mirror of
https://github.com/SWG-Source/dsrc.git
synced 2026-07-31 00:15:54 -04:00
1042 lines
26 KiB
Plaintext
1042 lines
26 KiB
Plaintext
/**
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*
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* Title: player_beta.script
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* Description: required script functionality for all player objects
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*/
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include java.lang.System;
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include java.lang.reflect.*;
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include java.util.Arrays;
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include java.util.Vector;
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include java.lang.Math;
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include library.sui;
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include library.skill;
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include library.pclib;
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include library.utils;
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include library.money;
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const string SKILL_WEAPON_RANGED_BASIC = "combat_ranged_weapons_basic"; //No longer used. Retained here for B8A flexibility.
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const string SKILL_WEAPON_MELEE_BASIC = "combat_melee_basic"; //No longer used. Retained here for BETA flexibility.
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const string SKILL_NOVICE_SCOUT = "outdoors_scout_novice";
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const string SKILL_NOVICE_MARKSMAN = "combat_marksman_novice";
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const string SKILL_NOVICE_BRAWLER = "combat_brawler_novice";
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const string SKILL_NOVICE_ENTERTAINER = "social_entertainer_novice";
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const string SKILL_NOVICE_MEDIC = "science_medic_novice";
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const string SKILL_NOVICE_ARTISAN = "crafting_artisan_novice";
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// BEGIN BETA CRAP THAT SHOULD BE DELETED LATER
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messageHandler sendLoginMessage()
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{
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detachScript( self, "player.player_beta");
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/*
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string strLoginMessageTitle = "";
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string strLoginMessage = "";
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debugServerConsoleMsg(self, "Logging into game with beta script");
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location locTest = getLocation(self);
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obj_id objPlanetObject = getPlanetByName(locTest.area);
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if(objPlanetObject!=null)
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{
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debugServerConsoleMsg(self, "Non-Null planet object");
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if(hasObjVar(objPlanetObject, "strLoginMessageTitle"))
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{
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strLoginMessageTitle = getStringObjVar(objPlanetObject, "strLoginMessageTitle");
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}
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if(hasObjVar(objPlanetObject, "strLoginMessage"))
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{
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strLoginMessage = getStringObjVar(objPlanetObject, "strLoginMessage");
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}
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debugServerConsoleMsg(self, "strLoginMessageTitle is "+strLoginMessageTitle);
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debugServerConsoleMsg(self, "strLoginMessage is "+strLoginMessage);
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if((strLoginMessage!="")&&(strLoginMessageTitle!=""))
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{
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// send persistent chat message
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debugServerConsoleMsg(self, "sending message to "+getName(self));
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chatSendPersistentMessage("StarWarsGalaxies",getName(self), strLoginMessageTitle,strLoginMessage, null);
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chatSendPersistentMessage(self, strLoginMessageTitle,strLoginMessage, null);
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}
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else
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{
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debugServerConsoleMsg(self, "Bad message");
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}
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}
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*/
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return SCRIPT_CONTINUE;
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}
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trigger OnAddedToWorld()
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{
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detachScript( self, "player.player_beta");
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/*
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location locTest = getLocation(self);
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obj_id objPlanetObject = getPlanetByName(locTest.area);
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dictionary dctParams = new dictionary();
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messageTo(self, "sendLoginMessage", dctParams, 10, false);
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deltadictionary dctPlayerInformation = objPlanetObject.getScriptVars();
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// we have 2 things in this array
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// 1 is a a GIANT ARRAY
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// the other is a bunch dictionarys using "obj_id". Inside they have an "arrayIndex" = # string
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Vector vctPlayers;
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obj_id[] objPlayers = dctPlayerInformation.getObjIdArray("objPlayers");
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if(objPlayers == null)
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{
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debugServerConsoleMsg(self, "Null array");
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objPlayers = new obj_id[1];
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objPlayers[0] = self;
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if ( objPlayers != null )
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dctPlayerInformation.put("objPlayers", objPlayers);
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}
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else
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{
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debugServerConsoleMsg(self, "Non Null players making a vector and stuff");
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vctPlayers = new Vector(Arrays.asList(objPlayers));
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if(!(vctPlayers.contains(self)))
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{
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vctPlayers.add(self);
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}
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vctPlayers.toArray(objPlayers);
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if ( objPlayers != null )
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dctPlayerInformation.put("objPlayers", objPlayers);
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}
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*/
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return SCRIPT_CONTINUE;
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}
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trigger OnLogout()
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{
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detachScript( self, "player.player_beta");
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/*
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location locTest = getLocation(self);
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obj_id objPlanetObject = getPlanetByName(locTest.area);
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deltadictionary dctPlayerInformation = objPlanetObject.getScriptVars();
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Vector vctPlayers;
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obj_id[] objPlayers = dctPlayerInformation.getObjIdArray("objPlayers");
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if(objPlayers==null)
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{
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return SCRIPT_CONTINUE;
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}
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else
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{
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vctPlayers = new Vector(Arrays.asList(objPlayers));
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if(!(vctPlayers.contains(self)))
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{
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vctPlayers.remove(self);
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}
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vctPlayers.toArray(objPlayers);
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dctPlayerInformation.put("objPlayers", objPlayers);
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}
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*/
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return SCRIPT_CONTINUE;
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}
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/*
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// END BETA CRAP
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trigger OnAttach()
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{
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// Beta HACK
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//giveItemsToPlayer(self);
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//money.bankTo("travel_test", self, 1000000);
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//attachScript(self, "ai.pet_master");
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return SCRIPT_CONTINUE;
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}
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*/
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trigger OnInitialize()
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{
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detachScript( self, "player.player_beta");
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// skill.assignSkillTemplate(self, skill.PLAYER_BETA);
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return SCRIPT_CONTINUE;
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}
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/*
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trigger OnSpeaking(string text)
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{
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/*
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boolean gaveItem = false;
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obj_id inventory = getObjectInSlot(self, "inventory");
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//give random armor
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if(text == "givearmor")
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{
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gaveItem = givePlayerArmor(self, inventory);
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if(!gaveItem)
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{
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LOG("player_beta", "Armor granting failed!");
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}
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}
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//give random ranged weapon
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if(text == "giveranged")
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{
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if(hasSkill(self, "basic_ranged_weapons"))
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{
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boolean boolGaveRW = giveRangedWeapon(self, inventory);
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if(!gaveItem)
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{
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LOG("player_beta", "Armor granting failed!");
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}
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}
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else
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{
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sendSystemMessage(self, "You can't have a ranged weapon because you don't have the skill basic_ranged_weapons.");
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return SCRIPT_OVERRIDE;
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}
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}
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//give melee weapon
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if(text == "givemelee")
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{
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if(hasSkill(self, "basic_melee_combat"))
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{
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boolean boolGaveMW = giveMeleeWeapon(self, inventory);
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if(!gaveItem)
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{
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LOG("player_beta", "Armor granting failed!");
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}
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}
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else
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{
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sendSystemMessage(self, "You can't have a ranged weapon because you don't have the skill basic_ranged_weapons.");
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return SCRIPT_OVERRIDE;
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}
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}
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return SCRIPT_CONTINUE;
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}
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*/
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// ***********************************************************************************
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// *********************** DEMO - COMBAT MUSIC TRIGGERS - DEMO ***********************
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// ***********************************************************************************
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/*
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trigger OnEnteredCombat()
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{
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playMusic(self, "sound/music_player_v_creat_lp.snd");
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return SCRIPT_CONTINUE;
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}
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trigger OnExitedCombat()
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{
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playMusic(self, "sound/music_player_v_creat_vict.snd");
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return SCRIPT_CONTINUE;
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}
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*/
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//put shit in the player inventory
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void giveItemsToPlayer(obj_id self)
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{
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//money.bankTo("travel_test", self, 100000);
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//get the inventory object
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obj_id inventory = getObjectInSlot(self, "inventory");
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//is it null?
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if ( inventory == null )
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{
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debugSpeakMsg(self, "inventory is null!");
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return;
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}
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//maybe some food and medicine
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/*YOU GET NOTHING!
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obj_id loaf = createObject("object/tangible/food/bread_loaf_full_s1.iff", inventory,"");
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obj_id melon = createObject("object/tangible/food/fruit_melon.iff", inventory,"");
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obj_id damageMedicine = createObject("object/tangible/medicine/newbie_medpack_damage.iff", inventory,"");
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obj_id woundHealthMedicine1 = createObject("object/tangible/medicine/newbie_medpack_wound_health.iff", inventory,"");
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obj_id woundHealthMedicine2 = createObject("object/tangible/medicine/newbie_medpack_wound_health.iff", inventory,"");
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obj_id woundActionMedicine1 = createObject("object/tangible/medicine/newbie_medpack_wound_action.iff", inventory,"");
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*/
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//obj_id kabob = createObject("object/tangible/food/meat_kabob.iff", inventory,"");
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//how about some healing items?
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//obj_id antidote = createObject("object/tangible/medicine/antidote_sm_s1.iff", inventory,"");
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//obj_id medpack = createObject("object/tangible/medicine/medpack_sm_s1.iff", inventory,"");
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//obj_id stimpack = createObject("object/tangible/medicine/stimpack_sm_s1.iff", inventory,"");
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//Some Grenades
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//obj_id cryoGrenade = createObject ("object/weapon/ranged/grenade/grenade_cryoban.iff", inventory, "");
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//obj_id impDetGrenade = createObject ("object/weapon/ranged/grenade/grenade_imperial_detonator.iff", inventory, "");
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//obj_id fragGrenade = createObject ("object/weapon/ranged/grenade/grenade_fragmentation.iff", inventory, "");
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//Giving them Crafting Things
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//obj_id craftingTool = createObject ("object/tangible/crafting/station/generic_tool.iff", inventory, "");
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// Give Random survey tool
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string surveyTool = "mineral";
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/*
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int surveyType = rand (1,4);
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switch (surveyType)
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{
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case 1:
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surveyTool = "gas";
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break;
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case 2:
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surveyTool = "liquid";
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break;
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case 3:
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surveyTool = "mineral";
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break;
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case 4:
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surveyTool = "moisture";
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break;
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default:
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break;
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}
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*/
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//obj_id equipSurvey = createObject ("object/tangible/survey_tool/survey_tool_" + surveyTool + ".iff", inventory, "");
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//obj_id smallHouseDeed = createObject ("object/tangible/deed/player_house_deed/tatooine_house_small_deed.iff", inventory, "");
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//obj_id medHouseDeed = createObject ("object/tangible/deed/player_house_deed/tatooine_house_medium_deed.iff", inventory, "");
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//obj_id solarGenerator = createObject ("object/tangible/deed/generator_deed/power_generator_solar_deed.iff", inventory, "");
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//obj_id moistureHarvester = createObject ("object/tangible/deed/harvester_deed/moisture_harvester_deed.iff", inventory, "");
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boolean gaveItem = false;
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//how about some armor?
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if ( getSpecies(self) != SPECIES_WOOKIEE )
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{
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gaveItem = givePlayerArmor(self, inventory);
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if(!gaveItem)
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{
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debugSpeakMsg (self,"Armor granting failed!");
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}
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}
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//give random ranged weapon
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if(!hasSkill(self, SKILL_WEAPON_RANGED_BASIC))
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{
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// grantSkill (self, SKILL_WEAPON_RANGED_BASIC);
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// Removed on 11-26-02 by CBarnes
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// There is no "basic ranged weapon" ability for all players anymore.
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}
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boolean boolGaveRW = giveRangedWeapon(self, inventory);
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if(!boolGaveRW)
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{
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debugSpeakMsg (self, "Ranged Weapon granting failed!");
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}
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//give melee weapon
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if(!hasSkill(self, SKILL_WEAPON_MELEE_BASIC))
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{
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//grantSkill (self, SKILL_WEAPON_MELEE_BASIC);
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// Removed on 11-26-02 by CBarnes
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// There is no longer a basic melee weapon ability for all players
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}
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boolean boolGaveMW = giveMeleeWeapon(self, inventory);
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if(!boolGaveMW)
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{
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debugSpeakMsg (self, "Melee Weapon granting failed!");
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}
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//give musical instrument
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boolean boolGaveMI = giveMusicalInstrument(self, inventory);
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if(!boolGaveMI)
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{
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debugSpeakMsg (self, "Musical Instrument granting failed!");
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}
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//***********************************************************************************************
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//***********************************************************************************************
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//
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//This is non-beta stuff, class specific starting Items which should be left behind when all beta
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//testing Items are removed later.
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//
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//***********************************************************************************************
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//***********************************************************************************************
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//SCOUTS
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if (hasSkill (self, SKILL_NOVICE_SCOUT))
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{
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string toolType = "gas";
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int randType = rand (1,4);
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switch (randType)
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{
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case 1:
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toolType = "gas";
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break;
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case 2:
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toolType = "liquid";
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break;
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case 3:
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toolType = "mineral";
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break;
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case 4:
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toolType = "moisture";
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break;
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default:
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break;
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}
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boolean boolGaveBlaster = giveRangedWeapon(self, inventory);
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//obj_id surveyEqp = createObject ("object/tangible/survey_tool/survey_tool_" + toolType + ".iff", self, "");
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}
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//MARKSMAN
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if (hasSkill (self, SKILL_NOVICE_MARKSMAN))
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{
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string rifleType = "dlt20a";
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int randRifle = rand (1,4);
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switch (randRifle)
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{
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case 1:
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rifleType = "laser";
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break;
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case 2:
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rifleType = "dlt20";
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break;
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case 3:
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rifleType = "dlt20a";
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break;
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case 4:
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rifleType = "sg82";
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break;
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default:
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break;
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}
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boolean boolGaveBlaster = giveRangedWeapon(self, inventory);
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obj_id rifle = createObject ("object/weapon/ranged/rifle/rifle_" + rifleType + ".iff", self, "");
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//Buffs?
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}
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//BRAWLER
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if (hasSkill (self, SKILL_NOVICE_BRAWLER))
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{
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string swordType = "sword_01";
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int randSword = rand (1,4);
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switch (randSword)
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{
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case 1:
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swordType = "01";
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break;
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case 2:
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swordType = "02";
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break;
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case 3:
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swordType = "blade_ryyk";
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break;
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case 4:
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swordType = "blade_rantok";
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break;
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default:
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break;
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}
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string polearmType = "sword_01";
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int randPole = rand (1,5);
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switch (randPole)
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{
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case 1:
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polearmType = "controllerfp";
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break;
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case 2:
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polearmType = "staff_metal";
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break;
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case 3:
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polearmType = "staff_wood_s1";
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break;
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case 4:
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polearmType = "staff_wood_s2";
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break;
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case 5:
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polearmType = "vibrolance";
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break;
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default:
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break;
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}
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obj_id sword = createObject ("object/weapon/melee/sword/sword_" + swordType + ".iff", self, "");
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obj_id polearm = createObject ("object/weapon/melee/polearm/lance_" + polearmType + ".iff", self, "");
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obj_id belt = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_belt.iff", self, "");
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obj_id lArm = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bracer_l.iff", self, "");
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obj_id rArm = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bracer_r.iff", self, "");
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obj_id lBicep = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bicep_l.iff", self, "");
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obj_id rBicep = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bicep_r.iff", self, "");
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obj_id gloves = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_gloves.iff", self, "");
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obj_id helmet = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_helmet.iff", self, "");
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obj_id chest = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_chest_plate.iff", self, "");
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obj_id legs = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_leggings.iff", self, "");
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obj_id boots = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_boots.iff", self, "");
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}
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//ENTERTAINER
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if (hasSkill (self, SKILL_NOVICE_ENTERTAINER))
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{
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string instrumentType = "bandfill";
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int randInst = rand (1,7);
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switch (randInst)
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{
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case 1:
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instrumentType = "bandfill";
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break;
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case 2:
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instrumentType = "fanfar";
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break;
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case 3:
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instrumentType = "fizz";
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break;
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case 4:
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instrumentType = "kloo_horn";
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break;
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case 5:
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instrumentType = "mandoviol";
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break;
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case 6:
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instrumentType = "slitherhorn";
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break;
|
|
case 7:
|
|
instrumentType = "traz";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
boolean boolGaveBlaster = giveRangedWeapon(self, inventory);
|
|
obj_id imageKit = createObject ("", self, "");
|
|
obj_id instrument = createObject ("object/tangible/instrument/" + instrumentType + ".iff", self, "");
|
|
|
|
obj_id clothes = createObject ("object/tangible/wearables/bodysuit/bodysuit_s15.iff", self, "");
|
|
}
|
|
|
|
//MEDIC
|
|
if (hasSkill (self, SKILL_NOVICE_MEDIC))
|
|
{
|
|
string medType = "damage";
|
|
int randMed = rand (1,7);
|
|
switch (randMed)
|
|
{
|
|
case 1:
|
|
medType = "damage";
|
|
break;
|
|
case 2:
|
|
medType = "sm_s1";
|
|
break;
|
|
case 3:
|
|
medType = "wound";
|
|
break;
|
|
case 4:
|
|
medType = "wound_action";
|
|
break;
|
|
case 5:
|
|
medType = "wound_constitution";
|
|
break;
|
|
case 6:
|
|
medType = "wound_health";
|
|
break;
|
|
case 7:
|
|
medType = "wound_stamina";
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
boolean boolGaveBlaster = giveRangedWeapon(self, inventory);
|
|
obj_id stimpack1 = createObject ("object/tangible/medicine/stimpack_sm_s1.iff", self, "");
|
|
obj_id stimpack2 = createObject ("object/tangible/medicine/antidote_sm_s1.iff", self, "");
|
|
obj_id medpack1 = createObject ("object/tangible/medicine/medpack_" + medType + ".iff", self, "");
|
|
obj_id medpack2 = createObject ("object/tangible/medicine/medpack_" + medType + ".iff", self, "");
|
|
}
|
|
|
|
//ARTISAN
|
|
if (hasSkill (self, SKILL_NOVICE_ARTISAN))
|
|
{
|
|
boolean boolGaveBlaster = giveRangedWeapon(self, inventory);
|
|
obj_id craftStation = createObject ("object/tangible/crafting/station/generic_tool.iff", self, "");
|
|
//Add some resources.
|
|
}
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
boolean givePlayerArmor(obj_id self, obj_id inventory)
|
|
{
|
|
boolean gaveItem = true;
|
|
return gaveItem;
|
|
|
|
/*
|
|
int type = rand(1,9);
|
|
|
|
obj_id armor = obj_id.NULL_ID;
|
|
switch(type)
|
|
{
|
|
case 1: // blast
|
|
LOG("beta_script", "You get stormtrooper blast armor!");
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_boots.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_leggings.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_gloves.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 2:
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_bracer_l.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_bracer_r.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 3:
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_gloves.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_leggings.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
|
|
case 4: // padded
|
|
LOG("beta_script", "You get padded armor!");
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_boots.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_belt.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 5:
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_bracer_r.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_bracer_l.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_leggings.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 6:
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_gloves.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_leggings.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
|
|
case 7: //chitin energy
|
|
LOG("beta_script", "You get chitin energy armor!!");
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_boots.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bicep_l.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bicep_r.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 8:
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bracer_l.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bracer_r.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
case 9:
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_gloves.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_chest_plate.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_leggings.iff", inventory,"");
|
|
if(armor == null)
|
|
{
|
|
gaveItem = false;
|
|
}
|
|
break;
|
|
default: //oops
|
|
break;
|
|
}
|
|
|
|
if ( armor != obj_id.NULL_ID )
|
|
{
|
|
setAutoInsured(armor);
|
|
}
|
|
|
|
return gaveItem;
|
|
|
|
*/
|
|
}
|
|
|
|
boolean giveRangedWeapon(obj_id self, obj_id inventory)
|
|
{
|
|
boolean gaveItem = false;
|
|
obj_id weapon = obj_id.NULL_ID;
|
|
int randType = rand(0,10);
|
|
|
|
switch(randType)
|
|
{
|
|
case 0:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_cdef.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 1:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_d18.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 2:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_dh17.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 3:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_dl44.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 4:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_dl44_metal.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 5:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_dx2.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 6:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_fwg5.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 7:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_power5.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 8:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_scout_blaster.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 9:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_srcombat.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 10:
|
|
weapon = createObject("object/weapon/ranged/pistol/pistol_striker.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( weapon != obj_id.NULL_ID )
|
|
{
|
|
setAutoInsured(weapon);
|
|
}
|
|
|
|
return(gaveItem);
|
|
}
|
|
|
|
boolean giveMeleeWeapon(obj_id self, obj_id inventory)
|
|
{
|
|
// Uncomment the line below if you want to give a weapon
|
|
boolean gaveItem = false;
|
|
|
|
// Comment the line below and uncomment the above to run the switch function below
|
|
//boolean gaveItem = true;
|
|
|
|
obj_id weapon = obj_id.NULL_ID;
|
|
int randType = rand(1,4);
|
|
|
|
switch(randType)
|
|
{
|
|
case 1:
|
|
weapon = createObject("object/weapon/melee/knife/knife_dagger.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 2:
|
|
weapon = createObject("object/weapon/melee/knife/knife_stone.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 3:
|
|
weapon = createObject("object/weapon/melee/knife/knife_survival.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 4:
|
|
weapon = createObject("object/weapon/melee/knife/knife_vibroblade.iff", inventory,"");
|
|
if (weapon != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
if ( weapon != obj_id.NULL_ID )
|
|
{
|
|
setAutoInsured(weapon);
|
|
}
|
|
|
|
return(gaveItem);
|
|
}
|
|
|
|
boolean giveMusicalInstrument(obj_id self, obj_id inventory)
|
|
{
|
|
// Uncomment the line below if you want to give an instrument
|
|
boolean gaveItem = false;
|
|
|
|
// Comment the line below and uncomment the above to run the switch function below
|
|
//boolean gaveItem = true;
|
|
|
|
obj_id instrument = obj_id.NULL_ID;
|
|
int randType = rand(1,3); // We're only picking the first three for BETA.
|
|
|
|
|
|
switch(randType)
|
|
{
|
|
case 1:
|
|
instrument = createObject("object/tangible/instrument/kloo_horn.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 2:
|
|
instrument = createObject("object/tangible/instrument/traz.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 3:
|
|
instrument = createObject("object/tangible/instrument/slitherhorn.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 4:
|
|
instrument = createObject("object/tangible/instrument/nalargon.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 5:
|
|
instrument = createObject("object/tangible/instrument/traz.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 6:
|
|
instrument = createObject("object/tangible/instrument/fanfar.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 7:
|
|
instrument = createObject("object/tangible/instrument/flute_droopy.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 8:
|
|
instrument = createObject("object/tangible/instrument/fizz.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 9:
|
|
instrument = createObject("object/tangible/instrument/bandfill.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
case 10:
|
|
instrument = createObject("object/tangible/instrument/ommni_box.iff", inventory,"");
|
|
if (instrument != null)
|
|
{
|
|
gaveItem = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
if ( instrument != obj_id.NULL_ID )
|
|
{
|
|
setAutoInsured(instrument);
|
|
}
|
|
|
|
return(gaveItem);
|
|
}
|
|
|
|
messageHandler handleInventoryCheck()
|
|
{
|
|
if ( params == null )
|
|
{
|
|
return SCRIPT_OVERRIDE;
|
|
}
|
|
|
|
obj_id[] items = params.getObjIdArray(pclib.DICT_ITEM_ID);
|
|
|
|
if ( (items == null) || (items.length == 0) )
|
|
{
|
|
debugSpeakMsg(self, "handleInventoryCheck: no items at time of check");
|
|
}
|
|
else
|
|
{
|
|
string[] report = new string[items.length];
|
|
for ( int i = 0; i < items.length; i++ )
|
|
{
|
|
report[i] = "(" + items[i] + ") " + getName(items[i]);
|
|
}
|
|
|
|
sui.listbox(self, "Inventory Check Report", report);
|
|
}
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|