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dsrc/sku.0/sys.server/compiled/game/script/item/buff_click_item.script
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2013-09-10 23:17:15 -07:00

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/**
* Copyright (c)2000-2002 Sony Online Entertainment Inc.
* All Rights Reserved
*
* Title: buff_click_item.script
* Description: This script handles the clicking of a buff from a static object, all the data should be contained in Objvars on the item
* @author Thomas Blair
* @version 1.0
*/
/***** INCLUDES ********************************************************/
include library.utils;
include library.buff;
include library.static_item;
include library.prose;
/***** CONSTANTS *******************************************************/
const string_id SID_NOT_YET = new string_id("base_player", "not_yet");
const string_id SID_NOT_LINKED = new string_id("base_player", "not_linked");
const string_id SID_NOT_LINKED_TO_HOLDER = new string_id("base_player", "not_linked_to_holder");
const string_id CANT_APPLY_BUFF = new string_id("base_player", "cant_apply_buff");
const string_id BUFF_APPLIED = new string_id("base_player", "buff_applied");
const string_id SID_ITEM_LEVEL_TOO_LOW = new string_id("base_player", "level_too_low");
const string_id SID_ITEM_NOT_IN_INVENTORY = new string_id("base_player", "not_in_your_inventory");
const string_id SID_MUST_BIO_LINK_FROM_INVENTORY = new string_id("base_player", "must_biolink_to_use_from_inventory");
const string_id SID_BIOLINK_OTHER_PLAYER = new string_id("base_player", "wrong_player_per_biolink");
const string_id SID_NO_USE_WHILE_DEAD = new string_id("player_structure", "while_dead");
const string_id SID_BUFF_NOT_OWNER = new string_id("base_player", "food_buff_not_owner");
const string OWNER_OID = "owner";
trigger OnObjectMenuRequest(obj_id player, menu_info mi)
{
if (canManipulate(player, self, true, true, 15, true))
{
if (utils.isNestedWithinAPlayer(self))
{
menu_info_data mid = mi.getMenuItemByType(menu_info_types.ITEM_USE);
if ( mid != null )
mid.setServerNotify(true);
else
mi.addRootMenu(menu_info_types.ITEM_USE, new string_id("ui_radial", "item_use"));
}
}
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuSelect(obj_id player, int item)
{
if(utils.getContainingPlayer(self) != player )
return SCRIPT_CONTINUE;
//some objects may require biolink. If the biolink is pending, we don't need to continue.
obj_id biolink = getBioLink(self);
if (isValidId(biolink) && biolink == utils.OBJ_ID_BIO_LINK_PENDING)
{
sendSystemMessage(player, SID_MUST_BIO_LINK_FROM_INVENTORY);
return SCRIPT_CONTINUE;
}
//some objects may have a biolink and be traded. Verify that the biolink and the player are same obj.
if (isValidId(biolink) && biolink != player)
{
sendSystemMessage(player, SID_BIOLINK_OTHER_PLAYER);
return SCRIPT_CONTINUE;
}
else if(hasObjVar(self, OWNER_OID))
{
//in a case where only certain owners can consume/use the object but the object
//is not biolinked in conventional ways
if(player != getObjIdObjVar(self, OWNER_OID))
{
sendSystemMessage(player, SID_BUFF_NOT_OWNER);
return SCRIPT_CONTINUE;
}
}
//congrats! You clicked on the USE option, lets see if you pass all the checks
if( item == menu_info_types.ITEM_USE)
{
if(isIncapacitated(player) || isDead(player))
{
sendSystemMessage(player, SID_NO_USE_WHILE_DEAD);
return SCRIPT_CONTINUE;
}
//check to see if we have bio link script
if(hasScript(self, "item.armor.biolink_item_non_faction"))
{
//bio link check
obj_id bioLinked = getBioLink(self);
if (bioLinked == null || bioLinked == utils.OBJ_ID_BIO_LINK_PENDING)
{
sendSystemMessage(player, SID_NOT_LINKED);
return SCRIPT_CONTINUE;
//make sure the bio link is to user
}
if(bioLinked != player)
{
sendSystemMessage(player, SID_NOT_LINKED_TO_HOLDER);
return SCRIPT_CONTINUE;
}
}
string itemName = getStaticItemName(self);
if ( itemName == null || itemName == "" )
{
CustomerServiceLog("buff", "buff_click_item object self: "+self+" Name: "+getName(self)+" had an invalid static item name. Buff object is bailing out early as a result.");
return SCRIPT_CONTINUE;
}
dictionary itemData = new dictionary();
itemData = dataTableGetRow(static_item.ITEM_STAT_BALANCE_TABLE, itemName);
if ( itemData == null)
{
CustomerServiceLog("buff", "buff_click_item object self: "+self+" Name: "+getName(self)+" had invalid item data and as a result the buff object is bailing out early.");
return SCRIPT_CONTINUE;
}
string buffName = itemData.getString("buff_name");
string coolDownGroup = itemData.getString("cool_down_group");
string clientEffect = itemData.getString("client_effect");
string clientAnimation = itemData.getString("client_animation");
int reuseTime = itemData.getInt("reuse_time");
int requiredLevel = itemData.getInt("required_level_for_effect");
string varName = "clickItem." + coolDownGroup;
//this should return 0 if they don't have the Objvar at all
int buffTime = getIntObjVar(player, varName);
int playerLevel = getLevel(player);
//make sure they meet the level requirements
if(static_item.validateLevelRequired(player, requiredLevel))
{
if(getGameTime() > buffTime || getGameTime() < buffTime && isGod(player))
{
if (buff.canApplyBuff(player, buffName))
{
//allert the god mode tester only if the timer is involved.
if(getGameTime() < buffTime && isGod(player))
sendSystemMessage(player, "The Buff was applied because you were in god mode.", null);
CustomerServiceLog("buff", "buff_click_item object self: "+self+" Static Item Name: "+itemName+" providing buff: "+buffName+" being used by player: "+player+" Name: "+getName(player)+" of player level: "+playerLevel);
buff.applyBuff(player, player, buffName);
//we store the objvar on the player, and clean them up in base player oninitialize
setObjVar(player, varName, (getGameTime() + (reuseTime)));
//applies the psuedo item timer, make sure object template is in cooldown group in client /datatables/timer/template_command_mapping.tab
sendCooldownGroupTimingOnly(player, getStringCrc(coolDownGroup.toLowerCase()), reuseTime);
sendSystemMessage(player, BUFF_APPLIED);
//play an animation and effect
doAnimationAction(player, clientAnimation);
playClientEffectObj(player, clientEffect, player, "");
//check to see if it is a charged item and if so decrement counter by 1
if(getCount(self) > 0)
{
CustomerServiceLog("buff", "buff_click_item object self: "+self+" Static Item Name: "+itemName+" providing buff: "+buffName+" being used by player: "+player+" Name: "+getName(player)+". Object is being decremented by ONE.");
static_item.decrementStaticItem(self);
}
}
else
{
sendSystemMessage(player, CANT_APPLY_BUFF);
return SCRIPT_CONTINUE;
}
}
else
{
//send them a message on how long before they can use again
int timeDiff = buffTime - getGameTime();
prose_package pp = prose.getPackage( SID_NOT_YET, timeDiff );
sendSystemMessageProse( player, pp );
return SCRIPT_CONTINUE;
}
}
else
{
sendSystemMessage(player, SID_ITEM_LEVEL_TOO_LOW);
}
}
return SCRIPT_CONTINUE;
}