project-meteor-server/Data/scripts/base/chara/npc/populace/PopulaceRetainerManager.lua

145 lines
5.1 KiB
Lua

--[[
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