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elmex |
1.1 |
#! perl |
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=head1 CF+ map maker library and utilities |
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=over 4 |
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=cut |
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# This extension loads some nice functionality for map makers |
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sub rec_inv_by_slaying { |
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my ($ob, $slaying, $cb) = @_; |
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$cb->($ob) if $ob->slaying eq $slaying; |
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for my $iob ($ob->inv) { rec_inv_by_slaying ($iob, $slaying, $cb) } |
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} |
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=item object attachment: 'check_inventory_on_apply' |
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This attachment checks on apply whether the applyer |
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has a specific item. Currently you can only match the slaying |
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field of the inventory item of the player. |
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On match the apply isn't inhibited. |
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Following configuration can be supplied to this attachment: |
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=over 4 |
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=item key_string |
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This is the string that will be matched against the slaying field |
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of the inventory item of the player. The first found item will be |
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decreased by the amount that can be passed in the 'decrease_by_cnt' |
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option. |
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=item decrease_by_cnt |
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This is the amount the matching object will be decreased by from the inventory. |
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Default is 0 and means nothing will be removed. |
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=item message_on_match |
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This is the message that will printed to the player if a matching |
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object was found. |
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=item message_on_nomatch |
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This is the message that will printed to the player if NO matching |
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object was found. |
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=back |
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=cut |
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root |
1.3 |
cf::object::attachment check_inventory_on_apply => |
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elmex |
1.1 |
on_apply => sub { |
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my ($self, $pl) = @_; |
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my $cfg = $self->{check_inventory_on_apply}; |
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my $match; |
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rec_inv_by_slaying ($pl, $cfg->{key_string}, sub { |
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my ($ob) = @_; |
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$match = $ob; |
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}); |
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if ($match) { |
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$match->decrease_ob_nr ($cfg->{decrease_by_cnt}) if $cfg->{decrease_by_cnt}; |
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elmex |
1.2 |
$pl->message ($cfg->{message_on_match}, cf::NDI_UNIQUE) if defined $cfg->{message_on_match}; |
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elmex |
1.1 |
} else { |
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elmex |
1.2 |
$pl->message ($cfg->{message_on_nomatch}, cf::NDI_RED | cf::NDI_UNIQUE) if defined $cfg->{message_on_nomatch}; |
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elmex |
1.1 |
cf::override; |
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} |
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}; |
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elmex |
1.4 |
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=item object attachment: 'trigger_on_dialog_flag' |
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This attachment checks whether the player has a specific |
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dialog flag set (the ones you can set with @setflag, see also |
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L<NPC_Dialogue>, and triggers a connection depending on that. |
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The attachment has following configuration: |
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=over 4 |
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=item flag |
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This field should contain the name of the flag that you want to check |
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for. |
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=item connection |
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The connection ID of the connection you want to trigger. |
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=item state |
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The state of the connection: 0 for release, 1 for push. |
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=back |
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=cut |
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cf::object::attachment trigger_on_dialog_flag => |
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on_move_trigger => sub { |
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my ($self, $who, $orig) = @_; |
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my $cfg = $self->{trigger_on_dialog_flag}; |
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if (exists $who->{ob}{dialog_flag}{$cfg->{flag}}) { |
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if ($who->{ob}{dialog_flag}{$cfg->{flag}}) { |
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$self->map->trigger ($cfg->{connection}, $cfg->{state}); |
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} |
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cf::override; |
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} |
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}; |
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elmex |
1.1 |
=back |
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=cut |