Two scripts which can be used to handle quest interaction with maps

git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@12971 282e977c-c81d-0410-88c4-b93c2d0d6712
master
cavesomething 2010-04-26 15:35:12 +00:00
parent 1ceafbb899
commit caf5e12e1c
2 changed files with 102 additions and 0 deletions

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# -*- coding: utf-8 -*-
# CFQuestStartAdvance - A generic script to trigger quest progress
#
# Copyright (C) 2010 The Crossfire Development Team
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#
#
# This script is intended to be bound to event objects in order to speed quests along
# it must always be given the name of the quest as its first argument, followed by
# any number of advance rules.
# an advance rule looks like
# 1>2
# or
# 2-4>5
# which will in the first case, move the stated quest from step 1 to step 2
# in the second case, it will move the quest from step 2, 3 or 4 to step 5
# if no advance rule applies then nothing happens.
# something like 0>1 may be specified to start the quest.
# each advance rule should be separated by a space, there should be
# no space within the individual rules.
import Crossfire
player = Crossfire.WhoIsActivator()
event = Crossfire.WhatIsEvent()
params = Crossfire.ScriptParameters()
args = params.split()
questname = args[0]
currentstep = player.QuestGetState(questname)
for rule in args[1:]:
condition, target = rule.split(">")
if condition.find("-") == -1:
startstep = int(condition)
endstep = startstep
else:
startstep = int(condition.split("-")[0])
endstep= int(condition.split("-")[1])
if currentstep >= startstep and currentstep <= endstep:
# update this quest
if currentstep == 0:
player.QuestStart(questname, int(target))
else:
player.QuestSetState(questname, int(target))

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# -*- coding: utf-8 -*-
# CFQuestStartAdvance - A generic script to make quest items undisposable.
#
# Copyright (C) 2010 The Crossfire Development Team
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#
#
# This script is intended to be bound to event_drop in the inventory of quest objects.
# it must always be given the name of the quest as its first argument, followed by
# the stage number it should act until.
# Until the specified stage in the specified quest is reached, the player will not be
# permitted to drop the item, after the stage specified, any attempt to drop the
# item will have it marked as startequip, causing it to disappear.
# This is to prevent quests being bypassed by trading keys, etc.
import Crossfire
item = Crossfire.WhoAmI()
player = Crossfire.WhoIsActivator()
args = Crossfire.ScriptParameters().split(' ')
questname = args[0]
stagenumber = int(args[1])
currentstep = player.QuestGetState(questname)
if currentstep == 0:
Crossfire.SetReturnValue(0)
elif currentstep >= stagenumber:
item.GodGiven = True
Crossfire.SetReturnValue(0)
else:
if item.Quantity == 1:
player.Message("You consider dropping the "+ item.Name + " but then decide it would be better to hold on to it for now.")
else:
player.Message("You consider dropping the "+ item.NamePl + " but then decide it would be better to hold on to them for now.")
Crossfire.SetReturnValue(1)