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:
Jaysyn904
2024-11-07 07:42:00 -05:00
parent 6aa1491726
commit 3891e0173a
24 changed files with 72 additions and 133 deletions

View File

@@ -47,7 +47,7 @@ if (!GetIsPC(oPC)) return;
//If in the guild only!
//If they are in the guild...
if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID) <- location handled by PRC8 now
{
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
@@ -59,7 +59,7 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
//Tell the PC thier location was saved..
SendMessageToPC(oPC, "Location Saved.");
}
}
} */
////////////AUTOMATIC CHARACTER SAVING ON LEVEL UP OPTION///////////////////
//Delete the // on the next 2 lines below to activate Automatic Character Saving.
if(IsShifterMorphed(oPC)!=1)

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@@ -59,7 +59,7 @@ void main()
//If in the guild only!
//If they are in the guild...
if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
{
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
@@ -71,7 +71,7 @@ void main()
//Tell the PC thier location was saved..
SendMessageToPC(oPC, "Location Saved.");
}
}
} */
// (DO NOT TOUCH THIS LINE!) */

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@@ -101,19 +101,19 @@ int nHD = GetHitDice(oPC);
//For the guild only!
//If they are in the guild...
if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
{
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
object oGuild = GetItemPossessedBy(oPC, "guildstone");
if(GetArea(GetAreaFromLocation(lSaved))!= OBJECT_INVALID)
{
object oGuild = GetItemPossessedBy(oPC, "guildstone");
//Store the PC's location, so they can come back here after relogging
SetCampaignLocation("LOCATIONS", GetName(oGuild), lSaved, oPC);
//Store the PC's location, so they can come back here after relogging
SetCampaignLocation("LOCATIONS", GetName(oGuild), lSaved, oPC);
//Tell the PC their location was saved..
SendMessageToPC(oPP, "Location Saved!");
}
}
//Tell the PC their location was saved..
SendMessageToPC(oPP, "Location Saved!");
}
} */
//************CLEAR THE PC'S REPUTATION WITH ALL NPCS*****************
if(GetIsPC(oPlayer))

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@@ -35,9 +35,9 @@ string sName = GetStringLeft(GetName(oPP), 20);
location lSaved = GetLocation(oPP);
int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
while(GetIsObjectValid(oPP))
/*while(GetIsObjectValid(oPP))
{
//If they are in the guild...
//If they are in the guild...
if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
{
//Let's make sure their area is valid!
@@ -55,8 +55,8 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
else
{
SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your location.");
}
}
}
}*/
//If the PC is not polymorphed save their character as well!
if(IsShifterMorphed(oPP)==FALSE)
@@ -75,7 +75,7 @@ SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your
}
oPP = GetNextPC();
}
//}
SendMessageToPC(GetPCLevellingUp(), "All characters on the server are saved when any character levels up.");
string oDM = (GetPCPlayerName(GetPCLevellingUp())+" has leveled. All characters saved.");

View File

@@ -36,7 +36,7 @@ int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
while(GetIsObjectValid(oPP))
{
//If they are in the guild...
if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
/* if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID) <- Location handled by PRC8 now
{
//Let's make sure their area is valid!
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
@@ -54,7 +54,7 @@ if(GetItemPossessedBy(oPP, "guildpass")!=OBJECT_INVALID)
else
{
SendMessageToPC(oPP, "Your location was NOT saved, you need to rest to save your location.");
}
} */
}
//If the PC is not polymorphed save their character as well!
@@ -74,7 +74,7 @@ else
}
oPP = GetNextPC();
}
//}
SendMessageToPC(GetPCSpeaker(), "All characters on the server have been saved.");
SendMessageToAllDMs("All characters saved at Rowan Tree.");

View File

@@ -51,7 +51,7 @@ void main()
lSaved = GetLocation(oPC);
//If they are in the guild...
if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
/* if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID) <- Handled by PRC8 now
{
//Let's make sure their area is valid!
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
@@ -69,7 +69,7 @@ void main()
else
{
SendMessageToPC(oPC, "Your location was NOT saved, you need to rest to save your location.");
}
} */
}
//Make their death log empty again if they aren't dead..
@@ -94,4 +94,4 @@ void main()
}
//End Script
}
//}

View File

@@ -69,7 +69,7 @@ while (GetIsObjectValid(oItem))
}
// */
//We should delay this to allow them to logg on first!
//We should delay this to allow them to log on first!
DelayCommand(0.2, DoJump(oPC));
@@ -93,15 +93,15 @@ object oGuild = GetItemPossessedBy(oPC, "guildstone");
location lSaved;
//Store the PC's location, so they can come back here after relogging
if(oGuild != OBJECT_INVALID)
//Store the PC's location, so they can come back here after relogging <- Handled by PRC8
/* if(oGuild != OBJECT_INVALID)
{
lSaved = GetCampaignLocation("LOCATIONS", GetName(oGuild), oPC);
}
else
{
lSaved = GetLocation(GetWaypointByTag("guildway"));
}
} */
//If it's a DM
@@ -123,25 +123,25 @@ if(GetIsDM(oPC))
///////////////////////////////////////////////////////////////////////
//If they are in the guild...
else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
//If they are in the guild... <- Not restricted to guild anymore
/* else if(GetItemPossessedBy(oPC, "guildpass")!=OBJECT_INVALID)
{
//Only guild can return to where their location was saved..
//This reduces lagg and keeps the database smaller...
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
}
//Only guild can return to where their location was saved..
//This reduces lagg and keeps the database smaller...
if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(lSaved)));
}
//Otherwise jump the pc to town - Just In Case!
else
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
}
//Otherwise jump the pc to town - Just In Case!
else
{
DelayCommand(0.1, AssignCommand(oPC, ClearAllActions()));
DelayCommand(0.2, AssignCommand(oPC, ActionJumpToLocation(guild)));
}
}
} */
////////////////////////////////////////////////////////////////////////////
else