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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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root |
1.6 |
$match->decrease ($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}, $cfg->{state}); |
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} |
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cf::override; |
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} |
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}; |
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elmex |
1.5 |
=item object attachment: 'display_info_window' |
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If you attach this attachment to a sign a window containing the |
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message will open in the client when the player applies it. |
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Use this feature with care, as popups usually are very noisy. |
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This is mostly thought for tutorial or other instructions. |
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=cut |
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cf::object::attachment display_info_window => |
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on_apply => sub { |
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my ($self, $pl) = @_; |
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return unless $pl->contr->ns->{can_widget}; |
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my $cfg = $self->{display_info_window}; |
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if ($pl->contr->ns->{info_wins}->{$self->uuid}) { |
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$pl->contr->ns->{info_wins}->{$self->uuid}->destroy; |
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} |
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my $ws = $pl->contr->ns->new_widgetset; |
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my $w = $ws->{my_main} = $ws->new (Toplevel => |
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force_w => 600, |
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force_h => 400, |
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x => 'center', |
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y => 'center', |
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title => 'Information Sign', |
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has_close_button => 1, |
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on_delete => sub { $ws->destroy }, |
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); |
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$w->add ($ws->{txt_area} = $ws->new ('TextScroller')); |
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$ws->{txt_area}->add_paragraph ($self->msg); |
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$w->show; |
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$pl->contr->ns->{info_wins}->{$self->uuid} = $ws; |
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cf::override 1; |
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}; |
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elmex |
1.1 |
=back |
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=cut |