Difference between revisions of "NDOIA"

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<p style="width: 60%;margin: 0 auto">Example of adding the buff_player_strength module with an initializer</p>
 
<p style="width: 60%;margin: 0 auto">Example of adding the buff_player_strength module with an initializer</p>
 
<div style="width:60%;margin: 0 auto">
 
<div style="width:60%;margin: 0 auto">
   Code Block
+
   --- ApplyStrengthBuff - this will apply the buff_player_strength module with new settings
   Code Block
+
   --@ param: amount - the amount of strength to add/remove from the mobile object
   Code Block
+
   --@ param: duration - a timespan for how long the buff will remain on the object
 +
  function ApplyStrengthBuff(amount,duration)
 +
      --if any bad values come through, just apply the default otherwise proceed as normal
 +
      if(amount == nil or duration == nil) then
 +
          AddModule("buff_player_strength")
 +
      else
 +
          AddModule("buff_player_strength",{BuffAmount=amount,BuffTime=duration})
 +
      end
 +
  end
 +
 
 +
  --Apply the default strength buff of 5 strength for 30 seconds
 +
  ApplyStrengthBuff()
 +
 
 +
  --Apply the strength buff with 15 strength bonus and 45 second duration.
 +
  ApplyStrengthBuff(15,TimeSpan.FromSeconds(45))
 
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Revision as of 16:09, 9 November 2019

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Object Functions & Examples

AddModule(filename,table)

filename - Name of script file
table - Initializer table
The table may be omitted but allows you to send a table package to the script, then use the ModuleAttached Event to handle the table package.

Example script file named buff_player_strength.lua

 --buff players strength by 5 default
 --the buff duration will be 30 seconds.
 --if this script receives a initializer from an AddModule, set default values to the initializer values
 
 --setup default values
 defaultBuffAmount = 5
 defaultBuffTime = TimeSpan.FromSeconds(30)
 
 --- HandleModuleAttached - this is fired when this script gets attached to an object
 function HandleModuleAttached()
     -- if we received a initializer from the AddModule or template then update default values
     if (initializer ~= nil) then
         defaultBuffAmount = initializer.BuffAmount or 5
         defaultBuffTime = initializer.BuffTime or TimeSpan.FromSeconds(30)
     end
     -- make sure this object can receive the buff as it must be a mobile object
     if(this:IsMobile()) then
         SetMobileModExpire(this,"StrengthPlus","Unique_Buff_Handler",defaultBuffAmount,defaultBuffTime)    
     end
     -- remove this module script from the object now that we added the buff
     DelModule(GetCurrentModule())
 end
 
 --register the event handler for when this module gets attached to the current object
 RegisterEventHandler(EventType.ModuleAttached, GetCurrentModule(),HandleModuleAttached)

Example of adding the buff_player_strength module with an initializer

 --- ApplyStrengthBuff - this will apply the buff_player_strength module with new settings
 --@ param: amount - the amount of strength to add/remove from the mobile object
 --@ param: duration - a timespan for how long the buff will remain on the object
 function ApplyStrengthBuff(amount,duration)
     --if any bad values come through, just apply the default otherwise proceed as normal
     if(amount == nil or duration == nil) then
         AddModule("buff_player_strength")
     else
         AddModule("buff_player_strength",{BuffAmount=amount,BuffTime=duration})
     end
 end
 
 --Apply the default strength buff of 5 strength for 30 seconds
 ApplyStrengthBuff()
 
 --Apply the strength buff with 15 strength bonus and 45 second duration.
 ApplyStrengthBuff(15,TimeSpan.FromSeconds(45))