1
Fork 0
mirror of https://bitbucket.org/Ioncannon/project-meteor-server.git synced 2025-04-20 11:47:48 +00:00
project-meteor-server/data/scripts/commands/gm/quest.lua
CuriousJorge 324ebab2d2 Inventory.cs - GetItemQuantity() added
- AddItem functions to cast INV_ERROR to INT for LUA
             - Fixed unique item check.  It was checking for Rare flag, not EX

Scripts :
        Base
            - shop.lua  : Functions for buying/selling from a variety of shop scripts

        Commands
            - EmoteStandardCommand.lua fixed not being able to use emotes when sitting
            - DiceCommand.lua fixed.  No arguments sets default value of 100 as per the ingame description.
                                      Max value raised from 999 to 1000.

        GM Commands
            - speed.lua fixed when using single argument
            - nudge.lua fixed sanitizing.  Made arguments reversible to allow !nudge up 10 & !nudge 10 up
            - giveitem.lua added inv_error handling.  Need to do to rest of item commands at some point
            - givecurrency.lua changed to have you enter a regex'd name of item rather than item ID.
                               Eg. "!givecurrency fire_crystal 10". Added inv_error handling to it.
            - warpplayer.lua added.  Moves yourself to name of player, or moves first player to second player
            - warpid.lua added. For warping to the first instance of an actor's uniqueId the server comes across.
            - quest.lua added.  For adding/adjusting quests for debugging them.

        Class Scripts
            - PopulaceBlackMarketeer.lua updated to utilize shop.lua
            - PopulaceShopSalesman.lua updated to utilize shop.lua
            - PopulaceCompanyShop.lua updated to utilize shop.lua
            - PopulaceCompanyBuffer.lua added and documented along with menu layout.  Needs working status effect to finish.
            - PopulaceCompanyGLPublisher.lua added.  Mostly documented, barely functional.
            - PopulaceCompanyGuide.lua added. Documented, fully functional.
            - PopulaceCompanyOfficer.lua added. Documented.  Menus work.  Needs GC rank table at some point
                                                for documenting GC ranks/seal caps.
            - PopulaceCompanySupply.lua added and mostly documented.  Read-only basic menu flow, static LUA tables
                                         used to set it up, will need SQL tables at some point to replace them with.
                                         Some guesswork on what menus show since no video reference could be found.
            - PopulaceGuildShop.lua updated. Mostly documented.  Read-only shop menus.
2017-10-09 23:40:38 -04:00

124 lines
No EOL
5.1 KiB
Lua

require("global");
properties = {
permissions = 0,
parameters = "ssss",
description =
[[
Add/Remove Quests, modify <phase> and <flag 0-32>.
!quest add/remove <quest> |
!quest phase <quest> <phase> |
!quest flag <quest> <flag> true/false |
]],
}
function onTrigger(player, argc, command, var1, var2, var3)
local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "[quest] ";
local message = "Error";
if player then
if argc == 2 then
if command == "add" or command == "give" or command == "+" then
if tonumber(var1) then
if player:HasQuest(tonumber(var1)) == false then
player:AddQuest(tonumber(var1));
message = ("adding quest "..var1);
else
message = ("already have quest "..var1);
end
else
if player:HasQuest(var1) == false then
player:AddQuest(var1);
message = ("adding quest "..var1);
else
message = ("already have quest "..var1);
end
end
elseif command == "remove" or command == "delete" or command == "-" then
if tonumber(var1) and player:HasQuest(tonumber(var1)) == true then
player:RemoveQuestByQuestId(tonumber(var1));
message = ("removing quest "..var1);
else
if player:HasQuest(var1) == true then
q2 = GetStaticActor(var1);
if q2 ~= nil then
q3 = q2.actorId;
message = ("removing quest "..var1);
printf(q3);
q4 = bit32.band(q3, 0xA0F00000);
printf(q4);
--player:RemoveQuest(quest.actorName);
end
else
message = ("remove error: either incorrect ID or quest "..var1.." isn't active on character");
end
end
else
message = ("error: command "..command.." not recognized");
end
elseif argc == 3 then
if command == "phase" or command == "step" then
if (tonumber(var1) and tonumber(var2)) ~= nil then
if player:HasQuest(tonumber(var1)) == true then
player:GetQuest(tonumber(var1)):NextPhase(tonumber(var2));
message = ("changing phase of quest "..var1.." to "..var2);
else
message = ("phase error: either incorrect ID or quest "..var1.." isn't active on character");
end
else
message = ("error: invalid parameters used");
end
else
message = ("error: command "..command.." not recognized");
end;
elseif argc == 4 then
if command == "flag" then
if tonumber(var1) and (tonumber(var2) >= 0 and tonumber(var2) <= 32) then
questvar = tonumber(var1);
flagvar = (tonumber(var2));
boolvar = 0;
if var3 == "true" or var3 == "1" or var3 == "on" then
boolvar = true;
elseif var3 == "false" or var3 == "0" or var3 == "off" then
boolvar = false;
elseif var3 == "flip" or var3 == "toggle" then
if player:HasQuest(questvar) == true then
boolvar = not player:GetQuest(questvar):GetQuestFlag(flagvar);
end
else
message = ("error: flag: boolean not recognized");
print(sender..message);
return;
end
var4 = player:GetQuest(questvar):GetQuestFlag(flagvar);
if var4 ~= boolvar then
player:GetQuest(questvar):SetQuestFlag(flagvar, boolvar);
player:GetQuest(questvar):SaveData();
if boolvar == true then
message = ("changing flag "..tonumber(var2).." to true on quest "..questvar);
else
message = ("changing flag "..tonumber(var2).." to false on quest "..questvar);
end
else
message = ("error: flag "..flagvar.." is already set to that state on quest "..questvar);
end
else
message = ("error: command "..command.." not recognized");
end
end
end
end
player:SendMessage(messageID, sender, message);
print(sender..message);
end