mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 06:57:28 +00:00
Merge branch 'main' into remove-multiple-script-syntax-ffffffffff
This commit is contained in:
commit
109f556ef7
@ -77,7 +77,7 @@ endif()
|
||||
|
||||
# Our output dir
|
||||
set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR})
|
||||
#set(CMAKE_INCLUDE_CURRENT_DIR_IN_INTERFACE ON) # unfortunately, serializes everything
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||||
#set(CMAKE_INCLUDE_CURRENT_DIR_IN_INTERFACE ON) # unfortunately, forces all libraries to be built in series, which will slow down the build process
|
||||
|
||||
# TODO make this not have to override the build type directories
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
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||||
@ -215,12 +215,9 @@ add_subdirectory(thirdparty)
|
||||
|
||||
# Create our list of include directories
|
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set(INCLUDED_DIRECTORIES
|
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"dChatFilter"
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||||
|
||||
"dPhysics"
|
||||
|
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"dNavigation"
|
||||
"dNavigation/dTerrain"
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||||
|
||||
"dNet"
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||||
|
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@ -240,6 +237,7 @@ set(INCLUDED_DIRECTORIES
|
||||
)
|
||||
|
||||
# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
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# TODO: Should probably not do this.
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if(APPLE)
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include_directories("/usr/local/include/")
|
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endif()
|
||||
@ -250,7 +248,6 @@ foreach(dir ${INCLUDED_DIRECTORIES})
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endforeach()
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||||
|
||||
# Add linking directories:
|
||||
# link_directories(${PROJECT_BINARY_DIR})
|
||||
if (UNIX)
|
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
|
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endif()
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||||
|
@ -23,14 +23,14 @@ if(WIN32 AND NOT MARIADB_BUILD_SOURCE)
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set(MARIADB_CONNECTOR_CPP_MSI "mariadb-connector-cpp-${MARIADB_CONNECTOR_CPP_VERSION}-win64.msi")
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|
||||
if(NOT EXISTS "${MARIADB_MSI_DIR}/${MARIADB_CONNECTOR_C_MSI}" )
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message("Downloading mariadb connector/c")
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message(STATUS "Downloading mariadb connector/c")
|
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file(DOWNLOAD https://dlm.mariadb.com/${MARIADB_CONNECTOR_C_BUCKET}/Connectors/c/connector-c-${MARIADB_CONNECTOR_C_VERSION}/${MARIADB_CONNECTOR_C_MSI}
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"${MARIADB_MSI_DIR}/${MARIADB_CONNECTOR_C_MSI}"
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EXPECTED_HASH MD5=${MARIADB_CONNECTOR_C_MD5})
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endif()
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|
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if(NOT EXISTS "${MARIADB_MSI_DIR}/${MARIADB_CONNECTOR_CPP_MSI}" )
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message("Downloading mariadb connector/c++")
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message(STATUS "Downloading mariadb connector/c++")
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file(DOWNLOAD https://dlm.mariadb.com/${MARIADB_CONNECTOR_CPP_BUCKET}/Connectors/cpp/connector-cpp-${MARIADB_CONNECTOR_CPP_VERSION}/${MARIADB_CONNECTOR_CPP_MSI}
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||||
"${MARIADB_MSI_DIR}/${MARIADB_CONNECTOR_CPP_MSI}"
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||||
EXPECTED_HASH MD5=${MARIADB_CONNECTOR_CPP_MD5})
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@ -87,7 +87,6 @@ else() # Build from source
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endif()
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||||
|
||||
set(MARIADBCPP_INSTALL_DIR ${PROJECT_BINARY_DIR}/prefix)
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||||
message("MariaDB C/C++ install prefix: " ${MARIADBCPP_INSTALL_DIR})
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set(MARIADBCPP_LIBRARY_DIR ${PROJECT_BINARY_DIR}/mariadbcpp)
|
||||
set(MARIADBCPP_PLUGIN_DIR ${MARIADBCPP_LIBRARY_DIR}/plugin)
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set(MARIADBCPP_SOURCE_DIR ${PROJECT_SOURCE_DIR}/thirdparty/mariadb-connector-cpp)
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@ -124,14 +123,10 @@ else() # Build from source
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set(MARIADBCPP_SHARED_LIBRARY_LOCATION "${MARIADBCPP_LIBRARY_DIR}/${MARIADB_SHARED_LIBRARY_NAME}")
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if(WIN32)
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set(MARIADBC_SHARED_LIBRARY_LOCATION "${MARIADBCPP_LIBRARY_DIR}/libmariadb.lib")
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#elseif(UNIX)
|
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# set(MARIADBC_SHARED_LIBRARY_LOCATION "${MARIADBCPP_LIBRARY_DIR}/libmariadb.so.3")
|
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endif()
|
||||
endif()
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|
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# Create mariadb connector library object
|
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message("libmariadb: ${MARIADBC_SHARED_LIBRARY_LOCATION}")
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message("libmariadbcpp: ${MARIADBCPP_SHARED_LIBRARY_LOCATION}")
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add_library(MariaDB::ConnCpp SHARED IMPORTED GLOBAL)
|
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add_dependencies(MariaDB::ConnCpp mariadb_connector_cpp)
|
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set_target_properties(MariaDB::ConnCpp PROPERTIES
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|
@ -5,10 +5,12 @@ set(DCHATSERVER_SOURCES
|
||||
)
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|
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add_executable(ChatServer "ChatServer.cpp")
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add_library(dChatServer ${DCHATSERVER_SOURCES})
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target_include_directories(dChatServer PRIVATE ${PROJECT_SOURCE_DIR}/dServer)
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target_include_directories(ChatServer PRIVATE "${PROJECT_SOURCE_DIR}/dChatFilter")
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add_compile_definitions(ChatServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
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|
||||
add_library(dChatServer ${DCHATSERVER_SOURCES})
|
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target_include_directories(dChatServer PRIVATE "${PROJECT_SOURCE_DIR}/dServer")
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target_link_libraries(dChatServer ${COMMON_LIBRARIES} dChatFilter)
|
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target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter dChatServer dServer)
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|
@ -65,3 +65,15 @@ target_include_directories(dGame INTERFACE
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$<TARGET_PROPERTY:dPropertyBehaviors,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dUtilities,INTERFACE_INCLUDE_DIRECTORIES>
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)
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target_link_libraries(dGame INTERFACE dNet)
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target_include_directories(dGame INTERFACE
|
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$<TARGET_PROPERTY:dGameBase,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dBehaviors,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dComponents,INTERFACE_INCLUDE_DIRECTORIES>
|
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$<TARGET_PROPERTY:dEntity,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dGameMessages,INTERFACE_INCLUDE_DIRECTORIES>
|
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$<TARGET_PROPERTY:dInventory,INTERFACE_INCLUDE_DIRECTORIES>
|
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$<TARGET_PROPERTY:dMission,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dPropertyBehaviors,INTERFACE_INCLUDE_DIRECTORIES>
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$<TARGET_PROPERTY:dUtilities,INTERFACE_INCLUDE_DIRECTORIES>
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)
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|
@ -75,13 +75,8 @@ target_include_directories(dComponents PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # direct Loot.h
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager/Spawner.h
|
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"${PROJECT_SOURCE_DIR}/dZoneManager" # via BouncerComponent.cpp, ActivityComponent.cpp
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"${PROJECT_SOURCE_DIR}/dChatFilter" # via PetComponent.cpp
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)
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target_precompile_headers(dComponents REUSE_FROM dGameBase)
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# INTERFACE link w/o dependency
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#set_property(TARGET dComponents APPEND PROPERTY INTERFACE_LINK_LIBRARIES
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# dUtilities dCommon dBehaviors dChatFilter dMission dInventory
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# dPhysics
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#)
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|
||||
target_link_libraries(dComponents INTERFACE dBehaviors)
|
@ -12,5 +12,6 @@ target_include_directories(dNavigation PUBLIC "."
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||||
"${PROJECT_SOURCE_DIR}/dZoneManager"
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||||
"${PROJECT_SOURCE_DIR}/dGame"
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||||
"${PROJECT_SOURCE_DIR}/dGame/dEntity"
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||||
"${PROJECT_SOURCE_DIR}/dNavigation/dTerrain" # via dNavMesh.cpp
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)
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target_link_libraries(dNavigation PRIVATE Detour Recast dCommon)
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||||
|
@ -10,26 +10,22 @@ set(DNET_SOURCES "AuthPackets.cpp"
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||||
add_library(dNet STATIC ${DNET_SOURCES})
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target_link_libraries(dNet PRIVATE bcrypt MD5)
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||||
target_include_directories(dNet PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/dCommon
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||||
${PROJECT_SOURCE_DIR}/dCommon/dEnums
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||||
"${PROJECT_SOURCE_DIR}/dCommon"
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||||
"${PROJECT_SOURCE_DIR}/dCommon/dEnums"
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||||
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||||
${PROJECT_SOURCE_DIR}/dZoneManager
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"${PROJECT_SOURCE_DIR}/dZoneManager"
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||||
|
||||
${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase
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${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables
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||||
${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase
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||||
${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables
|
||||
${PROJECT_SOURCE_DIR}/thirdparty/mariadb-connector-cpp/include
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||||
"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase"
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||||
"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables"
|
||||
"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase"
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||||
"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables"
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"${PROJECT_SOURCE_DIR}/thirdparty/mariadb-connector-cpp/include"
|
||||
|
||||
${PROJECT_SOURCE_DIR}/dGame # UserManager.h
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||||
${PROJECT_SOURCE_DIR}/dGame/dComponents
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${PROJECT_SOURCE_DIR}/dGame/dEntity # via dZoneManager
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||||
${PROJECT_SOURCE_DIR}/dGame/dGameMessages # GameMessages.h
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||||
${PROJECT_SOURCE_DIR}/dGame/dInventory # via PossessableComponent.h
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||||
${PROJECT_SOURCE_DIR}/dGame/dUtilities # via Item.h
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||||
${PROJECT_SOURCE_DIR}/dScripts # transitive through components
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||||
"${PROJECT_SOURCE_DIR}/dGame" # UserManager.h
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||||
"${PROJECT_SOURCE_DIR}/dGame/dComponents"
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager
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||||
"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" # GameMessages.h
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via PossessableComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # via Item.h
|
||||
"${PROJECT_SOURCE_DIR}/dScripts" # transitive through components
|
||||
)
|
||||
|
||||
#set_property(TARGET dNet APPEND PROPERTY INTERFACE_LINK_LIBRARIES
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||||
# dCommon dDatabase
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||||
#)
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|
@ -6,7 +6,7 @@
|
||||
#include "Entity.h"
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||||
|
||||
void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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||||
if (self->GetVar<bool>(u"hasCustomText")) {
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if (self->HasVar(u"customText")) {
|
||||
const auto& customText = self->GetVar<std::string>(u"customText");
|
||||
|
||||
{
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@ -29,11 +29,14 @@ void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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||||
return;
|
||||
}
|
||||
|
||||
if (!self->HasVar(u"storyText") || !self->HasVar(u"altFlagID")) return;
|
||||
const auto storyText = self->GetVarAsString(u"storyText");
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||||
|
||||
if (storyText.length() > 2) {
|
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auto storyValue = GeneralUtils::TryParse<uint32_t>(storyText.substr(storyText.length() - 2));
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if(!storyValue) return;
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int32_t boxFlag = self->GetVar<int32_t>(u"altFlagID");
|
||||
if (boxFlag <= 0) {
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boxFlag = (10000 + Game::server->GetZoneID() + std::stoi(storyText.substr(storyText.length() - 2)));
|
||||
boxFlag = (10000 + Game::server->GetZoneID() + storyValue.value());
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||||
}
|
||||
|
||||
if (user->GetCharacter()->GetPlayerFlag(boxFlag) == false) {
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@ -41,3 +44,4 @@ void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6,5 +6,5 @@ add_library(dServer STATIC ${DSERVER_SOURCES})
|
||||
target_include_directories(dServer PUBLIC ".")
|
||||
|
||||
target_include_directories(dServer PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/dCommon/ # BinaryPathFinder.h
|
||||
"${PROJECT_SOURCE_DIR}/dCommon/" # BinaryPathFinder.h
|
||||
)
|
||||
|
@ -6,10 +6,11 @@ add_library(dWorldServer OBJECT ${DWORLDSERVER_SOURCES})
|
||||
target_link_libraries(dWorldServer PUBLIC dGameBase dCommon)
|
||||
|
||||
add_executable(WorldServer "WorldServer.cpp")
|
||||
target_include_directories(WorldServer PRIVATE "${PROJECT_SOURCE_DIR}/dChatFilter")
|
||||
add_compile_definitions(WorldServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
|
||||
|
||||
target_include_directories(WorldServer PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/dServer/ # BinaryPathFinder.h
|
||||
"${PROJECT_SOURCE_DIR}/dServer" # BinaryPathFinder.h
|
||||
)
|
||||
|
||||
target_link_libraries(WorldServer ${COMMON_LIBRARIES}
|
||||
|
@ -11,12 +11,12 @@ target_link_libraries(dZoneManager
|
||||
#set_property(TARGET dZoneManager APPEND PROPERTY INTERFACE_LINK_LIBRARIES dWorldServer)
|
||||
|
||||
target_include_directories(dZoneManager PUBLIC "."
|
||||
${PROJECT_SOURCE_DIR}/dGame # Entity.h
|
||||
${PROJECT_SOURCE_DIR}/dGame/dEntity # EntityInfo.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame" # Entity.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dEntity" # EntityInfo.h
|
||||
PRIVATE
|
||||
${PROJECT_SOURCE_DIR}/dGame/dComponents #InventoryComponent.h
|
||||
${PROJECT_SOURCE_DIR}/dGame/dInventory #InventoryComponent.h (transitive)
|
||||
${PROJECT_SOURCE_DIR}/dGame/dBehaviors #BehaviorSlot.h
|
||||
${PROJECT_SOURCE_DIR}/dGame/dGameMessages #GameMessages.h
|
||||
${PROJECT_SOURCE_DIR}/dGame/dUtilities #VanityUtilities.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dComponents" #InventoryComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dInventory" #InventoryComponent.h (transitive)
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" #BehaviorSlot.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" #GameMessages.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dUtilities" #VanityUtilities.h
|
||||
)
|
170
docs/Vanity.md
Normal file
170
docs/Vanity.md
Normal file
@ -0,0 +1,170 @@
|
||||
# DLU Vanity System
|
||||
|
||||
Darkflame Universe Vanity System is a method of defined objects to be spawned serverside and communicated to the client without modifying the game's assets.
|
||||
|
||||
You can check out the different `xml` files in `vanity/` and use `vanity/demo.xml` to follow along with this tutorial and documentation of thew various features, cabapilities, and limitations of this system.
|
||||
|
||||
## `vanity/root.xml`
|
||||
`root.xml` is the only file the server will load in by default.
|
||||
|
||||
To load other files, you can do so like this:
|
||||
```xml
|
||||
<files>
|
||||
<file name="dev-tribute.xml" enabled="1"/>
|
||||
<file name="atm.xml" enabled="0"/>
|
||||
<file name="demo.xml" enabled="0"/>
|
||||
</files>
|
||||
```
|
||||
|
||||
`name` is the name of the file relative to the vanity folder.
|
||||
Ex: you have a folder like `vanity/events/` with a file called `halloween.xml` in it, you will include it as such:
|
||||
|
||||
`<file name="events/halloween.xml" enabled="1"/>`
|
||||
|
||||
`enabled` tells if that file should be loaded.
|
||||
files will only be loaded in, if `enabled="1"`
|
||||
|
||||
There cannot be multiple `<files></files>` per xml file, only the first one will be read, but you can have as many `<files/>` in it as you wish.
|
||||
|
||||
## `vanity/demo.xml`
|
||||
|
||||
This demo file covers most of the features of defining objects to spawn server side and will go over them one by one.
|
||||
|
||||
The minimun data needed to define and ojbect to spawn is as follows:
|
||||
```xml
|
||||
<objects>
|
||||
<object lot="1">
|
||||
<locations>
|
||||
<location zone="1200" x="0" y="0" z="0" rw="0" rx="0" ry="0" rz="0" />
|
||||
</locations>
|
||||
</object>
|
||||
</objects>
|
||||
```
|
||||
|
||||
* `lot` the LEGO Object Template to be spawned
|
||||
|
||||
* `<location/>` must have `zone`, `x`, `y`, `z` `rw`, `rx`, `ry`, and `rz` and one `location` must in exist in `locations` for it to be spawned
|
||||
|
||||
Everything else is is optional.
|
||||
|
||||
* LEGO Name Value (LNV) configs can control almost all functionality of the objects in the game, they are defined like `name=type:value`. types can be found in `dCommon/LDFFromat.h`
|
||||
|
||||
```xml
|
||||
<config>
|
||||
<key>bool=7:1</key>
|
||||
</config>
|
||||
```
|
||||
|
||||
### Story Plaque with custom text
|
||||
|
||||
lot 8193 is the story plaque that is used in game to give the game lore to the player.
|
||||
|
||||
DLU Vanity has the capability to provide custom text to it via a LNV config
|
||||
|
||||
From `demo.xml`
|
||||
```xml
|
||||
<object lot="8139">
|
||||
<config>
|
||||
<key>customText=13:This story plaque has custom text that is defined by DLU's vanity system. Check out <font color="#000000" >vanity/demo.xml</font> to see how this works!</key>
|
||||
</config>
|
||||
<locations>
|
||||
<location zone="1200" x="-26.281" y="288.896" z="-77.484" rw="0.997534" rx="0.00" ry="-0.070190" rz="0.00" />
|
||||
</locations>
|
||||
</object>
|
||||
```
|
||||
|
||||
* The `customText` config must be a type of `13` (wstring)
|
||||
* HTML like formatting can be used for font color, but `<` must be reaplaced withh `>`, and `>` replaced with `<`
|
||||
|
||||
### Object with multiple locations and scale
|
||||
|
||||
```xml
|
||||
<object lot="3248">
|
||||
<locations>
|
||||
<location zone="1200" x="-15.0" y="288.8" z="-167.0" rw="0.984321" rx="0.00" ry="0.176388" rz="0.00" />
|
||||
<location zone="1200" x="15.0" y="288.8" z="-158.0" rw="0.724628" rx="0.00" ry="-0.689141" rz="0.00" scale="0.30" />
|
||||
</locations>
|
||||
</object>
|
||||
```
|
||||
#### Multiple locations
|
||||
Multiple location elements can be defined for an object.
|
||||
For every location that object will spawn:
|
||||
This will spawn two trees, one at each specified location.
|
||||
|
||||
#### Scale
|
||||
Each location can specify a `scale` which defaults to `1`. The object will be scaled by this attribute in the location when defined.
|
||||
|
||||
### Object with multiple random locations and chance
|
||||
|
||||
```xml
|
||||
<object lot="10141">
|
||||
<config>
|
||||
<key>useLocationsAsRandomSpawnPoint=7:1</key>
|
||||
</config>
|
||||
<locations>
|
||||
<location zone="1200" x="31.819" y="288.896" z="-117.095" rw="0.630659" rx="0.00" ry="-0.776060" rz="0.00" chance="0.50"/>
|
||||
<location zone="1200" x="42.755" y="291.897" z="-144.385" rw="0.855306" rx="0.00" ry="-0.518124" rz="0.00" chance="0.50"/>
|
||||
<location zone="1200" x="3.984" y="288.896" z="-165.947" rw="0.978508" rx="0.00" ry="-0.206210" rz="0.00" chance="0.50"/>
|
||||
</locations>
|
||||
</object>
|
||||
```
|
||||
#### Random Spawn Point
|
||||
If the LNV config `useLocationsAsRandomSpawnPoint=7:1` is defined and is set to `1`, instead of spawning the object at every location, it will randomly choose between all locations in the current zone to spawn one instance of the object.
|
||||
If a location is not in the current zone, it will not be considered.
|
||||
|
||||
#### Chance
|
||||
Each location can specify a `chance` attribute. This defines a chance from, `0` to `1` that the object will spawn, with `0` being never spawn, and `1` being always spawn. A `chance="0.8"` will have an 80% chance for the object to spawn at that location.
|
||||
|
||||
`useLocationsAsRandomSpawnPoint` and `chance` are independent of each other and be used separately
|
||||
|
||||
### Custom vendor with custom name and gear
|
||||
|
||||
```xml
|
||||
<object name="Demo Fella - GM Items Vendor" lot="1867">
|
||||
<equipment>7630, 1727, 7453, 7521</equipment>
|
||||
<config>
|
||||
<key>vendorInvOverride=0:1727,7292,16553,2243,14535,14538,14531,6730</key>
|
||||
</config>
|
||||
<locations>
|
||||
<location zone="1200" x="35.935" y="288.896" z="-128.213" rw="0.882977" rx="0.00" ry="-0.469416" rz="0.00" />
|
||||
</locations>
|
||||
</object>
|
||||
```
|
||||
#### Custom vendor
|
||||
|
||||
For a custom vendor to work, you must use a LOT that already has a vendor compoenet attached to it.
|
||||
|
||||
Without an LNV keys, it will give it's normal inventory
|
||||
You muse define `vendorInvOverride=0:` and then a list of LOTs that the vendor will sell. This will override all items the vendor was selling and use the list of LOTs provided.
|
||||
|
||||
LOTs must have an item component in order to be sold by a vendor.
|
||||
|
||||
#### Custom Name
|
||||
|
||||
The `name` attribute will give or override the name displayed for an object, if it displays one.
|
||||
Using a ` - ` will allow you to define a title that will display under their name on their nametag (formally called a billboard).
|
||||
|
||||
#### Custom Gear
|
||||
|
||||
The `equipment` element is a lis of comma separated lots that will defind the geat an object will attempt to equip.
|
||||
|
||||
LOTs must have an inventory component in order to equipe custom gear.
|
||||
|
||||
### Creating Spawners
|
||||
```xml
|
||||
<object lot="176">
|
||||
<config>
|
||||
...
|
||||
<key>spawntemplate=1:2295</key>
|
||||
...
|
||||
</config>
|
||||
<locations>
|
||||
<location zone="1200" x="4.232" y="288.895" z="-85.846" rw="-0.205988" rx="0.00" ry="0.978555" rz="0.00" />
|
||||
</locations>
|
||||
</object>
|
||||
</objects>
|
||||
```
|
||||
|
||||
LOT `167` is a spawner. The spawner config in the `demo.xml` was copied from an existing object via lcdr's luzviewer.
|
||||
|
||||
The main config to care about is `spawntemplate` as that controls what the spawner spawns.
|
@ -19,6 +19,7 @@ list(APPEND DCOMMONTEST_SOURCES ${DENUMS_TESTS})
|
||||
add_executable(dCommonTests ${DCOMMONTEST_SOURCES})
|
||||
add_dependencies(dCommonTests conncpp_tests)
|
||||
|
||||
# Apple needs some special linkage for the mariadb connector for tests.
|
||||
if(APPLE)
|
||||
add_custom_command(TARGET dCommonTests POST_BUILD
|
||||
COMMAND otool ARGS -l dCommonTests
|
||||
|
@ -14,6 +14,7 @@ file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
|
||||
add_executable(dGameTests ${DGAMETEST_SOURCES})
|
||||
add_dependencies(dGameTests conncpp_tests)
|
||||
|
||||
# Apple needs some special linkage for the mariadb connector for tests.
|
||||
if(APPLE)
|
||||
add_custom_command(TARGET dGameTests POST_BUILD
|
||||
COMMAND install_name_tool ARGS -change libmariadbcpp.dylib @rpath/libmariadbcpp.dylib dGameTests
|
||||
|
@ -1,4 +1,15 @@
|
||||
<objects>
|
||||
<!--A story plaque with custom text-->
|
||||
<!--Font color can be set but you must encode the `<` as < and `>` as > >-->
|
||||
<object lot="8139">
|
||||
<config>
|
||||
<key>customText=13:This story plaque has custom text that is defined by DLU's vanity system. Check out <font color="#000000" >vanity/demo.xml</font> to see how this works!</key>
|
||||
</config>
|
||||
<locations>
|
||||
<location zone="1200" x="-26.281" y="288.896" z="-77.484" rw="0.997534" rx="0.00" ry="-0.070190" rz="0.00" />
|
||||
</locations>
|
||||
</object>
|
||||
|
||||
<!--A tree spawned at two locations with different positions, rotations, and scales-->
|
||||
<!--Positions and rotations are easily gotten by typing /loc or /pos, and /rot into the in-game chat-->
|
||||
<object lot="3248">
|
||||
|
Loading…
Reference in New Issue
Block a user