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https://github.com/Znote/ZnoteAAC.git
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A few Lua scripts updates, converted Lua scripts to RevScriptSys (#431)
- changed folder name from LUA to Lua - Added installation instructions - fixed playerdeath variables (fixes #430) - Added outfit IDs up to Jouster outfit to the sync outfit script - Removed unecessary instruction - Added revscriptsys version of all scripts
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133
Lua/TFS_10/talkaction shopsystem/znoteshop.lua
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133
Lua/TFS_10/talkaction shopsystem/znoteshop.lua
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-- <talkaction words="!shop" script="znoteshop.lua"/>
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-- Znote Shop v1.1 for Znote AAC on TFS 1.2+
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function onSay(player, words, param)
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local storage = 54073 -- Make sure to select non-used storage. This is used to prevent SQL load attacks.
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local cooldown = 15 -- in seconds.
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if player:getStorageValue(storage) <= os.time() then
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player:setStorageValue(storage, os.time() + cooldown)
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local type_desc = {
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"itemids",
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"pending premium (skip)",
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"pending gender change (skip)",
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"pending character name change (skip)",
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"Outfit and addons",
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"Mounts",
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"Instant house purchase"
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}
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print("Player: " .. player:getName() .. " triggered !shop talkaction.")
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-- Create the query
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local orderQuery = db.storeQuery("SELECT `id`, `type`, `itemid`, `count` FROM `znote_shop_orders` WHERE `account_id` = " .. player:getAccountId() .. ";")
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local served = false
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-- Detect if we got any results
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if orderQuery ~= false then
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repeat
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-- Fetch order values
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local q_id = result.getNumber(orderQuery, "id")
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local q_type = result.getNumber(orderQuery, "type")
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local q_itemid = result.getNumber(orderQuery, "itemid")
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local q_count = result.getNumber(orderQuery, "count")
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local description = "Unknown or custom type"
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if type_desc[q_type] ~= nil then
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description = type_desc[q_type]
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end
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print("Processing type "..q_type..": ".. description)
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-- ORDER TYPE 1 (Regular item shop products)
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if q_type == 1 then
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served = true
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-- Get weight
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if player:getFreeCapacity() >= ItemType(q_itemid):getWeight(q_count) then
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db.query("DELETE FROM `znote_shop_orders` WHERE `id` = " .. q_id .. ";")
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player:addItem(q_itemid, q_count)
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player:sendTextMessage(MESSAGE_INFO_DESCR, "Congratulations! You have received " .. q_count .. " x " .. ItemType(q_itemid):getName() .. "!")
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else
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player:sendTextMessage(MESSAGE_STATUS_WARNING, "Need more CAP!")
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end
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end
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-- ORDER TYPE 5 (Outfit and addon)
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if q_type == 5 then
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served = true
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local itemid = q_itemid
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local outfits = {}
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if itemid > 1000 then
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local first = math.floor(itemid/1000)
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table.insert(outfits, first)
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itemid = itemid - (first * 1000)
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end
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table.insert(outfits, itemid)
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for _, outfitId in pairs(outfits) do
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-- Make sure player don't already have this outfit and addon
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if not player:hasOutfit(outfitId, q_count) then
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db.query("DELETE FROM `znote_shop_orders` WHERE `id` = " .. q_id .. ";")
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player:addOutfit(outfitId)
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player:addOutfitAddon(outfitId, q_count)
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player:sendTextMessage(MESSAGE_INFO_DESCR, "Congratulations! You have received a new outfit!")
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else
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player:sendTextMessage(MESSAGE_STATUS_WARNING, "You already have this outfit and addon!")
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end
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end
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end
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-- ORDER TYPE 6 (Mounts)
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if q_type == 6 then
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served = true
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-- Make sure player don't already have this outfit and addon
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if not player:hasMount(q_itemid) then
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db.query("DELETE FROM `znote_shop_orders` WHERE `id` = " .. q_id .. ";")
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player:addMount(q_itemid)
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player:sendTextMessage(MESSAGE_INFO_DESCR, "Congratulations! You have received a new mount!")
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else
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player:sendTextMessage(MESSAGE_STATUS_WARNING, "You already have this mount!")
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end
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end
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-- ORDER TYPE 7 (Direct house purchase)
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if orderType == 7 then
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served = true
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local house = House(orderItemId)
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-- Logged in player is not necessarily the player that bough the house. So we need to load player from db.
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local buyerQuery = db.storeQuery("SELECT `name` FROM `players` WHERE `id` = "..orderCount.." LIMIT 1")
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if buyerQuery ~= false then
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local buyerName = result.getString(buyerQuery, "name")
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result.free(buyerQuery)
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if house then
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db.query("DELETE FROM `znote_shop_orders` WHERE `id` = " .. orderId .. ";")
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house:setOwnerGuid(orderCount)
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player:sendTextMessage(MESSAGE_INFO_DESCR, "You have successfully bought the house "..house:getName().." on "..buyerName..", be sure to have the money for the rent in the bank.")
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print("Process complete. [".. buyerName .."] has received house: ["..house:getName().."]")
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end
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end
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end
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-- Add custom order types here
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-- Type 1 is for itemids (Already coded here)
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-- Type 2 is for premium (Coded on web)
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-- Type 3 is for gender change (Coded on web)
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-- Type 4 is for character name change (Coded on web)
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-- Type 5 is for character outfit and addon (Already coded here)
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-- Type 6 is for mounts (Already coded here)
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-- Type 7 is for Instant house purchase (Already coded here)
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-- So use type 8+ for custom stuff, like etc packages.
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-- if q_type == 8 then
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-- end
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until not result.next(orderQuery)
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result.free(orderQuery)
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if not served then
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player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "You have no orders to process in-game.")
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end
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else
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player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "You have no orders.")
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end
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else
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player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Can only be executed once every " .. cooldown .. " seconds. Remaining cooldown: " .. player:getStorageValue(storage) - os.time())
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end
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return false
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end
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