52 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Python
		
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Python
		
	
	
# -*- coding: utf-8 -*-
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# QuestTriggerConnect.py - A generic script to trigger connections based on Quest progress
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#
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# Copyright (C) 2010 The Crossfire Development Team
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#
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#
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# This script is intended to be bound to event objects in order to conditionally trigger
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# connections based on the status of a quest, used correctly it can reduce the need for
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# markers to use checkinvs on.
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# it must always be given the following arguments:
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# name of the quest
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# stage(s) to trigger on
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# connection to trigger
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# the quest must exist, and the connection must be present on the map.
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import Crossfire
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def trigger():
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    player = Crossfire.WhoIsActivator()
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    if player.Type != Crossfire.Type.PLAYER:
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        return
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    params = Crossfire.ScriptParameters()
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    args = params.split()
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    questname = args[0]
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    currentstep = player.QuestGetState(questname)
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    condition = args[1]
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    if condition.find("-") == -1:
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        startstep = int(condition)
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        endstep = startstep
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    else:
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        startstep = int(condition.split("-")[0])
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        endstep= int(condition.split("-")[1])
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    if currentstep >= startstep and currentstep <= endstep:
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        Crossfire.Log(Crossfire.LogDebug, "QuestTriggerConnect.py: triggering connection number %s." % args[2])
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        player.Map.TriggerConnected(int(args[2]), 1, player)
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trigger()
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