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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Misc GM command fixes + ChangeJobCommand.lua
Anim - Cleaned up some. It had old code sitting in it for whatever reason despite not affecting anything. Setstate, Warpplayer & Yolo - Fixed them up so they function again ChangeJobCommand - Just the script filled out to handle the equipping/dequipping of job stones, but it can cause issues, particularly with how the server handles a 'job' vs. a class, along with checking against skill compatibility.
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b08827568c
commit
74713f3dd6
5 changed files with 109 additions and 80 deletions
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@ -1,6 +1,90 @@
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function onEventStarted(player, caller, eventType, eventName, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
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require("global");
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--[[
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player:SetCurrentJob(17);
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ChangeJobCommand Script
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Called when the player equips/unequips a job stone or uses the /job command.
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--]]
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local classToJob = { -- [classId] = {jobId, jobAnim, jobKeyItem}
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[2] = {15, 0x4000028, 2000202}, -- PGL -> MNK
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[3] = {16, 0x4000029, 2000201}, -- GLD -> PLD
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[4] = {17, 0x4000027, 2000203}, -- MRD -> WAR
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[7] = {18, 0x400002D, 2000205}, -- ARC -> BRD
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[8] = {19, 0x400002C, 2000204}, -- LNC -> DRG
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[22] = {26, 0x400002B, 2000207}, -- THM -> BLM
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[23] = {27, 0x400002A, 2000206}, -- CNJ -> WHM
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}
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local jobToClass = { -- [jobId] = classId
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[15] = 2, -- MNK -> PGL
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[16] = 3, -- PLD -> GLD
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[17] = 4, -- WAR -> MRD
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[18] = 7, -- BRD -> ARC
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[19] = 8, -- DRG -> LNC
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[26] = 22, -- BLM -> THM
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[27] = 23 -- WHM -> CNJ
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}
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function onEventStarted(player, command, eventType, eventName, jobState)
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local currentClass = player:GetCurrentClassOrJob();
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local jobCheck = isJob(currentClass);
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local hasKeyItem = false;
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if (jobCheck == false) then
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hasKeyItem = player:GetItemPackage(INVENTORY_KEYITEMS):HasItem(classToJob[currentClass][3]);
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end
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if (jobCheck ~= nil) then -- Valid Class/Job ids only
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if (jobState == 0) then -- Toggle current class/job state
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if ((jobCheck == false) and (hasKeyItem == true)) then
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setPlayerJob(player, classToJob[currentClass][1], classToJob[currentClass][2]);
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elseif (jobCheck == true) then
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setPlayerClass(player, jobToClass[currentClass])
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end
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elseif (jobState == 1 and (jobCheck == false) and (hasKeyItem == true)) then -- Equipping Job stone
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setPlayerJob(player, classToJob[currentClass][1], classToJob[currentClass][2]);
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elseif (jobState == 2 and (jobCheck == true)) then -- Removing Job stone
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setPlayerClass(player, jobToClass[currentClass]);
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end
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end
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player:EndEvent();
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end
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function setPlayerClass(player, id)
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player:SetCurrentJob(0);
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player:PrepareClassChange(id);
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player:DoClassChange(id);
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player:PlayAnimation(0x4001030);
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player:SendGameMessage(player, GetWorldMaster(), 30103, 0x20, 0, 0, player, id);
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end
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function setPlayerJob(player, id, anim)
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player:SetCurrentJob(id);
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player:PrepareClassChange(id);
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player:DoClassChange(jobToClass[id]);
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player:PlayAnimation(anim);
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player:SendGameMessage(player, GetWorldMaster(), 30103, 0x20, 0, 0, player, id);
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end
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function isJob(id)
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local validId = {
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[2] = 0, [3] = 0, [4] = 0, [7] = 0, [8] = 0, [22] = 0, [23] = 0,
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[15] = 1, [16] = 1, [17] = 1, [18] = 1, [19] = 1, [26] = 1, [27] = 1
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}
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if (validId[id] == 0) then
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return false;
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elseif (validId[id] == 1) then
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return true;
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else
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return nil;
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end
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end
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@ -12,64 +12,23 @@ Sets anim id for current target
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}
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function onTrigger(player, argc, aType, a1, a2, uID)
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--if uID == nil then uID = "test"; end
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local npc = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
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--npc = GetWorldManager():GetActorInWorldByUniqueId(uID);
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--[[ if argc == 1 then
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-- aType = tonumber(aType, 16) or 0;
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if aType > 4294967295 then
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player:SendMessage(0x20, "[anim] ", "Error: Value too large");
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return;
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else
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player:PlayAnimation(aType);
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end
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else--]]
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aType = tonumber(aType) or 0;
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a1 = tonumber(a1) or 0;
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a2 = tonumber(a2) or 1;
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a1 = bit32.band(a1, 0xFFF);
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a2 = bit32.band(a2, 0xFFF);
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aType = bit32.band(aType, 0xFF);
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animId = bit32.bor(bit32.lshift(a2, 12), a1);
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animId = bit32.bor(bit32.lshift(aType, 24), animId);
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print(animId);
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--[[
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if npc == nil then
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player:PlayAnimation(animId);
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else
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npc:PlayAnimation(animId);
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end
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--]]
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function onTrigger(player, argc, aType, a1, a2)
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local actor = player.CurrentArea.FindActorInArea(player.currentTarget) or nil;
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if player and actor then
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if (player and actor) then
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a1 = bit32.band(a1, 0xFFF);
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a2 = bit32.band(a2, 0xFFF);
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aType = bit32.band(aType, 0xFF);
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animId = bit32.bor(bit32.lshift(a2, 12), a1);
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animId = bit32.bor(bit32.lshift(aType, 24), animId);
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-- player:SendMessage(0x20, "[anim] ", tostring(animId));
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-- player:SendMessage(0x20, "[anim] ", tostring(animId));
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actor:PlayAnimation(animId);
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local output = string.format("%x", animId)
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local output = string.format("%x", animId)
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player:SendMessage(0x20, "[anim] ", "0x"..tostring(output).. " Target:"..tostring(actor));
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end;
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end;
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end
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end
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--[[ Categories:
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@ -96,9 +55,11 @@ end;
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33 = ?
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34 = Crash
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120 = ???
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Notes:
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------
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CATEGORY
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Shift 18 bits right
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CMP 0xB
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@ -123,24 +84,6 @@ CMP 71
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ec000000
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00FFFFFF
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BTL:
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ETC:
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GL2:
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KAO:
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MGK: 01
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SYS: 02
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LIB: 046
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ITM: 05-09
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GL?: 0B
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GL1: 0C
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CBI: 0D
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ABL: 0E
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POP: 0F
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CFT: 10
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PIC: 14
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WSC: 12
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19: Auto Attack?
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6F: Casting
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71: Seems to deal with signaling monster parts
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@ -15,10 +15,12 @@ function onTrigger(player, argc, state)
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local sender = "[setstate] ";
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local s = tonumber(state);
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local actor = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
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local actor = player.CurrentArea:FindActorInArea(player.currentTarget) or nil;
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if player and actor then
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actor:ChangeState(s);
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wait(0.8);
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player:SendMessage(0x20, "", "state: "..s);
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wait(0.8);
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player:SendMessage(0x20, "", "state: "..s);
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else
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player:SendMessage(0x20, "", "Error: No target selected.");
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end;
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end;
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@ -38,7 +38,7 @@ function onTrigger(player, argc, name, lastName, name2, lastName2)
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return;
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else
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local pos = p1:GetPos();
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worldManager:DoZoneChange(player, pos[4], nil, 0, 0x02, pos[0], pos[1], pos[2], pos[3]);
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worldManager:DoZoneChange(player, pos[5], nil, 0, 0x02, pos[1], pos[2], pos[3], pos[4]);
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player:SendMessage(messageID, sender, string.format("Moving to %s %s 's coordinates.", name, lastName));
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end;
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elseif argc == 4 then;
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@ -50,7 +50,7 @@ function onTrigger(player, argc, name, lastName, name2, lastName2)
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local pos = p1:GetPos();
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local pos2 = p2:GetPos();
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worldManager:DoZoneChange(p1, pos2[4], nil, 0, 0x02, pos2[0], pos2[1], pos2[2], pos2[3]);
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worldManager:DoZoneChange(p1, pos2[5], nil, 0, 0x02, pos2[1], pos2[2], pos2[3], pos2[4]);
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player:SendMessage(messageID, sender, string.format("Moving %s %s to %s %s 's coordinates.", name, lastName, name2, lastName2));
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p1:SendMessage(messageID, sender, string.format("You are being moved to %s %s 's coordinates.", name2, lastName2));
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end;
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@ -144,11 +144,11 @@ function onTrigger(player, argc, width, height, blockCount)
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end;
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local pos = player:GetPos();
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local x = tonumber(pos[0]);
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local y = tonumber(pos[1]);
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local z = tonumber(pos[2]);
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local rot = tonumber(pos[3]);
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local zone = pos[4];
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local x = tonumber(pos[1]);
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local y = tonumber(pos[2]);
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local z = tonumber(pos[3]);
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local rot = tonumber(pos[4]);
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local zone = pos[5];
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local w = tonumber(width) or 0;
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local h = tonumber(height) or 0;
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@ -160,7 +160,7 @@ function onTrigger(player, argc, width, height, blockCount)
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for i = 0, w do
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for j = 0, h do
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local actor = player.CurrentArea.SpawnActor(2104001, 'ass', x + (i * 1), y, z + (j * 1), rot, 0, 0, true);
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--actor.ChangeNpcAppearance(2200905);
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actor.ChangeNpcAppearance(2200905);
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actor.SetMaxHP(500);
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actor.SetHP(500);
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actor.SetMod(modifiersGlobal.CanBlock, 1);
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