parent
c7ed81997b
commit
9f80b4ef53
|
@ -0,0 +1,321 @@
|
|||
// Sammelsystem - Giver v0.7.1
|
||||
|
||||
// "4CGS-Init" in die Objektbeschreibung eintragen, um ein Objekt zu initialsieren oder die Werte neu zu setzen
|
||||
|
||||
integer m_num_slots = 8; // ANzahl Slots, die der Spieler hat
|
||||
integer m_max_slots = 8; // Anzahl mx. erreichbare Slots
|
||||
key klicker = NULL_KEY; // Wer hat geklickt?
|
||||
string m_itemName = "navi_wasserbeutel"; // Name für den Pfad, unter dem dieses Objekt auf dem Server verwaltet wird.
|
||||
string m_displayName = "Na'vi Wasserbeutel"; // Angezeigter Name des Sammelobjektes
|
||||
string m_desc = "Ein voller Na'vi Wasserbeutel."; // Kurzbeschreibung
|
||||
string m_item_weight = "5.5"; // Gewicht des Gegenstandes (für max. Ztaglast benötigt)
|
||||
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
|
||||
string m_eat = "Trinken"; // Button-Text für Aktion
|
||||
string m_watch = "Anschauen"; // Button-Text, um die lange Beschreibung zu lesen (Anschauen).
|
||||
string m_use = "Anwenden"; // Button-Text, wenn Item auf jmd. angewendet wird,
|
||||
string m_xp = "5"; // XP, die man fürs Benutzen bekommt.
|
||||
string m_xp_collect = "2"; // XP, die man fürs Sammlen bekommt.
|
||||
string m_hp = "5"; // Wieviel HP werde abgezogen? (Negative Werte addieren HP)
|
||||
string m_food = "0"; // Wieviel Nahrung wird dazu addiert? (Negative Werte ziehen Nahrung ab)
|
||||
string m_water = "50"; // Wieviel Wasser wird dazu addiert? (Negative Werte ziehen Wasser ab)
|
||||
float m_range = 5.0; // Wie weit darf der Avatar vom Giver entfernt sein (1 ... 96m, 0 = Beliebig)
|
||||
integer m_time_fix = 3; // Zeit, wie lange das Objekt unsichtbar ist (in Sekunden). Wenn 0 = Deaktiviert
|
||||
integer m_time_rnd = 0; // Zufällige Zeit, die der Fixzeit hinzuaddiert wird und die zwischen 0 und dem hier angegebenen Wert liegt.
|
||||
integer m_rnd = -3; // Wenn > 1, wird eine zufällige Anzahl von 1 ... m_rnd gesammelt. Wenn Wert negativ, dann diese Anzahl dazu rechnen.
|
||||
integer m_minlevel = 0; // Wenn Sammler einen kleineren Level hat, entscheidet der Zufall, ob er das Itam bekommt.
|
||||
integer m_isunique = FALSE; // Falls TRUE, wird beim "Entsorgen" abgefragt, ob man das möchte.
|
||||
|
||||
// ####################################################################################################################################
|
||||
|
||||
integer m_num = 0; // Anzahl gesammelter Items
|
||||
float m_weight_total = 0; // Gesamtgewicht gesammelter Items
|
||||
string m_toofar = "Du bist zu weit entfernt, um '{0}' zu sammeln.";
|
||||
string m_lang_noslot = "Du hast keinen Inventar Slot mehr frei!";
|
||||
string m_lang_collected = "Du hast {0} x {1} genommen und {2} Erfahrungspunkte (XP) dazu bekommen.";
|
||||
string m_lang_used = "Du hast {0} benutzt und {1} Erfahrungspunkte (XP) dazu bekommen.";
|
||||
string m_lang_wronggroup = "Entweder Du hast nicht die richtige Gruppe aktiviert oder '{0}' hat nicht die Landgruppe.";
|
||||
string m_lang_init = "Das Objekt '{0}' [Itemname: '{1}'] ] wurde initialisiert.";
|
||||
string m_lang_tooheavy = "Das ist zu schwer für Dich. Du kannst nur max. {0}kg tragen.";
|
||||
string m_lang_level_too_low = "Um '{0}' zu sammlen, musst Du mindestens Level {1} erreichen. Du bekommst aber dennoch {2} Erfahrungspunkte (XP) dazu.";
|
||||
|
||||
|
||||
default
|
||||
{
|
||||
state_entry()
|
||||
{
|
||||
llSetAlpha(255, ALL_SIDES);
|
||||
if(llGetObjectDesc() == "4CGS-Init")
|
||||
{
|
||||
llSetObjectDesc("");
|
||||
llOwnerSay(osFormatString(m_lang_init, [m_displayName, m_itemName]));
|
||||
list _dataStorage = getDataListFromDataStorage("item." + m_itemName);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "image", llGetInventoryKey(llGetInventoryName(INVENTORY_TEXTURE, 0)));
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "displayname", m_displayName);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "beschreibung", m_desc);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "unique", m_isunique);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "weight", m_item_weight);
|
||||
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions", "eat;watch;futtern");
|
||||
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.displayname", m_eat);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.consume", "TRUE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.setTarget", "FALSE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.eat.tasks", "addFood:" + (string)m_food + ";addWater:" + (string)m_water + ";addXP:" + (string)m_xp + ";addHP:" + (string)m_hp);
|
||||
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.displayname", m_watch);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.consume", "FALSE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.setTarget", "FALSE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.watch.tasks", "say:" + m_desc_long);
|
||||
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.displayname", m_use);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.consume", "TRUE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.setTarget", "TRUE");
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "actions.futtern.tasks", "addFood:" + (string)m_food + ";addWater:" + (string)m_water + ";addHP:" + (string)m_hp + ";addXP:" + (string)m_xp);
|
||||
|
||||
saveDataListToDataStorage(_dataStorage, "item." + m_itemName);
|
||||
}
|
||||
}
|
||||
|
||||
touch_start(integer i)
|
||||
{
|
||||
klicker = llDetectedKey(0);
|
||||
list _dataStorage = getDataListFromDataStorage("game.hud.player." + llDetectedKey(0));
|
||||
integer _slot = getNextFreeInventorySlot(_dataStorage, m_itemName);
|
||||
integer _level = llList2Integer(calcLevelData(_dataStorage), 0);
|
||||
|
||||
integer m_num = 1;
|
||||
if(m_rnd > 1)
|
||||
m_num = (integer)(llFrand(m_rnd) + 1);
|
||||
else if (m_rnd < 0)
|
||||
m_num = - m_rnd;
|
||||
m_weight_total = m_num * (float)m_item_weight;
|
||||
|
||||
if(!llSameGroup(klicker))
|
||||
{
|
||||
llRegionSayTo(klicker, 0, osFormatString(m_lang_wronggroup, [m_displayName]));
|
||||
return;
|
||||
}
|
||||
|
||||
if(getMaxPlayerWeight(_dataStorage) < calcPlayerWeight(_dataStorage) + m_weight_total)
|
||||
{
|
||||
llOwnerSay(osFormatString(m_lang_tooheavy, [llGetSubString((string)getMaxPlayerWeight(_dataStorage), 0, llSubStringIndex((string)getMaxPlayerWeight(_dataStorage), ".") + 2)]));
|
||||
return;
|
||||
}
|
||||
|
||||
if(_slot == 0)
|
||||
{
|
||||
llRegionSayTo(klicker, 0, m_lang_noslot);
|
||||
return;
|
||||
}
|
||||
|
||||
if(m_range != 0.0)
|
||||
llSensor("",klicker, AGENT_BY_LEGACY_NAME, m_range, PI);
|
||||
else
|
||||
state sammeln;
|
||||
}
|
||||
|
||||
sensor(integer x)
|
||||
{
|
||||
state sammeln;
|
||||
}
|
||||
|
||||
no_sensor()
|
||||
{
|
||||
llInstantMessage(klicker, osFormatString(m_toofar, [m_displayName]));
|
||||
}
|
||||
|
||||
timer()
|
||||
{
|
||||
llSetTimerEvent(0);
|
||||
llResetScript();
|
||||
}
|
||||
|
||||
changed(integer change)
|
||||
{
|
||||
if(change & (CHANGED_REGION_RESTART | CHANGED_INVENTORY))
|
||||
llResetScript();
|
||||
}
|
||||
}
|
||||
|
||||
// ###################################################################################################
|
||||
|
||||
state sammeln
|
||||
{
|
||||
state_entry()
|
||||
{
|
||||
list _dataStorage = getDataListFromDataStorage("game.hud.player." + klicker);
|
||||
integer _slot = getNextFreeInventorySlot(_dataStorage, m_itemName);
|
||||
integer _level = llList2Integer(calcLevelData(_dataStorage), 0);
|
||||
integer _xp = (integer)getDataEntryFromDataList(_dataStorage, "stats.xp");
|
||||
|
||||
if(_level >= (integer)m_minlevel)
|
||||
{
|
||||
llRegionSayTo(klicker, 0, osFormatString(m_lang_collected, [(string)m_num, m_displayName, (string)(m_num * (integer)m_xp_collect)]));
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + (m_num * (integer) m_xp_collect));
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot, m_itemName);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot + ".count", getItemCountFromSlot(_dataStorage, _slot) + m_num);
|
||||
}
|
||||
else
|
||||
{
|
||||
//m_num = 0;
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + m_xp_collect);
|
||||
llRegionSayTo(klicker, 0, osFormatString(m_lang_level_too_low, [m_displayName, _level, (string)m_xp_collect]));
|
||||
}
|
||||
|
||||
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "stats.xp", _xp + (m_num * (integer) m_xp_collect));
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot, m_itemName);
|
||||
_dataStorage = setDataEntryInDataList(_dataStorage, "inventar.slot." + _slot + ".count", getItemCountFromSlot(_dataStorage, _slot) + m_num);
|
||||
|
||||
saveDataListToDataStorage(_dataStorage, ("game.hud.player." + klicker));
|
||||
llSay((integer)getDataEntryFromDataList(_dataStorage, "channel"), "gamecommand;reload");
|
||||
|
||||
if(m_time_fix + m_time_rnd == 0)
|
||||
state default;
|
||||
else
|
||||
{
|
||||
llSetAlpha(0, ALL_SIDES);
|
||||
llSetTimerEvent(m_time_fix + (integer)llFrand(m_time_rnd));
|
||||
}
|
||||
}
|
||||
|
||||
timer()
|
||||
{
|
||||
llSetTimerEvent(0);
|
||||
llResetScript();
|
||||
}
|
||||
|
||||
changed(integer change)
|
||||
{
|
||||
if(change & (CHANGED_REGION_RESTART | CHANGED_INVENTORY))
|
||||
llResetScript();
|
||||
}
|
||||
}
|
||||
|
||||
// ###################################################################################################
|
||||
|
||||
integer getNextFreeInventorySlot(list _dataStorage, string _itemName)
|
||||
{
|
||||
integer _freeSlot = 0;
|
||||
integer _currentSlot;
|
||||
for(_currentSlot = 1; _currentSlot <= m_num_slots; ++_currentSlot)
|
||||
{
|
||||
if(getDataEntryFromDataList(_dataStorage, "inventar.slot." + _currentSlot) == _itemName)
|
||||
return _currentSlot;
|
||||
|
||||
if(getDataEntryFromDataList(_dataStorage, "inventar.slot." + _currentSlot) == "")
|
||||
if(_freeSlot == 0)
|
||||
_freeSlot = _currentSlot;
|
||||
}
|
||||
|
||||
return _freeSlot;
|
||||
}
|
||||
|
||||
integer getItemCountFromSlot(list _dataStorage, integer _slot)
|
||||
{
|
||||
return (integer)getDataEntryFromDataList(_dataStorage, "inventar.slot." + _slot + ".count");
|
||||
}
|
||||
|
||||
list getDataListFromDataStorage(string _storage)
|
||||
{
|
||||
return llCSV2List(osGetDataValue(_storage));
|
||||
}
|
||||
|
||||
saveDataListToDataStorage(list _dataList, string _storage)
|
||||
{
|
||||
string _csv = llList2CSV(_dataList);
|
||||
osSetDataValue(_storage, _csv);
|
||||
}
|
||||
|
||||
integer checkDataEntryInDataList(list _dataList, string _key)
|
||||
{
|
||||
integer _inListPosition = llListFindList(_dataList, [_key]);
|
||||
|
||||
if(_inListPosition == -1)
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
string getDataEntryFromDataList(list _dataList, string _key)
|
||||
{
|
||||
integer _inListPosition = llListFindList(_dataList, [_key]);
|
||||
|
||||
if(_inListPosition == -1)
|
||||
return "";
|
||||
|
||||
return llList2String(_dataList, _inListPosition + 1);
|
||||
}
|
||||
|
||||
list setDataEntryInDataList(list _dataList, string _key, string _value)
|
||||
{
|
||||
integer _inListPosition = llListFindList(_dataList, [_key]);
|
||||
|
||||
if(_inListPosition == -1)
|
||||
{
|
||||
_dataList += [_key, _value];
|
||||
return _dataList;
|
||||
}
|
||||
|
||||
return llListReplaceList(_dataList, [_value], _inListPosition + 1, _inListPosition + 1);
|
||||
}
|
||||
|
||||
integer calcPlayerWeight(list _userStorage)
|
||||
{
|
||||
integer _currentSlot;
|
||||
integer _currentWeight = 0;
|
||||
for(_currentSlot = 1; _currentSlot <= m_num_slots; ++_currentSlot)
|
||||
{
|
||||
if(getDataEntryFromDataList(_userStorage, "inventar.slot." + _currentSlot) != "")
|
||||
{
|
||||
string _itemName = getDataEntryFromDataList(_userStorage, "inventar.slot." + _currentSlot);
|
||||
list _itemData = getDataListFromDataStorage("item." +_itemName);
|
||||
|
||||
integer _itemCount = getItemCountFromSlot(_userStorage, _currentSlot);
|
||||
integer _itemWeight = (integer)getDataEntryFromDataList(_itemData, "weight");
|
||||
|
||||
_currentWeight = _currentWeight + (_itemCount * _itemWeight);
|
||||
}
|
||||
}
|
||||
|
||||
return _currentWeight;
|
||||
}
|
||||
|
||||
list calcLevelData(list _dataStorage)
|
||||
{
|
||||
list _dataStore = getDataListFromDataStorage("game.hud");
|
||||
integer _xpLevelStep = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.firstStep");
|
||||
integer _maxlevel = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.maxlevel");
|
||||
|
||||
float _xpLevelStepMultiplier = (float)getDataEntryFromDataList(_dataStore, "stats.levels.multiplier");
|
||||
integer _currentXP = (integer)getDataEntryFromDataList(_dataStorage, "stats.xp");
|
||||
integer _currentLevel = 0;
|
||||
|
||||
integer _xpNeedForNextLevel = _xpLevelStep * _xpLevelStepMultiplier;
|
||||
|
||||
|
||||
while(_currentXP > _xpNeedForNextLevel)
|
||||
{
|
||||
if(_currentLevel <= _maxlevel)
|
||||
{
|
||||
_currentLevel = _currentLevel + 1;
|
||||
_currentXP = _currentXP - _xpNeedForNextLevel;
|
||||
_xpNeedForNextLevel = (_xpNeedForNextLevel * _xpLevelStepMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
return [_currentLevel, (integer)_currentXP, _xpNeedForNextLevel];
|
||||
}
|
||||
|
||||
float getMaxPlayerWeight(list _dataStorage)
|
||||
{
|
||||
list _dataStore = getDataListFromDataStorage("game.hud");
|
||||
integer _maxweight = (integer)getDataEntryFromDataList(_dataStore, "stats.levels.maxweight");
|
||||
float _xpMultiplier = (float)getDataEntryFromDataList(_dataStore, "stats.levels.multiplier");
|
||||
|
||||
list _levelData = calcLevelData(_dataStorage);
|
||||
integer _playerLevel = llList2Integer(_levelData, 0) + 1;
|
||||
|
||||
float _playerMaxWight = _maxweight * (_playerLevel * _xpMultiplier);
|
||||
return _playerMaxWight;
|
||||
}
|
Loading…
Reference in New Issue