„ItemGiver.cs“ hinzufügen
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// Sammelsystem - Giver v0.7.1
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// "4CGS-Init" in die Objektbeschreibung eintragen, um ein Objekt zu initialsieren oder die Werte neu zu setzen
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integer m_num_slots = 8; // ANzahl Slots, die der Spieler hat
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integer m_max_slots = 8; // Anzahl mx. erreichbare Slots
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key klicker = NULL_KEY; // Wer hat geklickt?
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string m_itemName = "navi_wasserbeutel"; // Name für den Pfad, unter dem dieses Objekt auf dem Server verwaltet wird.
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string m_displayName = "Na'vi Wasserbeutel"; // Angezeigter Name des Sammelobjektes
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string m_desc = "Ein voller Na'vi Wasserbeutel."; // Kurzbeschreibung
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string m_item_weight = "5.5"; // Gewicht des Gegenstandes (für max. Ztaglast benötigt)
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string m_desc_long = "Wasserbeutel werden für den Transport von Flüssigkeiten benutzt. Sie fassen ca. 1/2 Liter Wasser. Die Na'vi stellen diese Behälter aus verschiednen Ledersorten, Riemen und Hölzern her. "; // Anschauen Text
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string m_eat = "Trinken"; // Button-Text für Aktion
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string m_watch = "Anschauen"; // Button-Text, um die lange Beschreibung zu lesen (Anschauen).
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string m_use = "Anwenden"; // Button-Text, wenn Item auf jmd. angewendet wird,
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string m_xp = "5"; // XP, die man fürs Benutzen bekommt.
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string m_xp_collect = "2"; // XP, die man fürs Sammlen bekommt.
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string m_hp = "5"; // Wieviel HP werde abgezogen? (Negative Werte addieren HP)
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string m_food = "0"; // Wieviel Nahrung wird dazu addiert? (Negative Werte ziehen Nahrung ab)
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string m_water = "50"; // Wieviel Wasser wird dazu addiert? (Negative Werte ziehen Wasser ab)
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float m_range = 5.0; // Wie weit darf der Avatar vom Giver entfernt sein (1 ... 96m, 0 = Beliebig)
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integer m_time_fix = 3; // Zeit, wie lange das Objekt unsichtbar ist (in Sekunden). Wenn 0 = Deaktiviert
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integer m_time_rnd = 0; // Zufällige Zeit, die der Fixzeit hinzuaddiert wird und die zwischen 0 und dem hier angegebenen Wert liegt.
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integer m_rnd = -3; // Wenn > 1, wird eine zufällige Anzahl von 1 ... m_rnd gesammelt. Wenn Wert negativ, dann diese Anzahl dazu rechnen.
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integer m_minlevel = 0; // Wenn Sammler einen kleineren Level hat, entscheidet der Zufall, ob er das Itam bekommt.
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integer m_isunique = FALSE; // Falls TRUE, wird beim "Entsorgen" abgefragt, ob man das möchte.
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// ####################################################################################################################################
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integer m_num = 0; // Anzahl gesammelter Items
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float m_weight_total = 0; // Gesamtgewicht gesammelter Items
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string m_toofar = "Du bist zu weit entfernt, um '{0}' zu sammeln.";
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string m_lang_noslot = "Du hast keinen Inventar Slot mehr frei!";
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string m_lang_collected = "Du hast {0} x {1} genommen und {2} Erfahrungspunkte (XP) dazu bekommen.";
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string m_lang_used = "Du hast {0} benutzt und {1} Erfahrungspunkte (XP) dazu bekommen.";
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string m_lang_wronggroup = "Entweder Du hast nicht die richtige Gruppe aktiviert oder '{0}' hat nicht die Landgruppe.";
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string m_lang_init = "Das Objekt '{0}' [Itemname: '{1}'] ] wurde initialisiert.";
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string m_lang_tooheavy = "Das ist zu schwer für Dich. Du kannst nur max. {0}kg tragen.";
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string m_lang_level_too_low = "Um '{0}' zu sammlen, musst Du mindestens Level {1} erreichen. Du bekommst aber dennoch {2} Erfahrungspunkte (XP) dazu.";
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default
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{
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state_entry()
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{
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llSetAlpha(255, ALL_SIDES);
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if(llGetObjectDesc() == "4CGS-Init")
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{
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llSetObjectDesc("");
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llOwnerSay(osFormatString(m_lang_init, [m_displayName, m_itemName]));
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list _dataStorage = getDataListFromDataStorage("item." + m_itemName);
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_dataStorage = setDataEntryInDataList(_dataStorage, "image", llGetInventoryKey(llGetInventoryName(INVENTORY_TEXTURE, 0)));
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_dataStorage = setDataEntryInDataList(_dataStorage, "displayname", m_displayName);
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_dataStorage = setDataEntryInDataList(_dataStorage, "beschreibung", m_desc);
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_dataStorage = setDataEntryInDataList(_dataStorage, "unique", m_isunique);
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_dataStorage = setDataEntryInDataList(_dataStorage, "weight", m_item_weight);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions", "eat;watch;futtern");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.displayname", m_eat);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.consume", "TRUE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.setTarget", "FALSE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.tasks", "addFood:" + (string)m_food + ";addWater:" + (string)m_water + ";addXP:" + (string)m_xp + ";addHP:" + (string)m_hp);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.displayname", m_watch);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.consume", "FALSE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.setTarget", "FALSE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.tasks", "say:" + m_desc_long);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.displayname", m_use);
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.consume", "TRUE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.setTarget", "TRUE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.tasks", "addFood:" + (string)m_food + ";addWater:" + (string)m_water + ";addHP:" + (string)m_hp + ";addXP:" + (string)m_xp);
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saveDataListToDataStorage(_dataStorage, "item." + m_itemName);
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}
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}
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touch_start(integer i)
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{
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klicker = llDetectedKey(0);
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list _dataStorage = getDataListFromDataStorage("game.hud.player." + llDetectedKey(0));
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integer _slot = getNextFreeInventorySlot(_dataStorage, m_itemName);
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integer _level = llList2Integer(calcLevelData(_dataStorage), 0);
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integer m_num = 1;
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if(m_rnd > 1)
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m_num = (integer)(llFrand(m_rnd) + 1);
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else if (m_rnd < 0)
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m_num = - m_rnd;
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m_weight_total = m_num * (float)m_item_weight;
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if(!llSameGroup(klicker))
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{
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llRegionSayTo(klicker, 0, osFormatString(m_lang_wronggroup, [m_displayName]));
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return;
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}
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if(getMaxPlayerWeight(_dataStorage) < calcPlayerWeight(_dataStorage) + m_weight_total)
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{
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llOwnerSay(osFormatString(m_lang_tooheavy, [llGetSubString((string)getMaxPlayerWeight(_dataStorage), 0, llSubStringIndex((string)getMaxPlayerWeight(_dataStorage), ".") + 2)]));
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return;
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}
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if(_slot == 0)
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{
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llRegionSayTo(klicker, 0, m_lang_noslot);
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return;
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}
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if(m_range != 0.0)
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llSensor("",klicker, AGENT_BY_LEGACY_NAME, m_range, PI);
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else
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state sammeln;
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}
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sensor(integer x)
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{
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state sammeln;
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}
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no_sensor()
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{
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llInstantMessage(klicker, osFormatString(m_toofar, [m_displayName]));
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}
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timer()
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{
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llSetTimerEvent(0);
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llResetScript();
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}
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changed(integer change)
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{
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if(change & (CHANGED_REGION_RESTART | CHANGED_INVENTORY))
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llResetScript();
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}
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}
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// ###################################################################################################
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state sammeln
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{
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state_entry()
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{
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list _dataStorage = getDataListFromDataStorage("game.hud.player." + klicker);
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integer _slot = getNextFreeInventorySlot(_dataStorage, m_itemName);
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integer _level = llList2Integer(calcLevelData(_dataStorage), 0);
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integer _xp = (integer)getDataEntryFromDataList(_dataStorage, "stats.xp");
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if(_level >= (integer)m_minlevel)
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{
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llRegionSayTo(klicker, 0, osFormatString(m_lang_collected, [(string)m_num, m_displayName, (string)(m_num * (integer)m_xp_collect)]));
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + (m_num * (integer) m_xp_collect));
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_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot, m_itemName);
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_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot + ".count", getItemCountFromSlot(_dataStorage, _slot) + m_num);
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}
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else
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{
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//m_num = 0;
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + m_xp_collect);
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llRegionSayTo(klicker, 0, osFormatString(m_lang_level_too_low, [m_displayName, _level, (string)m_xp_collect]));
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}
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + (m_num * (integer) m_xp_collect));
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_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot, m_itemName);
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_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot + ".count", getItemCountFromSlot(_dataStorage, _slot) + m_num);
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saveDataListToDataStorage(_dataStorage, ("game.hud.player." + klicker));
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llSay((integer)getDataEntryFromDataList(_dataStorage, "channel"), "gamecommand;reload");
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if(m_time_fix + m_time_rnd == 0)
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state default;
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else
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{
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llSetAlpha(0, ALL_SIDES);
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llSetTimerEvent(m_time_fix + (integer)llFrand(m_time_rnd));
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}
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}
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timer()
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{
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llSetTimerEvent(0);
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llResetScript();
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}
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changed(integer change)
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{
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if(change & (CHANGED_REGION_RESTART | CHANGED_INVENTORY))
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llResetScript();
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}
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}
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// ###################################################################################################
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integer getNextFreeInventorySlot(list _dataStorage, string _itemName)
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{
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integer _freeSlot = 0;
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integer _currentSlot;
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for(_currentSlot = 1; _currentSlot <= m_num_slots; ++_currentSlot)
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{
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if(getDataEntryFromDataList(_dataStorage, "inventar.slot." + _currentSlot) == _itemName)
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return _currentSlot;
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if(getDataEntryFromDataList(_dataStorage, "inventar.slot." + _currentSlot) == "")
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if(_freeSlot == 0)
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_freeSlot = _currentSlot;
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}
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return _freeSlot;
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}
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integer getItemCountFromSlot(list _dataStorage, integer _slot)
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{
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return (integer)getDataEntryFromDataList(_dataStorage, "inventar.slot." + _slot + ".count");
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}
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list getDataListFromDataStorage(string _storage)
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{
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return llCSV2List(osGetDataValue(_storage));
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}
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saveDataListToDataStorage(list _dataList, string _storage)
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{
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string _csv = llList2CSV(_dataList);
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osSetDataValue(_storage, _csv);
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}
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integer checkDataEntryInDataList(list _dataList, string _key)
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{
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integer _inListPosition = llListFindList(_dataList, [_key]);
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if(_inListPosition == -1)
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return FALSE;
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return TRUE;
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}
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string getDataEntryFromDataList(list _dataList, string _key)
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{
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integer _inListPosition = llListFindList(_dataList, [_key]);
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if(_inListPosition == -1)
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return "";
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return llList2String(_dataList, _inListPosition + 1);
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}
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list setDataEntryInDataList(list _dataList, string _key, string _value)
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{
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integer _inListPosition = llListFindList(_dataList, [_key]);
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if(_inListPosition == -1)
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{
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_dataList += [_key, _value];
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return _dataList;
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}
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return llListReplaceList(_dataList, [_value], _inListPosition + 1, _inListPosition + 1);
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}
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integer calcPlayerWeight(list _userStorage)
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{
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integer _currentSlot;
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integer _currentWeight = 0;
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for(_currentSlot = 1; _currentSlot <= m_num_slots; ++_currentSlot)
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{
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if(getDataEntryFromDataList(_userStorage, "inventar.slot." + _currentSlot) != "")
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{
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string _itemName = getDataEntryFromDataList(_userStorage, "inventar.slot." + _currentSlot);
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list _itemData = getDataListFromDataStorage("item." +_itemName);
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integer _itemCount = getItemCountFromSlot(_userStorage, _currentSlot);
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integer _itemWeight = (integer)getDataEntryFromDataList(_itemData, "weight");
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_currentWeight = _currentWeight + (_itemCount * _itemWeight);
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}
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}
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return _currentWeight;
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}
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list calcLevelData(list _dataStorage)
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{
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list _dataStore = getDataListFromDataStorage("game.hud");
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integer _xpLevelStep = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.firstStep");
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integer _maxlevel = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.maxlevel");
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float _xpLevelStepMultiplier = (float)getDataEntryFromDataList(_dataStore, "stats.levels.multiplier");
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integer _currentXP = (integer)getDataEntryFromDataList(_dataStorage, "stats.xp");
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integer _currentLevel = 0;
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integer _xpNeedForNextLevel = _xpLevelStep * _xpLevelStepMultiplier;
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while(_currentXP > _xpNeedForNextLevel)
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{
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if(_currentLevel <= _maxlevel)
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{
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_currentLevel = _currentLevel + 1;
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_currentXP = _currentXP - _xpNeedForNextLevel;
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_xpNeedForNextLevel = (_xpNeedForNextLevel * _xpLevelStepMultiplier);
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}
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}
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return [_currentLevel, (integer)_currentXP, _xpNeedForNextLevel];
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}
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float getMaxPlayerWeight(list _dataStorage)
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{
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list _dataStore = getDataListFromDataStorage("game.hud");
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integer _maxweight = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.maxweight");
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float _xpMultiplier = (float)getDataEntryFromDataList(_dataStore, "stats.levels.multiplier");
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list _levelData = calcLevelData(_dataStorage);
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integer _playerLevel = llList2Integer(_levelData, 0) + 1;
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float _playerMaxWight = _maxweight * (_playerLevel * _xpMultiplier);
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return _playerMaxWight;
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}
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