Removed depreciated location saving functions.
Removed depreciated location saving functions. Removed duplicate `prc_combatmove.nss` from top hak. Full compile. Updated release archive.
This commit is contained in:
@@ -47,7 +47,7 @@ if (!GetIsPC(oPC)) return;
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//If in the guild only!
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//If they are in the guild...
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if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID) <- location handled by PRC8 now
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{
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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{
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@@ -59,7 +59,7 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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//Tell the PC thier location was saved..
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SendMessageToPC(oPC, "Location Saved.");
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}
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}
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} */
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////////////AUTOMATIC CHARACTER SAVING ON LEVEL UP OPTION///////////////////
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//Delete the // on the next 2 lines below to activate Automatic Character Saving.
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if(IsShifterMorphed(oPC)!=1)
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@@ -59,7 +59,7 @@ void main()
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//If in the guild only!
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//If they are in the guild...
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if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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{
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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{
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@@ -71,7 +71,7 @@ void main()
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//Tell the PC thier location was saved..
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SendMessageToPC(oPC, "Location Saved.");
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}
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}
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} */
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// (DO NOT TOUCH THIS LINE!) */
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@@ -101,19 +101,19 @@ int nHD = GetHitDice(oPC);
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//For the guild only!
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//If they are in the guild...
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if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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{
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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{
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object oGuild = GetItemPossessedBy(oPC, "guildstone");
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if(GetArea(GetAreaFromLocation(lSaved))!= OBJECT_INVALID)
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{
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object oGuild = GetItemPossessedBy(oPC, "guildstone");
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//Store the PC's location, so they can come back here after relogging
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SetCampaignLocation("LOCATIONS", GetName(oGuild), lSaved, oPC);
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//Store the PC's location, so they can come back here after relogging
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SetCampaignLocation("LOCATIONS", GetName(oGuild), lSaved, oPC);
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//Tell the PC their location was saved..
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SendMessageToPC(oPP, "Location Saved!");
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}
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}
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//Tell the PC their location was saved..
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SendMessageToPC(oPP, "Location Saved!");
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}
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} */
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//************CLEAR THE PC'S REPUTATION WITH ALL NPCS*****************
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if(GetIsPC(oPlayer))
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@@ -35,9 +35,9 @@ string sName = GetStringLeft(GetName(oPP), 20);
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location lSaved = GetLocation(oPP);
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int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
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while(GetIsObjectValid(oPP))
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/*while(GetIsObjectValid(oPP))
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{
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//If they are in the guild...
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//If they are in the guild...
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if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
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{
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//Let's make sure their area is valid!
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@@ -55,8 +55,8 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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else
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{
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SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your location.");
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}
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}
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}
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}*/
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//If the PC is not polymorphed save their character as well!
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if(IsShifterMorphed(oPP)==FALSE)
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@@ -75,7 +75,7 @@ SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your
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}
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oPP = GetNextPC();
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}
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//}
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SendMessageToPC(GetPCLevellingUp(), "All characters on the server are saved when any character levels up.");
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string oDM = (GetPCPlayerName(GetPCLevellingUp())+" has leveled. All characters saved.");
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@@ -36,7 +36,7 @@ int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
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while(GetIsObjectValid(oPP))
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{
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//If they are in the guild...
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if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
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/* if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID) <- Location handled by PRC8 now
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{
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//Let's make sure their area is valid!
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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@@ -54,7 +54,7 @@ if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
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else
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{
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SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your location.");
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}
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} */
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}
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//If the PC is not polymorphed save their character as well!
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@@ -74,7 +74,7 @@ else
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}
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oPP = GetNextPC();
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}
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//}
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SendMessageToPC(GetPCSpeaker(), "All characters on the server have been saved.");
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SendMessageToAllDMs("All characters saved at Rowan Tree.");
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@@ -51,7 +51,7 @@ void main()
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lSaved = GetLocation(oPC);
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//If they are in the guild...
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if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID) <- Handled by PRC8 now
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{
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//Let's make sure their area is valid!
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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@@ -69,7 +69,7 @@ void main()
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else
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{
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SendMessageToPC(oPC, "Your location was NOT saved, you need to rest to save your location.");
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}
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} */
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}
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//Make their death log empty again if they aren't dead..
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@@ -94,4 +94,4 @@ void main()
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}
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//End Script
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}
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//}
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@@ -69,7 +69,7 @@ while (GetIsObjectValid(oItem))
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}
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// */
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//We should delay this to allow them to logg on first!
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//We should delay this to allow them to log on first!
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DelayCommand(0.2, DoJump(oPC));
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@@ -93,15 +93,15 @@ object oGuild = GetItemPossessedBy(oPC, "guildstone");
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location lSaved;
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//Store the PC's location, so they can come back here after relogging
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if(oGuild != OBJECT_INVALID)
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//Store the PC's location, so they can come back here after relogging <- Handled by PRC8
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/* if(oGuild != OBJECT_INVALID)
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{
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lSaved = GetCampaignLocation("LOCATIONS", GetName(oGuild), oPC);
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}
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else
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{
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lSaved = GetLocation(GetWaypointByTag("guildway"));
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}
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} */
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//If it's a DM
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@@ -123,25 +123,25 @@ if(GetIsDM(oPC))
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///////////////////////////////////////////////////////////////////////
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//If they are in the guild...
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else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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//If they are in the guild... <- Not restricted to guild anymore
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/* else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
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{
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//Only guild can return to where their location was saved..
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//This reduces lagg and keeps the database smaller...
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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{
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DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
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DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
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}
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//Only guild can return to where their location was saved..
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//This reduces lagg and keeps the database smaller...
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if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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{
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DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
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DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
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}
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//Otherwise jump the pc to town - Just In Case!
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else
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{
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DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
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DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
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}
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//Otherwise jump the pc to town - Just In Case!
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else
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{
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DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
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DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
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}
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}
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} */
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////////////////////////////////////////////////////////////////////////////
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else
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