„Setup-Tool v0.07.02“ hinzufügen
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// Setup Tool [v0.07.02]
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integer enabled = TRUE; // Ist das Sytem installiert?
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integer levels_enabled = TRUE; // Werden Level gezählt (XP)?
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integer defaultitem = ""; // Gegenstand, der neuen Inventaren automatisch hinzugefügt wird.
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integer firststep = 1000; // 1. Level erreicht bei x XP
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float multiplier = 1.25; // Nächster Level bei x * multiplier
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integer maxlevel = 30; // Höchster zu erreichender Level ud Multiplikator füe max. Traglast/Level
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float maxweight = 20; // Maximale Traglast aller Inventarslots zusammen
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integer minlevel = 3; // Min. Level, den man haben muss, um das Item IMMER zu sammeln. Ist der Level kleiner, bekommt man es per Zufall.
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integer sub_food = 8; // Wieviel Nahrung soll abgezogen werden?
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integer sub_water = 5; // Wieviel Wasser soll abgezogen werden?
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integer max_slots = 8; // Wieviele Slots hat das Main HUD (Wird mit dem Setup Tool vorgegeben)?
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integer regchan = -1; // Wird für regionsweite Datenübermittlung benötigt
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integer reghandler = -1;
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default
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{
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state_entry()
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{
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getregionchannel();
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//llSetText(llGetScriptName() + "\n-------------------------\nSetze alle Prims auf\ndie Gruppe und klicke\ndiesen Prim an.", <1, 0.7, 0>, 1.0);
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llMessageLinked(LINK_ALL_OTHERS, 0, "RESET", llGetOwner());
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}
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touch_start(integer i)
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{
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list _dataStorage = getDataListFromDataStorage("game.hud");
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_dataStorage = setDataEntryInDataList(_dataStorage, "enable", (string)enabled);
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_dataStorage = setDataEntryInDataList(_dataStorage, "defaultInventar", defaultitem);
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_dataStorage = setDataEntryInDataList(_dataStorage, "hud.slots", (string)max_slots);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.enable", (string)enabled);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels", (string)levels_enabled);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.firstStep", (string)firststep);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.multiplier", (string)multiplier);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.maxlevel", (string)maxlevel);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.maxweight", (string)maxweight);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.sub_food", (string)sub_food);
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels.sub_water", (string)sub_water);
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saveDataListToDataStorage(_dataStorage, "game.hud");
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llRegionSay(regchan, "gamecommand;reload");
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llRegionSayTo(llDetectedKey(0), 0, "Setup beendet.");
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}
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}
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getregionchannel()
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{
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list lstParcelDetails = llGetParcelDetails(llGetPos(), [PARCEL_DETAILS_ID, PARCEL_DETAILS_AREA]);
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regchan = (integer)("0x" + llGetSubString(llList2String(lstParcelDetails, 0), 0, 7));
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if(regchan > 0)
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regchan = -regchan;
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//llListenRemove(reghandler);
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//reghandler = llListen(regchan, "", "", "" );
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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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