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https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
fix: plaques would crash when interacting with no data provided (#1486)
Also docs
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@ -6,7 +6,7 @@
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#include "Entity.h"
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void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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if (self->GetVar<bool>(u"hasCustomText")) {
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if (self->HasVar(u"customText")) {
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const auto& customText = self->GetVar<std::string>(u"customText");
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{
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@ -29,15 +29,19 @@ void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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return;
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}
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if (!self->HasVar(u"storyText") || !self->HasVar(u"altFlagID")) return;
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const auto storyText = self->GetVarAsString(u"storyText");
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if (storyText.length() > 2) {
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auto storyValue = GeneralUtils::TryParse<uint32_t>(storyText.substr(storyText.length() - 2));
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if(!storyValue) return;
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int32_t boxFlag = self->GetVar<int32_t>(u"altFlagID");
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if (boxFlag <= 0) {
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boxFlag = (10000 + Game::server->GetZoneID() + storyValue.value());
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}
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int32_t boxFlag = self->GetVar<int32_t>(u"altFlagID");
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if (boxFlag <= 0) {
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boxFlag = (10000 + Game::server->GetZoneID() + std::stoi(storyText.substr(storyText.length() - 2)));
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}
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if (user->GetCharacter()->GetPlayerFlag(boxFlag) == false) {
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user->GetCharacter()->SetPlayerFlag(boxFlag, true);
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GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
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if (user->GetCharacter()->GetPlayerFlag(boxFlag) == false) {
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user->GetCharacter()->SetPlayerFlag(boxFlag, true);
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GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
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}
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}
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}
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170
docs/Vanity.md
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170
docs/Vanity.md
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@ -0,0 +1,170 @@
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# DLU Vanity System
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Darkflame Universe Vanity System is a method of defined objects to be spawned serverside and communicated to the client without modifying the game's assets.
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You can check out the different `xml` files in `vanity/` and use `vanity/demo.xml` to follow along with this tutorial and documentation of thew various features, cabapilities, and limitations of this system.
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## `vanity/root.xml`
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`root.xml` is the only file the server will load in by default.
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To load other files, you can do so like this:
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```xml
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<files>
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<file name="dev-tribute.xml" enabled="1"/>
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<file name="atm.xml" enabled="0"/>
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<file name="demo.xml" enabled="0"/>
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</files>
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```
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`name` is the name of the file relative to the vanity folder.
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Ex: you have a folder like `vanity/events/` with a file called `halloween.xml` in it, you will include it as such:
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`<file name="events/halloween.xml" enabled="1"/>`
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`enabled` tells if that file should be loaded.
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files will only be loaded in, if `enabled="1"`
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There cannot be multiple `<files></files>` per xml file, only the first one will be read, but you can have as many `<files/>` in it as you wish.
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## `vanity/demo.xml`
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This demo file covers most of the features of defining objects to spawn server side and will go over them one by one.
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The minimun data needed to define and ojbect to spawn is as follows:
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```xml
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<objects>
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<object lot="1">
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<locations>
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<location zone="1200" x="0" y="0" z="0" rw="0" rx="0" ry="0" rz="0" />
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</locations>
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</object>
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</objects>
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```
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* `lot` the LEGO Object Template to be spawned
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* `<location/>` must have `zone`, `x`, `y`, `z` `rw`, `rx`, `ry`, and `rz` and one `location` must in exist in `locations` for it to be spawned
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Everything else is is optional.
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* LEGO Name Value (LNV) configs can control almost all functionality of the objects in the game, they are defined like `name=type:value`. types can be found in `dCommon/LDFFromat.h`
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```xml
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<config>
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<key>bool=7:1</key>
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</config>
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```
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### Story Plaque with custom text
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lot 8193 is the story plaque that is used in game to give the game lore to the player.
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DLU Vanity has the capability to provide custom text to it via a LNV config
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From `demo.xml`
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```xml
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<object lot="8139">
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<config>
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<key>customText=13:This story plaque has custom text that is defined by DLU's vanity system. Check out <font color="#000000" >vanity/demo.xml</font> to see how this works!</key>
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</config>
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<locations>
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<location zone="1200" x="-26.281" y="288.896" z="-77.484" rw="0.997534" rx="0.00" ry="-0.070190" rz="0.00" />
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</locations>
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</object>
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```
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* The `customText` config must be a type of `13` (wstring)
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* HTML like formatting can be used for font color, but `<` must be reaplaced withh `>`, and `>` replaced with `<`
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### Object with multiple locations and scale
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```xml
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<object lot="3248">
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<locations>
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<location zone="1200" x="-15.0" y="288.8" z="-167.0" rw="0.984321" rx="0.00" ry="0.176388" rz="0.00" />
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<location zone="1200" x="15.0" y="288.8" z="-158.0" rw="0.724628" rx="0.00" ry="-0.689141" rz="0.00" scale="0.30" />
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</locations>
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</object>
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```
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#### Multiple locations
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Multiple location elements can be defined for an object.
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For every location that object will spawn:
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This will spawn two trees, one at each specified location.
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#### Scale
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Each location can specify a `scale` which defaults to `1`. The object will be scaled by this attribute in the location when defined.
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### Object with multiple random locations and chance
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```xml
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<object lot="10141">
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<config>
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<key>useLocationsAsRandomSpawnPoint=7:1</key>
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</config>
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<locations>
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<location zone="1200" x="31.819" y="288.896" z="-117.095" rw="0.630659" rx="0.00" ry="-0.776060" rz="0.00" chance="0.50"/>
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<location zone="1200" x="42.755" y="291.897" z="-144.385" rw="0.855306" rx="0.00" ry="-0.518124" rz="0.00" chance="0.50"/>
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<location zone="1200" x="3.984" y="288.896" z="-165.947" rw="0.978508" rx="0.00" ry="-0.206210" rz="0.00" chance="0.50"/>
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</locations>
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</object>
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```
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#### Random Spawn Point
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If the LNV config `useLocationsAsRandomSpawnPoint=7:1` is defined and is set to `1`, instead of spawning the object at every location, it will randomly choose between all locations in the current zone to spawn one instance of the object.
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If a location is not in the current zone, it will not be considered.
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#### Chance
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Each location can specify a `chance` attribute. This defines a chance from, `0` to `1` that the object will spawn, with `0` being never spawn, and `1` being always spawn. A `chance="0.8"` will have an 80% chance for the object to spawn at that location.
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`useLocationsAsRandomSpawnPoint` and `chance` are independent of each other and be used separately
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### Custom vendor with custom name and gear
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```xml
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<object name="Demo Fella - GM Items Vendor" lot="1867">
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<equipment>7630, 1727, 7453, 7521</equipment>
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<config>
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<key>vendorInvOverride=0:1727,7292,16553,2243,14535,14538,14531,6730</key>
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</config>
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<locations>
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<location zone="1200" x="35.935" y="288.896" z="-128.213" rw="0.882977" rx="0.00" ry="-0.469416" rz="0.00" />
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</locations>
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</object>
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```
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#### Custom vendor
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For a custom vendor to work, you must use a LOT that already has a vendor compoenet attached to it.
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Without an LNV keys, it will give it's normal inventory
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You muse define `vendorInvOverride=0:` and then a list of LOTs that the vendor will sell. This will override all items the vendor was selling and use the list of LOTs provided.
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LOTs must have an item component in order to be sold by a vendor.
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#### Custom Name
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The `name` attribute will give or override the name displayed for an object, if it displays one.
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Using a ` - ` will allow you to define a title that will display under their name on their nametag (formally called a billboard).
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#### Custom Gear
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The `equipment` element is a lis of comma separated lots that will defind the geat an object will attempt to equip.
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LOTs must have an inventory component in order to equipe custom gear.
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### Creating Spawners
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```xml
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<object lot="176">
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<config>
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...
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<key>spawntemplate=1:2295</key>
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...
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</config>
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<locations>
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<location zone="1200" x="4.232" y="288.895" z="-85.846" rw="-0.205988" rx="0.00" ry="0.978555" rz="0.00" />
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</locations>
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</object>
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</objects>
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```
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LOT `167` is a spawner. The spawner config in the `demo.xml` was copied from an existing object via lcdr's luzviewer.
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The main config to care about is `spawntemplate` as that controls what the spawner spawns.
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<objects>
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<!--A story plaque with custom text-->
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<!--Font color can be set but you must encode the `<` as < and `>` as > >-->
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<object lot="8139">
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<config>
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<key>customText=13:This story plaque has custom text that is defined by DLU's vanity system. Check out <font color="#000000" >vanity/demo.xml</font> to see how this works!</key>
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</config>
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<locations>
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<location zone="1200" x="-26.281" y="288.896" z="-77.484" rw="0.997534" rx="0.00" ry="-0.070190" rz="0.00" />
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</locations>
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</object>
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<!--A tree spawned at two locations with different positions, rotations, and scales-->
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<!--Positions and rotations are easily gotten by typing /loc or /pos, and /rot into the in-game chat-->
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<object lot="3248">
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