Свадебная церемония

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Oleh

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[Wedding]
Enabled=1
MinLevel=0
Maxlevel=78
AllowHomo=0
;Price format: item_id;item_amount items separated with space , price will be take from both players when they get married
PriceList=3470;1
;Reward will be given to married players format same as price
RewardList=
;Player wont be able to get married again for x time (time in seconds)
Penalty=604800
;Reuse delay for .gotolove command
TeleportPenalty=3600
;with this set to 1 it will require formall wear to be equipped for marriage
RequireFormalWear=1
;Plays the sound theme when partners get married
MarriageSound=SkillSound5.wedding
NormalAnnounce=Игроки $ s1 и s2 $ только что поженились. Поздравления!
HomoXAnnounce=У нас есть новый гей-брак между $ s1 и s2 $. Желаю им удачи!
HomoYAnnounce=У нас есть новый лесбийский брак между $ s1 и s2 $. Желаю им лучше всего!
Свадьба проходит так: подходим в свадебных нарядах к нпс сдаем нужные итемы жмем на диалог "Давай поженимся", готово.
Нужно сделать что бы после нажатия на "Давай поженимся" спавнились полукругом ангелы ( такие как у Баюма в охране) штук так 10, и палили фейерверками 1 минуту.
Кто может это сделать, пишите договоримся.
 

Обратите внимание, что данный пользователь заблокирован! Не совершайте с ним никаких сделок! Перейдите в его профиль, чтобы узнать причину блокировки.
Мало тут ПТС дев мастеров (или тех кто косит под них)
 
Это конфиг ванганта. Купить и будет все, как хочется.
 
То, что в первом посте - полностью вырезано из конфига ванганта. Что хоть за сборка на сервере, чья?
 
Кто может объяснить, как сделать свадьбу с сборке адвексов гф?
 
Кто может объяснить, как сделать свадьбу с сборке адвексов гф?
user_marriage.sql...
... TABLE [dbo].[user_marriage]
функции описаны в ридми наска:
Код:
    void CNPC::Marry(int nChar1Index, int nChar2Index);
    void CNPC::Engage(int nChar1Index, int nChar2Index);
    void CNPC::Divorce(int nCharIndex);
параметры:
wchar_t* CreatureData::wedding_partner_name
int CreatureData::wedding_relation (0-none,1-engaged,2-married)

т.е. сперва сватаем, потом женим... потом разводим :-)
я уточню на счет не приватная ли это разработка и если нет, то дам чуть подробнее

уточнил:
user_marriage.sql
Код:
USE [LIN2WORLD]
GO

SET ANSI_NULLS ON
GO
SET QUOTED_IDENTIFIER ON
GO


IF NOT EXISTS (SELECT * FROM dbo.sysobjects WHERE id = OBJECT_ID(N'[dbo].[user_marriage]') AND OBJECTPROPERTY(id, N'IsUserTable') = 1)
BEGIN
    CREATE TABLE [dbo].[user_marriage](
        [char_id] [int] NOT NULL,
        [partner_id] [int] NOT NULL,
        [partner_classid] [int] NOT NULL, 
        [partner_race] [int] NOT NULL, 
        [partner_sex] [int] NOT NULL,
        [married_date] [datetime] NOT NULL,
        [married_type] [int] NOT NULL,
        [partner_name] [nvarchar](25) NOT NULL
    CONSTRAINT [PK_user_marriage] PRIMARY KEY CLUSTERED 
    (
        [char_id] ASC
    )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]
    ) ON [PRIMARY]

    ALTER TABLE [dbo].[user_marriage] ADD CONSTRAINT [DF_user_marriage_married_date] DEFAULT (getdate()) FOR [married_date]
END ELSE BEGIN
    if columnproperty(object_id(N'[dbo].[user_marriage]'),N'married_type','AllowsNull') IS NULL
        ALTER TABLE [dbo].[user_marriage] ADD [married_type] [int] NOT NULL
    if columnproperty(object_id(N'[dbo].[user_marriage]'),N'partner_name','AllowsNull') IS NULL
        ALTER TABLE [dbo].[user_marriage] ADD [partner_name] [nvarchar](25) NOT NULL
END
GO

if exists (select * from dbo.sysobjects where id = object_id(N'[dbo].[lin_MarryUser]') and OBJECTPROPERTY(id, N'IsProcedure') = 1)
drop procedure [dbo].[lin_MarryUser]
GO

if exists (select * from dbo.sysobjects where id = object_id(N'[dbo].[lin_DivorceUser]') and OBJECTPROPERTY(id, N'IsProcedure') = 1)
drop procedure [dbo].[lin_DivorceUser]
GO


CREATE PROCEDURE [dbo].[lin_MarryUser] 
    @char_id [int],
    @partner_name [nvarchar](25),
    @partner_id [int],
    @partner_classid [int], 
    @partner_race [int], 
    @partner_sex [int],
    @married_type [int]
AS
BEGIN
    IF EXISTS(SELECT * FROM [dbo].[user_marriage] WHERE [char_id] = @char_id AND [partner_id] = @partner_id)
    BEGIN
        UPDATE [dbo].[user_marriage]
          SET [partner_classid] = @partner_classid
             ,[partner_race] = @partner_race
             ,[partner_sex] = @partner_sex
             ,[married_date] = GETDATE()
             ,[married_type] = @married_type
             ,[partner_name] = @partner_name
        WHERE ([char_id] = @char_id) AND ([partner_id] = @partner_id)
    END ELSE BEGIN
        INSERT INTO [dbo].[user_marriage]
                  ([char_id],[partner_id],[partner_classid],[partner_race],[partner_sex]
                  ,[married_date],[married_type],[partner_name])
            VALUES
                  (@char_id, @partner_id, @partner_classid, @partner_race, @partner_sex
                  ,GETDATE(),@married_type,@partner_name)
    END
END
GO


CREATE PROCEDURE [dbo].[lin_DivorceUser] 
    @char_id [int],
    @partner_id [int]
AS
BEGIN
    IF EXISTS(SELECT * FROM [dbo].[user_marriage] WHERE [char_id] = @char_id AND [partner_id] = @partner_id)
    BEGIN
        UPDATE [dbo].[user_marriage] SET [married_type] = 0
        WHERE ([char_id] = @char_id) AND ([partner_id] = @partner_id)
    END
END
GO

AdvExt64\ServerMessages.txt
Код:
message_begin    message_id=65    message_delay=1250    message_str=The player %s has married with %s, hurray !!    message_language=0    message_end
message_begin    message_id=66    message_delay=1250    message_str=The player %s has divorced from %s, :( !    message_language=0    message_end
message_begin    message_id=67    message_delay=1250    message_str=Your marriage partner %s has logged in !    message_language=0    message_end
message_begin    message_id=68    message_delay=1250    message_str=The player %s is now divorced from his partner :( !    message_language=0    message_end

message_begin    message_id=94    message_delay=1250    message_str=The player %s has engaged with %s, hurray !!    message_language=0    message_end
message_begin    message_id=95    message_delay=1250    message_str=Your engaged partner %s has logged in !    message_language=0    message_end

AdvExt64\GeneralSettings.ini
Код:
[WEDDINGSYSTEM]
; The available GM Commands for Wedding System Are :
; //marry charname1 charname2 - to marry 2 characters.
; //divorce charname - to divorce the character.
; The required level for these commands are "B1", you can change the level
; if you want in BuilderCmdAlias.txt at script folder.
; There are 'ai.obj' functions available for this system with the same functionality
; of the gm command, they are :
; void CNPC::Marry(int nChar1Index, int nChar2Index) -> 235012667
; void CNPC::Divorce(int nCharIndex) -> 234947132
; Just add then to your ai.obj compiler and have fun, making your own wedding system.
; Enables or Disables the Wedding System
ENABLED=true
; Allows or Not the Homosexual Marriage (Characters of the same sex).
HOMOSEXUAL_MARRIAGE=true
; set TRUE if you want that marry will be allowed after engage only
USE_ENGAGE=true
; engage allowed only for friends (/friendinvite)
ENGAGE_FOR_FRIENDS_ONLY=true
; message id (see systemmsg-e.txt) that will be send on engage invite (message format should be equal msg with id 66)
REQUEST_MESSAGE_ID=3344

AdvExt64\WeddingSystem.txt
Код:
// Welcome to the Wedding System
// This is not a complicated system and basically it will give a skill bonus defined by you
// when two characters are married.
// There are 3 Types of bonuses and they are :
// - Default Bonus :
//   All characters always receive that bonus.
// - Race vs Race Bonus :
//   For example, you can define a special skill two characters will receive based on their races
//   If character A is ORC and character B is Human, then they will have Skill A.
//   If character A is Elf and character B is Dark Elf, then they will have Skill B.
//   And so on...
//   (You can see the race ids in manualpch.txt)
// - Class vs Class Bonus :
//   You can go even deep and add very specific bonuses based in the class of the married characters
//   works the same way as Race vs Race, but considering the classes instead.
//   (You can see the class ids in manualpch.txt)
// Another characteristic is that the bonuses are stackable, so it means that
// the characters will receive all the 3 bonuses, default + race vs race and class vs class.
// Here is a example line of the script (yes you can add more than one skill !) :
// The format of 'skills' is : id,level;id,level;id,level and so on...
// Default Bonus Example :
// bonus_begin    type=default    skills=1001,1;1002,2;1003,3    bonus_end
// Race vs Race Bonus Example :
// bonus_begin    type=race    race1=1    race2=3    skills=3000,1;3002,5    bonus_end
// Class vs Class Bonus Example :
// bonus_begin    type=class    class1=90    class2=93    skills=4005,1    bonus_end
// I guess you got how the system works, so now just define your rules post this line, and happy wedding !!
// PS: Do not forget to enable the system in 'GeneralSettings.ini' :P !
bonus_begin    type=default    skills=25100,1    bonus_end

Код:
skill_begin    skill_name=[s_go_to_love]    /*[??]*/    skill_id=25100    level=1    operate_type=A1    magic_level=40    self_effect={}    effect={{i_teleport_to_partner;2}}    operate_cond={{op_have_partner;2};{op_not_territory;{{-115727;-251652;-3050;-2850};{-113365;-251655;-3050;-2850};{-113365;-248191;-3050;-2850};{-115727;-248194;-3050;-2850}};t_self};{op_not_territory;{{-116299;-251426;-3049;-2849};{-115745;-251426;-3049;-2849};{-115745;-250840;-3049;-2849};{-116296;-250840;-3049;-2849}};t_self};{op_not_territory;{{-113350;-251408;-3053;-2853};{-112797;-251407;-3053;-2853};{-112798;-250855;-3053;-2853};{-113353;-250857;-3053;-2853}};t_self};{op_not_territory;{{-85850;-45960;-11624;-11224};{-86761;-45935;-11624;-11224};{-87000;-46986;-11624;-11224};{-87535;-48793;-11624;-11224};{-87049;-49419;-11624;-11224};{-85458;-49051;-11624;-11224};{-84224;-49803;-11624;-11224};{-83446;-49477;-11624;-11224};{-83154;-47528;-11624;-11224};{-83863;-47202;-11624;-11224};{-84291;-47449;-11624;-11224};{-84711;-47094;-11624;-11224}};t_self};{op_not_territory;{{-84112;-50103;-11620;-11220};{-84830;-51342;-11620;-11220};{-86142;-51844;-11620;-11220};{-86553;-52634;-11620;-11220};{-85640;-53190;-11620;-11220};{-84380;-54211;-11620;-11220};{-83379;-54413;-11620;-11220};{-82972;-52054;-11620;-11220};{-81938;-51822;-11620;-11220};{-82193;-50685;-11620;-11220};{-82732;-50575;-11620;-11220};{-83454;-49986;-11620;-11220}};t_self};{op_not_territory;{{-79843;-49874;-11716;-11316};{-81401;-50399;-11716;-11316};{-81709;-51148;-11716;-11316};{-81639;-51704;-11716;-11316};{-80712;-52824;-11716;-11316};{-80414;-54463;-11716;-11316};{-79510;-54322;-11716;-11316};{-78717;-52952;-11716;-11316};{-77725;-52968;-11716;-11316};{-77416;-51996;-11716;-11316};{-78890;-51583;-11716;-11316};{-79378;-50568;-11716;-11316}};t_self};{op_not_territory;{{-79343;-47478;-11592;-11192};{-80117;-47109;-11592;-11192};{-80672;-47858;-11592;-11192};{-80382;-49156;-11592;-11192};{-79813;-49685;-11592;-11192};{-79130;-49730;-11592;-11192};{-77951;-49052;-11592;-11192};{-76485;-49456;-11592;-11192};{-76221;-48619;-11592;-11192};{-76710;-48032;-11592;-11192};{-76946;-46451;-11592;-11192};{-77668;-45794;-11592;-11192}};t_self};{op_not_territory;{{-82326;-43857;-11640;-11240};{-83361;-43681;-11640;-11240};{-83614;-44430;-11640;-11240};{-82884;-46072;-11640;-11240};{-83209;-47165;-11640;-11240};{-82621;-47718;-11640;-11240};{-81071;-47576;-11640;-11240};{-80636;-47169;-11640;-11240};{-80853;-46291;-11640;-11240};{-79968;-44123;-11640;-11240};{-80245;-43614;-11640;-11240};{-81544;-43878;-11640;-11240}};t_self}}    is_magic=2    mp_consume1=0    mp_consume2=0    cast_range=-1    effective_range=-1    skill_hit_time=60    skill_cool_time=0    skill_hit_cancel_time=0.5    reuse_delay=1800    attribute={attr_none;0}    trait={trait_none}    effect_point=0    target_type=self    affect_scope=single    affect_limit={0;0}    next_action=none    ride_state={@ride_none;@ride_strider;@ride_wyvern;@ride_wolf}    multi_class=0    skill_end

// Race vs Race Bonus Example :
// bonus_begin type=race race1=1 race2=3 skills=3000,1;3002,5 bonus_end
Вообще предлагаю давать отдельный бонус гномкам выходящим взамуж за орков... типа "за смелость!"... как бы пошло это не звучало
 
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