = {1053001, 1053010};
[3013] = {1054001, 1054006};
[3014] = {1055001, 1055013};
[3015] = {1056001, 1056005};
[3016] = {1057001, 1057008};
[3017] = {1058001, 1058011};
[3018] = {1059001, 1059007};
[3019] = {1060001, 1060011};
[3020] = {1061001, 1061014};
[3021] = {1062001, 1062016};
[3022] = {1063001, 1063004};
[3023] = {1067001, 1067008};
[3024] = {1070001, 1070004};
[4001] = {1064001, 1064011};
[4002] = {1064001, 1064011};
[5001] = {2001001, 2001018};
[5002] = {2002001, 2002006};
[5003] = {2003001, 2003010};
[5004] = {2004001, 2004009};
[5005] = {2005001, 2005010};
[5006] = {2006001, 2006012};
[5007] = {2007001, 2007010};
[5008] = {2008001, 2008016};
[5009] = {2009001, 2009007};
[5010] = {2009101, 2009104};
[5011] = {2009201, 2009204};
[5012] = {2009301, 2009304};
[5013] = {2009401, 2009404};
[5014] = {2009501, 2009504};
[5015] = {2010001, 2010004};
[5016] = {2010101, 2010104};
[5017] = {2010201, 2010204};
[5018] = {2010301, 2010304};
[5019] = {2010401, 2010404};
[5020] = {2010501, 2010504};
[5021] = {2011001, 2011004};
[5022] = {2011101, 2011104};
[5023] = {2011201, 2011204};
[5024] = {2011301, 2011304};
[5025] = {2011401, 2011404};
[5026] = {2011501, 2011504};
[5027] = {2012001, 2012007};
[5028] = {2012101, 2012104};
[5029] = {2012201, 2012204};
[5030] = {2012301, 2012304};
[5031] = {2012401, 2012404};
[5032] = {2012501, 2012504};
[5033] = {2013001, 2013004};
[5034] = {2013101, 2013104};
[5035] = {2013201, 2013204};
[5036] = {2013301, 2013304};
[5037] = {2013401, 2013404};
[5038] = {2013501, 2013504};
[5039] = {2014001, 2014007};
[5040] = {2014101, 2014104};
[5041] = {2014201, 2014204};
[5042] = {2014301, 2014304};
[5043] = {2014401, 2014404};
[5044] = {2014501, 2014504};
[5045] = {2015001, 2015007};
[5046] = {2015101, 2015104};
[5047] = {2015201, 2015204};
[5048] = {2015301, 2015304};
[5049] = {2015401, 2015404};
[5050] = {2015501, 2015504};
[5051] = {2016001, 2016006};
[5052] = {2016101, 2016104};
[5053] = {2016201, 2016204};
[5054] = {2016301, 2016304};
[5055] = {2016401, 2016404};
[5056] = {2016501, 2016504};
[5057] = {2017001, 2017006};
[5058] = {2017101, 2017104};
[5059] = {2017201, 2017204};
[5060] = {2017301, 2017304};
[5061] = {2017401, 2017404};
[5062] = {2017501, 2017504};
[5063] = {2018001, 2018006};
[5064] = {2018101, 2018104};
[5065] = {2018201, 2018204};
[5066] = {2018301, 2018304};
[5067] = {2018401, 2018404};
[5068] = {2018501, 2018504};
[5069] = {2019001, 2019006};
[5070] = {2019101, 2019104};
[5071] = {2019201, 2019204};
[5072] = {2019301, 2019304};
[5073] = {2019401, 2019404};
[5074] = {2019501, 2019504};
[5075] = {2020001, 2020006};
[5076] = {2020101, 2020104};
[5077] = {2020201, 2020204};
[5078] = {2020301, 2020304};
[5079] = {2020401, 2020404};
[5080] = {2020501, 2020504};
[5081] = {2021001, 2021006};
[5082] = {2021101, 2021104};
[5083] = {2021201, 2021204};
[5084] = {2021301, 2021304};
[5085] = {2021401, 2021404};
[5086] = {2021501, 2021504};
[5087] = {2022001, 2022006};
[5088] = {2022101, 2022104};
[5089] = {2022201, 2022204};
[5090] = {2022301, 2022304};
[5091] = {2022401, 2022404};
[5092] = {2022501, 2022504};
[5093] = {2023001, 2023006};
[5094] = {2023101, 2023104};
[5095] = {2023201, 2023204};
[5096] = {2023301, 2023304};
[5097] = {2023401, 2023404};
[5098] = {2023501, 2023504};
[5099] = {2024001, 2024006};
[5100] = {2024101, 2024104};
[5101] = {2024201, 2024204};
[5102] = {2024301, 2024304};
[5103] = {2024401, 2024404};
[5104] = {2024501, 2024504};
[5105] = {2025001, 2025006};
[5106] = {2025101, 2025104};
[5107] = {2025201, 2025204};
[5108] = {2025301, 2025304};
[5109] = {2025401, 2025404};
[5110] = {2025501, 2025504};
[5111] = {2026001, 2026006};
[5112] = {2026101, 2026104};
[5113] = {2026201, 2026204};
[5114] = {2026301, 2026304};
[5115] = {2026401, 2026404};
[5116] = {2026501, 2026504};
[5117] = {2026601, 2026606};
[5118] = {2026701, 2026708};
[5119] = {2026801, 2026808};
[5120] = {2026901, 2026908};
[5121] = {2027001, 2027008};
[5122] = {2027101, 2027110};
[5123] = {2027201, 2027211};
}
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, npc, triggerName)
npcId = npc:GetActorClassId();
if shopInfo[npcId] == nil then
errorMsg = string.format("This PopulaceShopSalesman actor has no shop set. Actor Class Id: %s", npcId);
player:SendMessage(MESSAGE_TYPE_SYSTEM_ERROR, "", errorMsg );
player:EndEvent();
return;
end;
local shopCurrency = 1000001;
local welcomeText = 1;
local menuId = shopInfo[npcId][2];
local shopCategory = shopInfo[npcId][3];
local itemShop = 0;
local classShop = 1;
local weaponShop = 2;
local armorShop = 3;
local hamletShop = 4;
local weaponShopPack = {5001,5002,5007,5008};
local armorShopPack = {5004,5005,5006,5003};
local menuBuy = 1;
local menuBuyCount = 1; -- For Shops with multiple buying categories
local menuSell = 2;
local menuFacility = 3;
local menuTutorial = 4;
local menuClose = -3;
local menuHasFacility = false;
local menuHasTutorial = false;
local shopPack = shopInfo[npcId][4]; -- Starting value for the shopPack of the current NPC Actor
local chosenShopPackage = 0; -- Var to send to openShopMenu() once desired shopPack is determined
local choice;
callClientFunction(player, "welcomeTalk", shopInfo[npcId][welcomeText], player);
while (true) do
if (shopCategory == itemShop) then
choice = callClientFunction(player, "selectMode", menuId);
menuHasFacility = true;
menuHasTutorial = true;
elseif (shopCategory == classShop) then
choice = callClientFunction(player, "selectModeOfClassVendor");
menuBuyCount = 6;
menuSell = 0;
elseif (shopCategory == weaponShop) then
choice = callClientFunction(player, "selectModeOfMultiWeaponVendor", menuId);
menuBuyCount = 4;
menuSell = 0;
elseif (shopCategory == armorShop) then
choice = callClientFunction(player, "selectModeOfMultiArmorVendor", menuId);
menuBuyCount = 4;
menuSell = 0;
elseif (shopCategory == hamletShop) then
choice = callClientFunction(player, "selectMode", menuId);
local hamletRegion = shopPack;
local hamletPackAleport = {5117, 5122, 5123};
local hamletPackHyrstmill = {5117, 5118, 5119};
local hamletPackGoldenBazaar = {5117, 5120, 5121};
local hamletLevel = 3; -- Defaulting to highest value for now
if hamletRegion == 5122 then -- Aleport
-- hamletLevel = GetHamletStatus(idAleport);
shopPack = hamletPackAleport[hamletLevel] or 5117;
elseif hamletRegion == 5118 then -- Hyrstmill
-- hamletLevel = GetHamletStatus(idHyrstmill);
shopPack = hamletPackHyrstmill[hamletLevel] or 5117;
elseif hamletRegion == 5120 then -- The Golden Bazaar
-- hamletLevel = GetHamletStatus(idGoldenBazaar);
shopPack = hamletPackGoldenBazaar[hamletLevel] or 5117;
end
end
if choice and (choice >= menuBuy and choice <= menuBuyCount) then
--player:SendMessage(0x20,"", "Menu option: "..choice);
if (shopCategory == weaponShop) then
chosenShopPackage = weaponShopPack[choice];
elseif (shopCategory == armorShop) then
chosenShopPackage = armorShopPack[choice];
else
chosenShopPackage = ((shopPack-1) + choice);
end
openShopMenu(
player,
menuId,
chosenShopPackage,
shopRange[chosenShopPackage][1],
shopRange[chosenShopPackage][2],
shopCurrency
);
elseif (choice == menuSell) then
openSellMenu(player);
elseif (choice == menuFacility) and (menuHasFacility == true) then
if menuId > 0 then
local classFacility = (shopInfo[npcId][1] + 1) or 35;
facilityChoice = callClientFunction(player, "selectFacility", nil, classFacility, 3);
if facilityChoice == 1 then
callClientFunction(player, "confirmUseFacility", player, 200);
elseif facilityChoice == 2 then
callClientFunction(player, "confirmUseFacility", player, 400);
elseif facilityChoice == 3 then
callClientFunction(player, "confirmUseFacility", player, 1000);
end
end
elseif (choice == menuTutorial) and (menuHasTutorial == true) then
callClientFunction(player, "startTutorial", nil, menuId);
end
if (choice == menuClose or choice == nil) then
break;
end
end
callClientFunction(player, "finishTalkTurn", player);
player:EndEvent();
end
function openShopMenu(player, menuId, shopPack, itemRangeStart, itemRangeEnd, shopCurrency)
callClientFunction(player, "openShopBuy", player, shopPack, shopCurrency);
player:SendMessage(0x20, "", "shopPack: "..shopPack.." Range: "..itemRangeStart.."-"..itemRangeEnd);
while (true) do
buyResult, quantity = callClientFunction(player, "selectShopBuy", player);
if (buyResult == 0) then
callClientFunction(player, "closeShopBuy", player);
break;
else
if itemRangeStart and itemRangeEnd then
itemChosen = (itemRangeStart - 1) + buyResult;
if (((itemRangeStart-1) + itemChosen) < itemRangeStart) or (itemChosen > itemRangeEnd) then
player:SendMessage(0x20, "", "[ERROR] Client selected item exceeds the valid range.");
callClientFunction(player, "finishTalkTurn", player);
player:EndEvent();
return;
else
player:SendMessage(0x20, "", "Item chosen: " .. itemChosen .. " Quantity: ".. quantity);
--[[
TO-DO: Request item information from server table and throw result to purchaseItem()
requestItem = GetItemShopInfoThing(itemChosen);
purchaseItem(player, INVENTORY_NORMAL, requestItem.id, quantity, requestItem.quality, requestItem.price, shopCurrency);
--]]
end
end
end
end
end
function openSellMenu(player)
callClientFunction(player, "openShopSell", player);
while (true) do
sellResult, sellQuantity, sellState, unknown, sellItemSlot = callClientFunction(player, "selectShopSell", player);
if (sellResult == nil) then
callClientFunction(player, "closeShopSell", player);
break;
else
if sellState == 1 then
itemToSell = player:GetItemPackage(INVENTORY_NORMAL):GetItemAtSlot(sellItemSlot-1);
gItemSellId = itemToSell.itemId;
gItemQuality = itemToSell.quality;
gItemPrice = GetItemGamedata(gItemSellId);
gItemPrice = gItemPrice.sellPrice;
if gItemQuality == 2 then -- +1
gItemPrice = (math.floor(gItemPrice * 1.10));
elseif gItemQuality == 3 then -- +2
gItemPrice = (math.floor(gItemPrice * 1.25));
elseif gItemQuality == 4 then -- +3
gItemPrice = (math.floor(gItemPrice * 1.50));
end
callClientFunction(player, "informSellPrice", 1, sellItemSlot, gItemPrice);
elseif sellState == nil then
sellItem(player, gItemSellId, sellQuantity, gItemQuality, gItemPrice, sellItemSlot-1, shopCurrency);
end
end
end
end

View File

@@ -1,46 +0,0 @@
--[[
OrdinaryRetainer Script
Functions:
eventTalkRetainerOther() -
eventTalkRetainerMenu(mode, hasPossessions) - Opens the main menu. If mode == 2, hide dismiss option.
eventTalkRetainerDismissal(hasPossessions) - Show dismiss confirmation.
eventTalkRetainerMannequin(0:enable/1:disable confirm) - Show bazaar modeling confirmation.
eventTalkRetainerItemTrade(operationCode) - Operate RetainerTradeWidget. Codes: 1 - Open, 2 - Select Mode, 3 - Close.
eventTalkRetainerItemList(operationCode) - Operate Bazaar Widget. Codes: 1 - Open, 2 - Select Mode, 3 - Close.
eventReturnResult(resultCode, ?) - Redraws the RetainerTrade UI.
sayToPlayer(actorClassId, messageType, argument) - Makes the retainer say a phrase to the player.
eventTalkFinish() - Stops npc from looking at player.
eventPlayerTurn(angle) - Turns player to angle.
--]]
require ("global")
require ("retainer")
function init(npc)
return false, false, 0, 0;
end
function onEventStarted(player, retainer, triggerName)
while (true) do
choice = callClientFunction(player, "eventTalkRetainerMenu", 1);
if (choice == 1) then
doItemTrade(player, retainer);
elseif (choice == 2) then
doBazaar(player, retainer);
elseif (choice == 7) then
callClientFunction(player, "eventTalkRetainerMannequin", 0);
elseif (choice == 5) then
player:DespawnMyRetainer();
else
break;
end
end
player:EndEvent();
end

View File

@@ -1,107 +0,0 @@
CommandType =
{
None = 0,
AutoAttack = 1,
Weaponskill = 2,
Ability = 3,
Spell = 4
}
ActionType =
{
None = 0,
Physical = 1,
Magic = 2,
Heal = 3,
Status = 4
}
ActionProperty =
{
None = 0,
Physical = 1,
Magic = 2,
Heal = 4,
Status = 8,
Ranged = 16
}
DamageTakenType =
{
None,
Attack,
Magic,
Weaponskill,
Ability
}
HitDirection =
{
None = 0,
Front = 1,
Right = 2,
Rear = 4,
Left = 8
}
HitType =
{
Miss = 0,
Evade = 1,
Parry = 2,
Block = 3,
Resist = 4,
Hit = 5,
Crit = 6
}
TargetFindAOEType =
{
None = 0,
Circle = 1,
Cone = 2,
Box = 3
}
StatusEffectFlags =
{
None = 0,
--Loss flags - Do we need loseonattacking/caststart? Could just be done with activate flags
LoseOnDeath = bit32.lshift(1, 0), -- effects removed on death
LoseOnZoning = bit32.lshift(1, 1), -- effects removed on zoning
LoseOnEsuna = bit32.lshift(1, 2), -- effects which can be removed with esuna (debuffs)
LoseOnDispel = bit32.lshift(1, 3), -- some buffs which player might be able to dispel from mob
LoseOnLogout = bit32.lshift(1, 4), -- effects removed on logging out
LoseOnAttacking = bit32.lshift(1, 5), -- effects removed when owner attacks another entity
LoseOnCastStart = bit32.lshift(1, 6), -- effects removed when owner starts casting
LoseOnAggro = bit32.lshift(1, 7), -- effects removed when owner gains enmity (swiftsong)
LoseOnClassChange = bit32.lshift(1, 8), --Effect falls off whhen changing class
--Activate flags
ActivateOnCastStart = bit32.lshift(1, 9), --Activates when a cast starts.
ActivateOnCommandStart = bit32.lshift(1, 10), --Activates when a command is used, before iterating over targets. Used for things like power surge, excruciate.
ActivateOnCommandFinish = bit32.lshift(1, 11), --Activates when the command is finished, after all targets have been iterated over. Used for things like Excruciate and Resonance falling off.
ActivateOnPreactionTarget = bit32.lshift(1, 12), --Activates after initial rates are calculated for an action against owner
ActivateOnPreactionCaster = bit32.lshift(1, 13), --Activates after initial rates are calculated for an action by owner
ActivateOnDamageTaken = bit32.lshift(1, 14),
ActivateOnHealed = bit32.lshift(1, 15),
--Should these be rolled into DamageTaken?
ActivateOnMiss = bit32.lshift(1, 16), --Activates when owner misses
ActivateOnEvade = bit32.lshift(1, 17), --Activates when owner evades
ActivateOnParry = bit32.lshift(1, 18), --Activates when owner parries
ActivateOnBlock = bit32.lshift(1, 19), --Activates when owner evades
ActivateOnHit = bit32.lshift(1, 20), --Activates when owner hits
ActivateOnCrit = bit32.lshift(1, 21), --Activates when owner crits
--Prevent flags. Sleep/stun/petrify/etc combine these
PreventSpell = bit32.lshift(1, 22), -- effects which prevent using spells, such as silence
PreventWeaponSkill = bit32.lshift(1, 23), -- effects which prevent using weaponskills, such as pacification
PreventAbility = bit32.lshift(1, 24), -- effects which prevent using abilities, such as amnesia
PreventAttack = bit32.lshift(1, 25), -- effects which prevent basic attacks
PreventMovement = bit32.lshift(1, 26), -- effects which prevent movement such as bind, still allows turning in place
PreventTurn = bit32.lshift(1, 27), -- effects which prevent turning, such as stun
PreventUntarget = bit32.lshift(1, 28), -- effects which prevent changing targets, such as fixation
Stance = bit32.lshift(1, 29) -- effects that do not have a timer
}

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor);
player:endEvent();
end

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require("global")
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
end

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require ("global")
--[[
ActivateCommand Script
Switches between active and passive mode states
--]]
function onEventStarted(player, command, triggerName)
if (player.currentMainState == 0x0000) then
player.Engage(0, 0x0002);
elseif (player.currentMainState == 0x0002) then
player.Disengage(0x0000);
end
player:endEvent();
sendSignal("playerActive");
end;

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor);
player:endEvent();
end

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end;

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
--Are they in active mode?
if (player:GetState() != 2) then
player:SendGameMessage(GetWorldMaster(), 32503, 0x20);
player:endEvent();
return;
end
if not player.aiContainer.IsEngaged() then
player.Engage(targetActor);
end;
player.WeaponSkill(command.actorId, targetActor);
player:endEvent();
end;

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--[[
BazaarCheckCommand Script
Handles what happens when you examine a player's bazaar
--]]
require ("global")
function onEventStarted(player, actor, triggerName, name, arg1, arg2, arg3, bazaarActorId)
local bazaarActor = nil;
if (name ~= nil) then
bazaarActor = player:GetZone():FindPCInZone(name);
elseif (bazaarActorId ~= nil) then
bazaarActor = player:GetZone():FindActorInArea(bazaarActorId);
end
if (bazaarActor ~= nil) then
player:SendMessage(MESSAGE_TYPE_SYSTEM_ERROR, "", "Currently disabled due to freezing characters.");
--callClientFunction(player, "delegateCommand", GetStaticActor("BazaarCheckCommand"), "processChackBazaar");
else
--Show error
end
player:EndEvent();
end

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--[[
BazaarDealCommand Script
Handles various bazaar transfer options
All bazaar args have a Reward (The item the person who fufills the request gets) and a Seek (The item the player wants, either gil or an item).
Args:
rewardItem: Item reference to what will be given to the buyer. If it's gil the itemID will be given instead. If offering an item to seek; reward/seek are combined and put here.
seekItem: Item reference to what the buyer will give us. If it's gil the itemID will be given instead,
bazaarMode: The tag value to set in the bazaar item's data.
arg1: Always nil
bazaarActor: The actor who owns this bazaar
rewardAmount: The amount of rewardItem the buyer will get.
seekAmount: The amount of seekItem we want.
--]]
require ("global")
function onEventStarted(player, actor, triggerName, rewardItem, seekItem, bazaarMode, arg1, bazaarActor, rewardAmount, seekAmount, arg2, arg3, type9ItemIds)
local rewarding = nil;
local seeking = nil;
--Handle special case for offering an item.
if (seekItem == nil) then
rewarding = player:GetItemPackage(rewardItem.offerPackageId):GetItemAtSlot(rewardItem.offerSlot);
seeking = player:GetItemPackage(rewardItem.seekPackageId):GetItemAtSlot(rewardItem.seekSlot);
end
--Handle Reward
if (rewarding == nil) then
if (type(rewardItem) == "number") then
rewarding = player:GetItemPackage(INVENTORY_CURRENCY):GetItemByCatelogId(rewardItem);
else
rewarding = player:GetItem(rewardItem);
end
end
--Handle Seek
if (seeking == nil) then
if (type(seekItem) == "number") then
seeking = player:GetItemPackage(INVENTORY_CURRENCY):GetItemByCatelogId(seekItem);
else
seeking = player:GetItem(seekItem);
end
end
result = GetWorldManager():AddToBazaar(player, rewarding, seeking, rewardAmount, seekAmount, bazaarMode);
player:EndEvent();
end

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--[[
BazaarTradeCommand Script
Handles bazaar trade
All bazaar args have a Reward (The item the person who fufills the request gets) and a Seek (The item the player wants, either gil or an item).
--]]
--TODO REFACTOR
function onEventStarted(player, actor, triggerName, rewardItem, seekItemOrCost, seekAmount, arg1, bazaarActorId, rewardAmount, rewardItemId, nameIndex, arg2, type9ItemIds)
local originalReward = nil;
local originalSeek = nil;
local bazaarActor = nil;
--Get the bazaar actor
if (bazaarActorId ~= nil) then
bazaarActor = player:GetZone():FindActorInArea(bazaarActorId);
end
--Abort if no actor
if (bazaarActor == nil) then
player:SendGameMessage(player, worldMaster, 25111, 0x20);
player:EndEvent();
return;
end
--If seekItem is a number, we are buying an item (ExecuteBazaarBuy)
if (type(seekItemOrCost) == "number") then
if (player:GetCurrentGil() >= seekItemOrCost) then
if (GetWorldManager():BazaarBuyOperation(bazaarActor, player, bazaarActor:GetItem(rewardItem), rewardAmount, seekItemOrCost)) then
else
player:SendGameMessage(player, worldMaster, 25111, 0x20);
end
else
player:SendGameMessage(player, worldMaster, 40252, 0x20);
end
else --Else we are fufilling a sought out item (ExecuteBazaarSell)
local rewardItem = bazaarActor:GetItem(rewardItem);
local seekItem = player:GetItem(seekItemOrCost);
if (rewardItem ~= nil and seekItem ~= nil) then
if (GetWorldManager():BazaarSellOperation(bazaarActor, player, rewardItem, rewardAmount, seekItem, seekAmount)) then
else
player:SendGameMessage(player, worldMaster, 25111, 0x20);
end
else
end
end
player:EndEvent();
end

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--[[
BazaarUndealCommand Script
Handles canceling bazaar items
25107 - Your bazaar is either full or already contains that unique item.
25111 - Unable to complete transaction.
25112 - You are unable to remove the item from your bazaar. You cannot hold any more items.
25113 - Offered and sought items cannot be identical.
25114 - Items in less than mint condition cannot be offered.
25115 - Items in less than mint condition cannot be placed in your bazaar.
--]]
function onEventStarted(player, actor, triggerName, rewardItem, seekItem, bazaarType, narg, bazaarActor, rewardAmount, seekAmount, narg, narg, type9ItemIds)
GetWorldManager():RemoveFromBazaar(player, player:GetItem(rewardItem));
player:EndEvent();
end

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function onEventStarted(player, caller, commandRequest, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
player:SetCurrentJob(17);
player:EndEvent();
end

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--[[
ConfirmTradeCommand Script
Handles what happens when you accept/refuse a trade
--]]
function onEventStarted(player, actor, triggerName, groupType, result)
--Accept
if (result == 1) then
GetWorldManager():AcceptTrade(player);
--Refuse
elseif (result == 2) then
GetWorldManager():RefuseTrade(player);
end
player:EndEvent();
end

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--[[
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 only the provided commands for the "Double Down" phase that happens after crafting.
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(7); -- Need way to reset music back to the zone's default
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 craftProg = 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 craftProg >= 100 then
testChoice2 = callClientFunction(player, "delegateCommand", craftJudge, "updateInfo", commandactor, 100, 10, 20, 5020111, 69, 70, 75);
-- From Lodestone: If the HQ odds are 1% or better, players will have the option of selecting either Finish or Double Down.
-- By electing to double down, the player takes a chance on creating an HQ item at the risk of losing the completed item if the attempt fails
testChoice = callClientFunction(player, "delegateCommand", craftJudge, "craftTuningUI", commandactor, 22503, 22504);
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
craftProg = 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
craftProg = craftProg + progDiff;
if craftProg >= 100 then
craftProg = 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, craftProg, startDur, startQly, nil, nil, nil, nil, nil);
end
end
return -1;
end

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
--Are they in active mode?
if (player:GetState() != 2) then
player:SendGameMessage(GetWorldMaster(), 32503, 0x20);
player:endEvent();
return;
end
if not player.aiContainer.IsEngaged() then
player.Engage(targetActor);
end;
player.WeaponSkill(command.actorId, targetActor);
player:endEvent();
end;

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--[[
HarvestJudge
Operates the harvesting system for mining, logging, and fishing.
Functions:
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:
* 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)
debugMsg = false;
powerCurrent = 0;
powerLast = 0;
powerRange = 10; -- 'Feels' look a good amount compared to vids/ARR's minigame.
showTutorial = 0;
commandMine = 22002;
commandLog = 22003;
commandFish = 22004;
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;
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

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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require ("global")
--player: Player that called this command
--equipAbilityWidget: Widget that calls this command
--triggername: Event Starter ?
--slot: Which slot the ability will go into
--commandid: command being equipped
function onEventStarted(player, equipAbilityWidget, triggername, slot, commandid, unkown, arg1, arg2, arg3, arg4, arg5, arg6)
local worldManager = GetWorldManager();
local ability = worldManager:GetBattleCommand(commandid);
--Equip
if (commandid > 0) then
--[[]]
--Can the player equip any more cross class actions
if (player.charaWork.parameterTemp.otherClassAbilityCount[0] >= player.charaWork.parameterTemp.otherClassAbilityCount[1]) then
--"You cannot set any more actions."
player:SendGameMessage(GetWorldMaster(), 30720, 0x20, 0, 0);
player:endEvent();
return;
end
--Is the player high enough level in that class to equip the ability
if (player.charaWork.battleSave.skillLevel[ability.job - 1] < ability.level) then
--"You have not yet acquired that action."
player:SendGameMessage(GetWorldMaster(), 30742, 0x20, 0, 0);
player:endEvent();
return;
end
local oldSlot = player:FindFirstCommandSlotById(commandid);
local isEquipped = oldSlot < player.charaWork.commandBorder + 30;
--If slot is 0, find the first open slot
if (slot == 0) then
--If the ability is already equipped and slot is 0, then it can't be equipped again
--If the slot isn't 0, it's a move or a swap command
if (isEquipped == true) then
--"That action is already set to an action slot."
player:SendGameMessage(GetWorldMaster(), 30719, 0x20, 0);
player:endEvent();
return;
end
slot = player:FindFirstCommandSlotById(0) - player.charaWork.commandBorder;
--If the first open slot is outside the hotbar, then the hotbar is full
if(slot >= 30) then
--"You cannot set any more actions."
player:SendGameMessage(Server.GetWorldManager().GetActor(), 30720, 0x20, 0);
player:endEvent();
return;
end
else
slot = slot - 1;
end
if(isEquipped == true) then
player:SwapAbilities(oldSlot, slot + player.charaWork.commandBorder);
else
local tslot = slot + player.charaWork.commandBorder;
player:EquipAbility(player.GetCurrentClassOrJob(), commandid, tslot, true);
end
--Unequip
elseif (commandid == 0) then
commandid = player.charaWork.command[slot + player.charaWork.commandBorder - 1];
ability = worldManager.GetBattleCommand(commandid);
--Is the ability a part of the player's current class?
--This check isn't correct because of jobs having different ids
local classId = player:GetCurrentClassOrJob();
local jobId = player:ConvertClassIdToJobId(classId);
if(ability.job == classId or ability.job == jobId) then
--"Actions of your current class or job cannot be removed."
player:SendGameMessage(GetWorldMaster(), 30745, 0x20, 0, 0);
elseif (commandid != 0) then
player:UnequipAbility(slot);
end
end
player:endEvent();
end

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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--[[
ItemMovePackageCommand Script
Handles moving items across item packages (IE: Taking loot)
--]]
function onEventStarted(player, actor, triggerName, itemReference, targetPackage, sourcePackage, arg1, arg2, unknown, arg3, arg4, arg5, type9ItemIds)
player:EndEvent();
end

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--[[
ItemTransferCommand Script
Handles giving an item to another party member.
--]]
function onEventStarted(player, actor, triggerName, itemReference, targetPackage, sourcePackage, arg1, targetPlayer, arg2, arg3, arg4, arg5, type9ItemIds)
player:EndEvent();
end

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--[[
ItemWasteCommand Script
Notes:
The param "invActionInfo" has the vars: actorId, unknown, slot, and inventoryType.
The param "itemDBIds" has the vars: item1 and item2.
--]]
function onEventStarted(player, actor, triggerName, itemReference, targetPackage, sourcePackage, arg1, arg2, unknown, arg3, arg4, arg5, type9ItemIds)
player:GetItemPackage(itemReference.itemPackage):RemoveItemAtSlot(itemReference.slot);
player:EndEvent();
end

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--[[
LoginEventCommand Script
Handles post-dream events.
--]]
require ("global")
function onEventStarted(player, actor, triggerName, dreamCode, innCode, narg1, narg2, bedActor)
--In Plain Sight
if (dreamCode == 1) then
player:AddQuest("Etc5g1");
warpOutOfInn(player, innCode);
--Prophecy Inspection
elseif (dreamCode == 2) then
player:AddQuest("Etc5l3");
warpOutOfInn(player, innCode);
--Nael Nightmare
elseif (dreamCode == 20) then
warpOutOfInn(player, innCode, true);
end
player:EndEvent();
end
function warpOutOfInn(player, innCode, isNightmare)
local spawnCode = SPAWN_NO_ANIM;
if (isNightmare) then
spawnCode = SPAWN_NIGHTMARE;
end
if (innCode == 1) then
GetWorldManager():DoZoneChange(player, 133, nil, 0, spawnCode, -444.266, 39.518, 191, 1.9);
elseif (innCode == 2) then
GetWorldManager():DoZoneChange(player, 155, nil, 0, spawnCode, 59.252, 4, -1219.342, 0.852);
elseif (innCode == 3) then
GetWorldManager():DoZoneChange(player, 209, nil, 0, spawnCode, -110.157, 202, 171.345, 0);
end
end

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--[[
PartyTargetCommand Script
Handles placing marks on targets
--]]
require("global")
markers = { -- [id] = {overheadIcon, textIcon}
[0] = {0, 0}, -- Clear
[1] = {1000, 304},-- Watch my HP!
[2] = {2000, 305},-- Watch my MP!
[3] = {3000, 306},-- Watch my TP!
[5] = {5000, 308},-- I need enhancing magic!
[6] = {6000, 309},-- I am enfeebled!
[7] = {7000, 310},-- Good!
[8] = {8000, 311},-- Bad!
[100] = {-7000, 296}, -- Attack this target!
[101] = {-6000, 297}, -- Focus on this target!
[102] = {-5000, 298}, -- Stop this target!
[104] = {-4000, 299}, -- Do not attack this target!
[105] = {-3000, 300}, -- General mark Spade
[106] = {-2000, 301}, -- General mark Club
[107] = {-1000, 302}, -- General mark Diamond
}
function onEventStarted(player, actor, triggerName, commandValue, category, unk1, unk2, targetActor, unk3, unk4, unk5, unk6)
workName = "charaWork.parameterTemp.targetInformation";
uiFunc = "charaWork/stateForAll";
markerIndex = markers[commandValue][1] or 0;
iconIndex = markers[commandValue][2] or 0;
categoryKind = tonumber(category) or -1;
worldMaster = GetWorldMaster();
if categoryKind == -1 then
return
end
player:SetWorkValue(player, workName, uiFunc, markerIndex);
if iconIndex != 0 then
if categoryKind == 1 then
player:SendGameMessage(player, worldMaster, 30422, 0x20, player, iconIndex);
elseif categoryKind == 2 then
player:SendGameMessage(player, worldMaster, 30412, 0x20, player, iconIndex);
end
elseif iconIndex == 0 then
player:SendGameMessage(player, worldMaster, 30413, 0x20, player, 0);
end
player:EndEvent();
end

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor);
player:endEvent();
end;

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require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end;

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--[[
TradeExecuteCommand Script
Handles all trading between players
Functions:
processTradeCommandOpenTray() - Opens the trade widget.
processTradeCommandCloseTray() - Closes the trade widget.
processTradeCommandReply(command, params) - Operates the trade widget.
processUpdateTradeCommandTrayData() - ?
Commands:
set: TradeWidget resets "Set Mode" (turned on once item selected while waiting for reply).
back: TradeWidget resets "Choose Mode" (turned on when ui operation is done).
fix: You have accepted the deal.
targetfix: Target has accepted the deal.
doedit: You have canceled your accept.
reedit: Target has canceled their accept.
--]]
require ("global")
function onEventStarted(player, actor, triggerName)
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandOpenTray");
tradeOffering = player:GetTradeOfferings();
while (true) do
widgetOpen, chosenOperation, tradeSlot, itemActor, quantity, itemPackageId, itemSlot = callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processUpdateTradeCommandTrayData");
--Abort script if client script dead
if (widgetOpen == false or widgetOpen == nil) then
player:FinishTradeTransaction();
break;
end
--Handle you/target canceling/finishing the trade
if (not player:IsTrading() or not player:GetOtherTrader():IsTrading()) then
player:FinishTradeTransaction();
break;
end
--Handle target accepting
if (player:GetOtherTrader():IsTradeAccepted() == true) then
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "targetfix");
else
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "reedit");
end
--Check if both accepted the trade
if (player:IsTradeAccepted() and player:GetOtherTrader():IsTradeAccepted()) then
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandCloseTray");
GetWorldManager():CompleteTrade(player, player:GetOtherTrader());
break;
end
--Clear Item
if (chosenOperation == 1) then
player:RemoveTradeItem(tradeSlot - 1);
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "set");
--Clear All
elseif (chosenOperation == 2) then
player:ClearTradeItems();
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "set");
--Item Chosen
elseif (chosenOperation == 3) then
player:AddTradeItem(tradeSlot - 1, itemActor, quantity);
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "set", 2, 2, 2, 2);
--Gil Chosen
elseif (chosenOperation == 4) then
player:AddTradeItem(tradeSlot - 1, itemActor, quantity);
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "set");
--Cancel
elseif (chosenOperation == 11) then
player:FinishTradeTransaction();
break;
--OK
elseif (chosenOperation == 12) then
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "fix");
player:AcceptTrade(true);
--Reedit
elseif (chosenOperation == 13) then
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandReply", "doedit");
player:AcceptTrade(false);
end
wait(1);
end
player:EndEvent();
end

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@@ -1,14 +0,0 @@
--[[
TradeOfferCommand Script
Handles what happens a player cancels a trade
--]]
function onEventStarted(player, actor, triggerName, commandId, result)
GetWorldManager():CancelTrade(player);
player:EndEvent();
end

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@@ -1,27 +0,0 @@
--[[
TradeOfferCommand Script
Handles what happens when you invite to trade
--]]
function onEventStarted(player, actor, triggerName, name, arg1, arg2, arg3, actorId)
local otherActor = nil;
--ActorID Search
if (actorId ~= nil) then
otherActor = player:GetZone():FindActorInArea(actorId);
--Name Search
elseif (name ~= nil) then
otherActor = player:GetZone():FindPCInZone(name);
end
if (otherActor ~= nil) then
GetWorldManager():CreateTradeGroup(player, otherActor);
else
end
player:EndEvent();
end

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@@ -1,18 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27164: Swift Aegis Boon
if caster.HasTrait(27164) then
ability.recastTimeMs = ability.recastTimeMs - 15000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,22 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
skill.statusMagnitude = 4;
--27242: Enhanced Barrage: Adds an additional attack to barrage ( 4 -> 5 )
if caster.HasTrait(27242) then
skill.statusMagnitude = 5;
end
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,23 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Only the bard gets the Battle Voice effect
if caster == target then
local effect = GetWorldManager():GetStatusEffect(223253);
effect.SetDuration(30);
caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
end
local effect = GetWorldManager():GetStatusEffect(223029);
effect.SetDuration(60);
caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
end;

View File

@@ -1,31 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27205: Enhanced Berserk: Increases the effect of Berserk by 20%
if caster.HasTrait(27205) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--223207: Berserk
--223208: Rampage
--Remove Rampage effect. I'm assuming no message is sent like LNC surges
caster.statusEffects.RemoveStatusEffect(223208);
--If caster has berserk already, remove it and send a message.
local buff = caster.statusEffects.GetStatusEffectById(223207)
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27121: Enhanced Blindside
if caster.HasTrait(27121) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,39 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27362: Enhanced Blissful Mind
if caster.HasTrait(27362) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Blissful Mind
--223228: Blissful Mind
--223242: Fully Blissful Mind
local buff = caster.statusEffects.GetStatusEffectById(223228) or caster.statusEffects.GetStatusEffectById(223242);
--If we have a buff then Blissful Mind removes that buff and restores MP. Otherwise, it adds the Blissful Mind effect
if buff ~= nil then
local amount = buff.GetExtra();
caster.AddMP(amount);
actionContainer.AddMPAction(caster.actorId, 33007, amount);
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--Blissful mind takes 25% of CURRENT HP and begins storing MP up to that point, at which point the buff changes to indicate its full
local amount = caster.GetHP() * 0.25;
caster.DelHP(amount, actionContainer);
skill.statusMagnitude = amount;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View File

@@ -1,24 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27283: Enhanced Blood for Blood: Increases damage dealt to enemies by B4B by 25%
if caster.HasTrait(27283) then
ability.statusTier = 2;
end
--27284: Swift Blood for Blood: Reduces recast time of B4B by 15 seconds
if caster.HasTrait(27284) then
ability.recastTimeMs = ability.recastTimeMs - 15000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27202: Swift Bloodbath
if caster.HasTrait(27202) then
ability.recastTimeMs = ability.recastTimeMs - 15000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,20 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27245: Swift Chameleon
if caster.HasTrait(27245) then
ability.recastTimeMs = ability.recastTimeMs - 60000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Need a way to get all targets with hate for player
--target.hateContainer.UpdateHate(caster, -840);
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,21 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
local buff = caster.statusEffects.GetStatusEffectById(223227)
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--8032701: Fighter's Gauntlets: Reduces Collusion cooldown by 10 seconds
if caster.HasItemEquippedInSlot(8032701, 13) then
skill.recastTimeMs = skill.recastTimeMs - 10000;
end
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,20 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
newMP = math.min(caster.GetHP(), caster.GetMaxMP())
newHP = math.min(caster.GetMP(), caster.GetMaxHP())
caster.SetHP(newHP)
caster.SetMP(newMP)
--Set effect id
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,24 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--This is for the "Cover" effect the caster receives.
local coverTier = 1
--8032701: Gallant Surcoat: Enhances Cover
if caster.HasItemEquippedInSlot(8032701, 10) then
coverTier = 2;
end
caster.statusEffects.AddStatusEffect(223063, coverTier, 0, 15, 0);
--Apply Covered to target
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27320: Swift Dark Seal
if caster.HasTrait(27320) then
ability.recastTimeMs = ability.recastTimeMs - 30000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27244: Enhanced Decoy: Renders Decoy capable of evading melee attacks
if caster.HasTrait(27244) then
ability.statusId = 223238;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,17 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, skill)
return 0;
end;
function onAbilityStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,20 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--8051401: Gallant Cuisses
if caster.HasItemEquippedInSlot(8051401, 12) then
ability.statusTier = 2;
end
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,16 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,29 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Need a better way to do this
for i = 223212,223217 do
local buff = caster.statusEffects.GetStatusEffectById(i);
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
skill.statusTier = 2;
break;
end
end
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,16 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--How to do enmity?
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27203: Enhanced Outmaneuver
if caster.HasTrait(27203) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27321: Enhanced Excruciate: Increases critical rate bonus from Excruciate.
if caster.HasTrait(27321) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27123: Enhanced Featherfoot
if caster.HasTrait(27123) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27124: Enhanced Fists of Earth
if caster.HasTrait(27125) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27124: Enhanced Fists of Fire
if caster.HasTrait(27124) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27124: Enhanced Fists of Fire
if caster.HasTrait(27124) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,27 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27161: Enhanced Flash: Adds Blind effect to flash
if caster.HasTrait(27161) then
ability.statusChance = 1;
end
--27162: Enhanced Flash II: Expands Flash to affect enemies near target
if caster.HasTrait(27162) then
ability.aoeTarget = TargetFindAOEType.Circle;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.enmity = 400;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27201: Swift Foresight
if caster.HasTrait(27201) then
ability.recastTimeMs = ability.recastTimeMs - 15000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,28 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27245: Swift Chameleon
if caster.HasTrait(27245) then
ability.recastTimeMs = ability.recastTimeMs - 60000;
end
return 0;
end;
--Get all targets with hate on caster and spread 1140 enmity between them.
function onSkillFinish(caster, target, skill, action, actionContainer)
--[[
local enemies = caster.GetTargetsWithHate()
local enmity = 1140 / enemies.Count
for enemy in enemies do
enemy.hateContainer.updateHate(enmity);
end]]
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27240: Enhanced Hawks Eye
--Increases accuracy gained by 50%. (Hawks Eye normally gives 12.5% of your accuracy, Traited it gives 18.75%)
if caster.HasTrait(27240) then
ability.statusTier = 2
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,17 +0,0 @@
require("global");
require("ability");
require("modifiers");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Take off 1/3 of attack delay. Not sure if this is the exact amount HF reduces by
skill.statusMagnitude = 0.33 * caster.GetMod(modifiersGlobal.Delay);
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,29 +0,0 @@
require("global");
require("Ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27280: Enhanced Invigorate: Increases duration of Invigorate by 15 seconds
if caster.HasTrait(27280) then
ability.statusDuration = ability.statusDuration + 15;
end
--Drachen Mail: Increases Invigorate TP tick from 100 to 120.
local magnitude = 100;
--8032704: Drachen Mail
if caster.HasItemEquippedInSlot(8032704, 10) then
magnitude = 120;
end
ability.statusMagnitude = magnitude;
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,17 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27285: Enhanced Keen Flurry: Reduces recast time of WS used during KF by 50%
if caster.HasTrait(27285) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,52 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27282: Enhanced Life Surge: Increases effect of Life Surge by 20%
if caster.HasTrait(27282) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Need a better way to do this
--223212: Power Surge I
--223213: Power Surge II
--223212: Power Surge III
--No message is sent when PS is removed by Life Surge
caster.statusEffects.RemoveStatusEffect(223212);
caster.statusEffects.RemoveStatusEffect(223213);
caster.statusEffects.RemoveStatusEffect(223214);
--Using this ability moves to the next LS buff
local removeId = 0;
--223215: Life Surge I
--223216: Life Surge II
--223217: Life Surge III
if caster.statusEffects.HasStatusEffect(223215) then
removeId = 223215;
skill.statusId = 223216;
skill.statusTier = 2;
elseif caster.statusEffects.HasStatusEffect(223216) then
removeId = 223216;
skill.statusId = 223217;
skill.statusTier = 3;
elseif caster.statusEffects.HasStatusEffect(223217) then
effect = caster.statusEffects.GetStatusEffectById(223217)
effect.RefreshTime();
skill.statusId = 223217;
end
if not (removeId == 0) then
caster.statusEffects.ReplaceEffect(caster.statusEffects.GetStatusEffectById(removeId), skill.statusId, skill.statusTier, skill.statusMagnitude, skill.statusDuration);
end
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View File

@@ -1,20 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--For some reason, light shot's hitNum is always 1 (or 0, idk), even with barrage.
--If you set the hitnum like any other multi-hit WS it will play the animation repeatedly.
action.hitNum = 1;
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27322: Swift Dark Seal
if caster.HasTrait(27322) then
ability.recastTimeMs = ability.recastTimeMs - 30000;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27164: Enhanced Outmaneuver
if caster.HasTrait(27164) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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@@ -1,19 +0,0 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27323: Enhanced Parsimony: Increases MP gained from Parsimony by 25%
if caster.HasTrait(27323) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

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