„Setup-Tools v0.7.0“ hinzufügen
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// Setup Tool v0.7.0
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integer enabled = TRUE; // Ist das Sytem aktiv?
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integer defaultitem = "Anleitungsbuch"; // 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
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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 timervalue = 185; // Nach wieviel Sekunden soll das HUD aktualisiert und Wasser/Nahrung abgezogen werden?
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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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default
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{
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state_entry()
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{
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llSetText("Setup-Tool v0.7.0\n-------------------------\nSetze alle Prims auf\ndie Gruppe und klicke\ndiesen Prim an.", <1, 0.7, 0>, 1.0);
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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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llOwnerSay(_dataStorage);
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_dataStorage = setDataEntryInDataList(_dataStorage, "enable", "TRUE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "defaultInventar", defaultitem);
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_dataStorage = setDataEntryInDataList(_dataStorage, "hud.slots", "8");
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.enable", "TRUE");
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_dataStorage = setDataEntryInDataList(_dataStorage, "stats.levels", "TRUE");
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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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llRegionSayTo(llDetectedKey(0), 0, "Setup beendet.");
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}
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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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