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The PlayerStatus struct shifted around recently, so I fixed the offsets yet again. Unlocks should be persistent now, but this as usual requires a database wipe, sorry! I also included some refactors of the !unlock debug command that still had references to the old unlock_action API.
31 lines
798 B
Lua
31 lines
798 B
Lua
required_rank = GM_RANK_DEBUG
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command_sender = "[unlock] "
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function onCommand(args, player)
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local parts = split(args)
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local argc = #parts
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local usage = "\nThis command teaches the user an action, emote, etc.\nUsage: !useaction <id/all>"
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if argc < 1 then
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printf(player, "This command requires 1 parameter."..usage)
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return
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end
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if parts[1] == "all" then
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for i = 0, 1000, 1 do
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player:unlock(i)
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end
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printf(player, "Everything is unlocked!", id)
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else
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local id = tonumber(parts[1])
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if not id then
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printf(player, "Error parsing unlock id! Make sure the id is an integer."..usage)
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return
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end
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player:unlock(id)
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printf(player, "%s unlocked!", id)
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end
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end
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