Jump to content

ZodiacoHCK

Members
  • Posts

    25
  • Joined

  • Last visited

About ZodiacoHCK

  • Birthday 12/18/1998

Profile Information

Contact Methods

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

ZodiacoHCK's Achievements

Poring

Poring (1/15)

  • First Post Rare
  • Collaborator Rare
  • Dedicated Rare
  • Conversation Starter Rare
  • Week One Done Rare

Recent Badges

0

Reputation

  1. Hello people! I wanted to tell you that I have a problem trying to implement NAPSTER's PvP cell in my emulator. I have my emulator running stable in the latest master version available about 4 months ago. the problem is that there are certain differences between my rathena codes and the diff code of the patch. I have successfully implemented the BGex manually and I had no problems. but this pvp_cell has not succeeded. I leave the patch that I am trying to put! conf/battle/misc.conf | 39 +++++++++++++++++++++ conf/msg_conf/map_msg.conf | 4 +++ db/const.txt | 3 ++ src/map/atcommand.c | 8 ++--- src/map/battle.c | 30 ++++++++++++---- src/map/battle.h | 10 +++++- src/map/clif.c | 8 ++++- src/map/map.cpp | 46 +++++++++++++++++++++++-- src/map/map.h | 12 +++++-- src/map/pc.c | 86 ++++++++++++++++++++++++++++++++++++++++++---- src/map/pc.h | 2 ++ src/map/script_constants.h | 4 ++- src/map/skill.c | 3 +- src/map/unit.c | 47 ++++++++++++++++++++++++- 14 files changed, 274 insertions(+), 28 deletions(-) diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf index 7c085fd41..37759b659 100644 --- a/conf/battle/misc.conf +++ b/conf/battle/misc.conf @@ -176,3 +176,42 @@ mail_delay: 1000 // Hides items from the player's favorite tab from being sold to a NPC. (Note 1) hide_fav_sell: no + +// Addon Cell PVP [Napster] +// Enable Deathmatch for cell pvp +// Default: 0 +// 0 = No +// 1 = Yes +cellpvp_deathmatch: 1 + +// Delay player alive deathmatch for cell pvp +// Default: 1000 (1 secand) +cellpvp_deathmatch_delay: 1000 + +// When player is dead recovery HP/SP Rate for cell pvp +// Default: 100 (recovery 100%) +deathmatch_hp_rate: 100 +deathmatch_sp_rate: 100 + +// Enable buff when player is dead for cell pvp +// Default: 1 +// 0 = No +// 1 = Yes +// Request core npc files use name "deathmatch_core" +cellpvp_autobuff: yes + +// Can atk player in party +// Default: 1 +// 0 = No +// 1 = Yes +cellpvp_party_enable: no + +// Can atk player in guild +// Default: 1 +// 0 = No +// 1 = Yes +cellpvp_guild_enable: no + +// When player move to cell pvp is delay walk out cooldown +// Default: 5000 (5 secand) +cellpvp_walkout_delay: 5000 \ No newline at end of file diff --git a/conf/msg_conf/map_msg.conf b/conf/msg_conf/map_msg.conf index 50306ef97..d3afebbc8 100644 --- a/conf/msg_conf/map_msg.conf +++ b/conf/msg_conf/map_msg.conf @@ -1664,3 +1664,7 @@ //Custom translations //import: conf/msg_conf/import/map_msg_eng_conf.txt + +// Addon Cell PVP [Napster] +1599: Walking failed. [%s] is cooling down. Wait %.1f minutes. +1600: Walking failed. [%s] is cooling down. Wait %d seconds. \ No newline at end of file diff --git a/db/const.txt b/db/const.txt index a10cc018b..46bf071f9 100644 --- a/db/const.txt +++ b/db/const.txt @@ -2313,3 +2313,6 @@ ARCWANDCLAN 2 GOLDENMACECLAN 3 CROSSBOWCLAN 4 JUMPINGCLAN 5 + +CELL_PVP 10 +CELL_CHKPVP 16 \ No newline at end of file diff --git a/src/map/atcommand.c b/src/map/atcommand.c index d8d52b9cc..c6bd4ce11 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -482,7 +482,7 @@ ACMD_FUNC(mapmove) clif_displaymessage(fd, msg_txt(sd,247)); // You are not authorized to warp to this map. return -1; } - if (sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { + if (sd->state.pvp || sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { clif_displaymessage(fd, msg_txt(sd,248)); // You are not authorized to warp from your current map. return -1; } @@ -830,11 +830,11 @@ ACMD_FUNC(load) nullpo_retr(-1, sd); m = map_mapindex2mapid(sd->status.save_point.map); - if (m >= 0 && map[m].flag.nowarpto && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { + if (sd->state.pvp && (m >= 0 && map[m].flag.nowarpto && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE))) { clif_displaymessage(fd, msg_txt(sd,249)); // You are not authorized to warp to your save map. return -1; } - if (sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { + if (sd->state.pvp && (sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE))) { clif_displaymessage(fd, msg_txt(sd,248)); // You are not authorized to warp from your current map. return -1; } @@ -2054,7 +2054,7 @@ ACMD_FUNC(go) clif_displaymessage(fd, msg_txt(sd,247)); // You are not authorized to warp to this map. return -1; } - if (sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { + if (sd->state.pvp || sd->bl.m >= 0 && map[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { clif_displaymessage(fd, msg_txt(sd,248)); // You are not authorized to warp from your current map. return -1; } diff --git a/src/map/battle.c b/src/map/battle.c index e2d616bd9..ef7b5e9cd 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -7767,6 +7767,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f else return 0; // You can't target anything out of your duel } + else if( map_getcell( s_bl->m, s_bl->x, s_bl->y, CELL_CHKPVP ) && map_getcell( t_bl->m, t_bl->x, t_bl->y, CELL_CHKPVP ) ) // Addon Cell PVP [Napster] + { + state |= BCT_ENEMY; + } } if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM ) return 0; //If you don't belong to a guild, can't target emperium. @@ -7868,15 +7872,19 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f if( flag&BCT_PARTY || state&BCT_ENEMY ) { int s_party = status_get_party_id(s_bl); - if(s_party && s_party == status_get_party_id(t_bl)) - state |= BCT_PARTY; + if(s_party && s_party == status_get_party_id(t_bl) && !(battle_config.cellpvp_party_enable && map_getcell( t_bl->m, t_bl->x, t_bl->y, CELL_CHKPVP )) ) // Addon Cell PVP [Napster] + state |= BCT_PARTY; + else + state |= BCT_ENEMY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); - if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild)))) - state |= BCT_GUILD; + if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && !(battle_config.cellpvp_guild_enable && map_getcell( t_bl->m, t_bl->x, t_bl->y, CELL_CHKPVP )) ) // Addon Cell PVP [Napster] + state |= BCT_GUILD; + else + state |= BCT_ENEMY; } } //end non pvp/gvg chk rivality @@ -8419,7 +8427,7 @@ static const struct _battle_data { { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, }, { "dispel_song", &battle_config.dispel_song, 0, 0, 1, }, { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, }, - { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, }, + { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, }, { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, }, { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, }, { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, }, @@ -8427,10 +8435,20 @@ static const struct _battle_data { { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, }, { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, }, { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, }, - { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, }, + { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, }, { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, }, { "allow_bound_sell", &battle_config.allow_bound_sell, 1, 0, 1, }, + // Addon Cell PVP [Napster] + { "cellpvp_deathmatch", &battle_config.cellpvp_deathmatch, 1, 0, 1, }, + { "cellpvp_deathmatch_delay", &battle_config.cellpvp_deathmatch_delay, 1000, 0,INT_MAX, }, + { "deathmatch_hp_rate", &battle_config.deathmatch_hp_rate, 0, 0, 100, }, + { "deathmatch_sp_rate", &battle_config.deathmatch_sp_rate, 0, 0, 100, }, + { "cellpvp_autobuff", &battle_config.cellpvp_autobuff, 1, 0, 1, }, + { "cellpvp_party_enable", &battle_config.cellpvp_party_enable, 1, 0, 1, }, + { "cellpvp_guild_enable", &battle_config.cellpvp_guild_enable, 1, 0, 1, }, + { "cellpvp_walkout_delay", &battle_config.cellpvp_walkout_delay, 5000, 0,INT_MAX, }, + #include "../custom/battle_config_init.inc" }; diff --git a/src/map/battle.h b/src/map/battle.h index 37c86dfbb..abcb2b4a7 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -632,7 +632,15 @@ extern struct Battle_Config int guild_alliance_onlygm; int feature_achievement; int allow_bound_sell; - + // Addon Cell PVP [Napster] + int cellpvp_deathmatch; + int cellpvp_deathmatch_delay; + int deathmatch_hp_rate; + int deathmatch_sp_rate; + int cellpvp_autobuff; + int cellpvp_party_enable; + int cellpvp_guild_enable; + int cellpvp_walkout_delay; #include "../custom/battle_config_struct.inc" } battle_config; diff --git a/src/map/clif.c b/src/map/clif.c index e3d4a5abf..8bf9f93dc 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -10446,7 +10446,13 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) mail_clear(sd); - + + // Addon Cell PVP [Napster] + if( !sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 1); + else if( sd->state.pvp && !map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 0); + /* Guild Aura Init */ if( sd->state.gmaster_flag ) { guild_guildaura_refresh(sd,GD_LEADERSHIP,guild_checkskill(sd->guild,GD_LEADERSHIP)); diff --git a/src/map/map.cpp b/src/map/map.cpp index 57486ac58..02013af02 100644 --- a/src/map/map.cpp +++ b/src/map/map.cpp @@ -115,7 +115,7 @@ static int block_free_count = 0, block_free_lock = 0; static struct block_list *bl_list[BL_LIST_MAX]; static int bl_list_count = 0; -#define MAP_MAX_MSG 1550 +#define MAP_MAX_MSG 1601 struct map_data map[MAX_MAP_PER_SERVER]; int map_num = 0; @@ -2092,7 +2092,10 @@ int map_quit(struct map_session_data *sd) { if (sd->state.buyingstore) idb_remove(buyingstore_getdb(), sd->status.char_id); - + // Addon Cell PVP [Napster] + if( sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP ) ) + map_pvp_area(sd, 0); + pc_damage_log_clear(sd,0); party_booking_delete(sd); // Party Booking [Spiria] pc_makesavestatus(sd); @@ -3068,7 +3071,8 @@ int map_getcellp(struct map_data* m,int16 x,int16 y,cell_chk cellchk) return (cell.maelstrom); case CELL_CHKICEWALL: return (cell.icewall); - + case CELL_CHKPVP: // Addon Cell PVP [Napster] + return (cell.pvp); // special checks case CELL_CHKPASS: #ifdef CELL_NOSTACK @@ -3122,6 +3126,7 @@ void map_setcell(int16 m, int16 x, int16 y, cell_t cell, bool flag) case CELL_NOCHAT: map[m].cell[j].nochat = flag; break; case CELL_MAELSTROM: map[m].cell[j].maelstrom = flag; break; case CELL_ICEWALL: map[m].cell[j].icewall = flag; break; + case CELL_PVP: map[m].cell[j].pvp = flag; break; // Addon Cell PVP [Napster] default: ShowWarning("map_setcell: invalid cell type '%d'\n", (int)cell); break; @@ -4054,6 +4059,41 @@ int inter_config_read(const char *cfgName) return 0; } +// Addon Cell PVP [Napster] +int map_pvp_area(struct map_session_data* sd, bool flag) +{ + switch(flag) + { + case 1: + clif_map_property(&sd->bl, MAPPROPERTY_FREEPVPZONE, SELF); + if (sd->pvp_timer == INVALID_TIMER) { + map[sd->bl.m].cell_pvpuser++; + + sd->pvp_timer = add_timer(gettick()+200, pc_calc_pvprank_timer, sd->bl.id, 0); + sd->pvp_rank = 0; + sd->pvp_lastusers = 0; + sd->pvp_point = 5; + sd->pvp_won = 0; + sd->pvp_lost = 0; + sd->state.pvp = 1; + sd->pvpcan_walkout_tick = gettick(); + } + break; + default: + clif_pvpset(sd, 0, 0, 2); + map[sd->bl.m].cell_pvpuser--; + + if( sd->pvp_timer != INVALID_TIMER ) + delete_timer(sd->pvp_timer, pc_calc_pvprank_timer); + + sd->pvp_timer = INVALID_TIMER; + sd->state.pvp = 0; + break; + } + + return 0; +} + /*======================================= * MySQL Init *---------------------------------------*/ diff --git a/src/map/map.h b/src/map/map.h index fd5a6b046..e6687c1fa 100644 --- a/src/map/map.h +++ b/src/map/map.h @@ -521,7 +521,7 @@ typedef enum { CELL_NOCHAT, CELL_MAELSTROM, CELL_ICEWALL, - + CELL_PVP, } cell_t; // used by map_getcell() @@ -545,7 +545,7 @@ typedef enum { CELL_CHKNOCHAT, // Whether the cell denies Player Chat Window CELL_CHKMAELSTROM, // Whether the cell has Maelstrom CELL_CHKICEWALL, // Whether the cell has Ice Wall - + CELL_CHKPVP, // Addon Cell PVP [Napster] } cell_chk; struct mapcell @@ -564,7 +564,8 @@ struct mapcell novending : 1, nochat : 1, maelstrom : 1, - icewall : 1; + icewall : 1, + pvp : 1; // Addon Cell PVP [Napster] #ifdef CELL_NOSTACK unsigned char cell_bl; //Holds amount of bls in this cell. @@ -624,6 +625,7 @@ struct map_data { int npc_num; int users; int users_pvp; + int cell_pvpuser; // Addon Cell PVP [Napster] int iwall_num; // Total of invisible walls in this map struct map_flag { unsigned town : 1; // [Suggestion to protect Mail System] @@ -684,6 +686,7 @@ struct map_data { unsigned gvg_te : 1; // GVG WOE:TE. This was added as purpose to change 'gvg' for GVG TE, so item_noequp, skill_nocast exlude GVG TE maps from 'gvg' (flag &4) unsigned gvg_te_castle : 1; // GVG WOE:TE Castle unsigned hidemobhpbar : 1; + #ifdef ADJUST_SKILL_DAMAGE unsigned skill_damage : 1; #endif @@ -1006,6 +1009,9 @@ extern char roulette_table[32]; void do_shutdown(void); +// Addon Cell PVP [Napster] +int map_pvp_area(struct map_session_data* sd, bool flag); + #ifdef __cplusplus } #endif diff --git a/src/map/pc.c b/src/map/pc.c index 4682102bb..3342c74ce 100755 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -672,8 +672,9 @@ void pc_makesavestatus(struct map_session_data *sd) { sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } - - if(map[sd->bl.m].flag.nosave) { + + // Addon Cell PVP [Napster] + if(map[sd->bl.m].flag.nosave || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP ) ) { struct map_data *m=&map[sd->bl.m]; if(m->save.map) memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); @@ -4826,7 +4827,7 @@ bool pc_isUseitem(struct map_session_data *sd,int n) case ITEMID_WING_OF_FLY: case ITEMID_GIANT_FLY_WING: case ITEMID_N_FLY_WING: - if( map[sd->bl.m].flag.noteleport || map_flag_gvg2(sd->bl.m) ) { + if( map[sd->bl.m].flag.noteleport || map_flag_gvg2(sd->bl.m) || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP )) { clif_skill_teleportmessage(sd,0); return false; } @@ -4867,7 +4868,7 @@ bool pc_isUseitem(struct map_session_data *sd,int n) clif_displaymessage(sd->fd, msg_txt(sd,663)); return false; } - if( map[sd->bl.m].flag.noreturn && nameid != ITEMID_WING_OF_FLY && nameid != ITEMID_GIANT_FLY_WING && nameid != ITEMID_N_FLY_WING ) + if( map[sd->bl.m].flag.noreturn && nameid != ITEMID_WING_OF_FLY && nameid != ITEMID_GIANT_FLY_WING && nameid != ITEMID_N_FLY_WING || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP )) return false; break; case ITEMID_MERCENARY_RED_POTION: @@ -5478,6 +5479,10 @@ enum e_setpos pc_setpos(struct map_session_data* sd, unsigned short mapindex, in } channel_pcquit(sd,4); //quit map chan + + // Addon Cell PVP [Napster] + if(sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP)) + map[sd->state.pmap].cell_pvpuser--; } if( m < 0 ) @@ -5634,7 +5639,7 @@ bool pc_memo(struct map_session_data* sd, int pos) nullpo_ret(sd); // check mapflags - if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) { + if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP ) ) { clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized." return false; } @@ -7528,6 +7533,12 @@ void pc_respawn(struct map_session_data* sd, clr_type clrtype) pc_setrestartvalue(sd,3); if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) != SETPOS_OK ) clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. + + // Addon Cell PVP [Napster] + if (sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 1); + else + map_pvp_area(sd, 0); } static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data) @@ -7542,6 +7553,55 @@ static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } +// Addon Cell PVP [Napster] +void pc_deathmatch(struct map_session_data* sd, clr_type clrtype) +{ + struct npc_data *nd; + short x = 0, y = 0; + + if( !pc_isdead(sd) ) + return; // not applicable + + if( map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) && battle_config.cellpvp_deathmatch ) + { + do { + x = rand() % (map[sd->bl.m].xs - 2) + 1; + y = rand() % (map[sd->bl.m].ys - 2) + 1; + } while( !map_getcell(sd->bl.m, x, y, CELL_CHKPVP) ); + + pc_setstand(sd, true); + pc_setrestartvalue(sd,3); + status_percent_heal(&sd->bl, battle_config.deathmatch_hp_rate, battle_config.deathmatch_sp_rate); + + if( pc_setpos(sd, sd->mapindex, x, y, clrtype) ) + clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. + + status_change_clear(&sd->bl, 3); + + if(sd && battle_config.cellpvp_autobuff) + { + nd = npc_name2id("deathmatch_core"); + if (nd && nd->subtype == NPCTYPE_SCRIPT) + run_script(nd->u.scr.script, 0, sd->bl.id, nd->bl.id); + } + } +} + +static int pc_deathmatch_timer(int tid, unsigned int tick, int id, intptr_t data) +{ + struct map_session_data *sd = map_id2sd(id); + if( sd != NULL ) + { + pc_deathmatch(sd, CLR_OUTSIGHT); + if (sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP ) ) + { + map_pvp_area(sd, 1); + map[sd->bl.m].cell_pvpuser--; + } + } + return 0; +} + /*========================================== * Invoked when a player has received damage *------------------------------------------*/ @@ -7779,7 +7839,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) } if(battle_config.bone_drop==2 - || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)) + || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp) || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) && sd->state.pvp) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); @@ -7852,6 +7912,12 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) pc_payzeny(sd, zeny_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL); } } + // Addon Cell PVP [Napster] + if (map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP ) && battle_config.cellpvp_deathmatch && sd->state.pvp) + { + add_timer(tick+battle_config.cellpvp_deathmatch_delay, pc_deathmatch_timer, sd->bl.id, 0); + return 1|8; + } if(map[sd->bl.m].flag.pvp_nightmaredrop) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker] int j; @@ -10152,6 +10218,14 @@ int pc_calc_pvprank(struct map_session_data *sd) sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); + + // Addon Cell PVP [Napster] + if( (old!=sd->pvp_rank || sd->pvp_lastusers!=m->cell_pvpuser) || sd->state.pvp ) + { + clif_pvpset( sd, sd->pvp_rank, sd->pvp_lastusers = m->cell_pvpuser, 0); + return sd->pvp_rank; + } + if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0); return sd->pvp_rank; diff --git a/src/map/pc.h b/src/map/pc.h index c8be94592..f6ecdeb60 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -268,6 +268,7 @@ struct map_session_data { bool keepshop; // Whether shop data should be removed when the player disconnects bool mail_writing; // Whether the player is currently writing a mail in RODEX or not bool cashshop_open; + unsigned int pvp : 1; // Addon Cell PVP [Napster] } state; struct { unsigned char no_weapon_damage, no_magic_damage, no_misc_damage; @@ -347,6 +348,7 @@ struct map_session_data { unsigned int canskill_tick; // used to prevent abuse from no-delay ACT files unsigned int cansendmail_tick; // [Mail System Flood Protection] unsigned int ks_floodprotect_tick; // [Kill Steal Protection] + unsigned int pvpcan_walkout_tick; // Addon Cell PVP [Napster] struct s_item_delay { unsigned short nameid; diff --git a/src/map/script_constants.h b/src/map/script_constants.h index 408f3ff64..6ddb844be 100644 --- a/src/map/script_constants.h +++ b/src/map/script_constants.h @@ -448,6 +448,7 @@ export_constant(CELL_NOCHAT); export_constant(CELL_MAELSTROM); export_constant(CELL_ICEWALL); + export_constant(CELL_PVP); /* getcell types */ export_constant(CELL_CHKWALL); @@ -466,7 +467,8 @@ export_constant(CELL_CHKNOCHAT); export_constant(CELL_CHKMAELSTROM); export_constant(CELL_CHKICEWALL); - + export_constant(CELL_CHKPVP); + /* parameters */ export_parameter("StatusPoint",SP_STATUSPOINT); export_parameter("BaseLevel",SP_BASELEVEL); diff --git a/src/map/skill.c b/src/map/skill.c index 42d19eef9..789d8745f 100755 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -6976,8 +6976,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MO_ABSORBSPIRITS: i = 0; - if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) && - ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (map_getcell(src->m,src->x,src->y,CELL_CHKPVP) && map_getcell(bl->m,bl->x,bl->y,CELL_CHKPVP)) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] if (dstsd->spiritball > 0) { i = dstsd->spiritball * 7; pc_delspiritball(dstsd,dstsd->spiritball,0); diff --git a/src/map/unit.c b/src/map/unit.c index ef713e1ed..879aef341 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -428,6 +428,12 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data } else sd->areanpc_id=0; pc_cell_basilica(sd); + + // Addon Cell PVP [Napster] + if( !sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 1); + else if( sd->state.pvp && !map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 0); break; case BL_MOB: //Movement was successful, reset walktoxy_fail_count @@ -648,6 +654,28 @@ int unit_walktoxy( struct block_list *bl, short x, short y, unsigned char flag) if(!(flag&2) && (!status_bl_has_mode(bl,MD_CANMOVE) || !unit_can_move(bl))) return 0; + // Addon Cell PVP [Napster] + if (bl->type == BL_PC) + { + struct map_session_data* sd = (TBL_PC*)bl; + unsigned int tick = gettick(); + + if (sd && sd->pvpcan_walkout_tick && !map_getcell( sd->bl.m, x, y, CELL_CHKPVP ) ) { + if ( DIFF_TICK(tick, sd->pvpcan_walkout_tick) < battle_config.cellpvp_walkout_delay ) + { + int e_tick = (battle_config.cellpvp_walkout_delay - DIFF_TICK( tick, sd->pvpcan_walkout_tick))/1000; + char e_msg[150]; + if( e_tick > 99 ) + sprintf(e_msg, msg_txt(sd, 1599), sd->status.name, (double)e_tick / 60); + else + sprintf(e_msg, msg_txt(sd, 1600), sd->status.name, e_tick+1); + + clif_messagecolor(sd,color_table[COLOR_YELLOW], e_msg, false, SELF); + return 0; + } + } + } + ud->state.walk_easy = flag&1; ud->to_x = x; ud->to_y = y; @@ -959,7 +987,13 @@ bool unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, boo return false; } else sd->areanpc_id=0; - + + // Addon Cell PVP [Ize] + if( !sd->state.pvp && map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 1); + else if( sd->state.pvp && !map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) ) + map_pvp_area(sd, 0); + if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { // Check if pet needs to be teleported. [Skotlex] int flag = 0; @@ -1302,6 +1336,17 @@ int unit_stop_walking(struct block_list *bl,int type) */ int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv) { + // Addon Cell PVP [Napster] + struct block_list *bl = map_id2bl(target_id); + + if( bl && src->type == BL_PC && bl->type == BL_PC && src->id != target_id) + { + struct map_session_data *dstsd = (TBL_PC*)bl; + + if( dstsd && dstsd->state.pvp != ((TBL_PC*)src)->state.pvp ) + return 0; + } + return unit_skilluse_id2( src, target_id, skill_id, skill_lv, skill_castfix(src, skill_id, skill_lv), if necessary I can put my emulator on a github
  2. Hi! I was already able to make my server pre-renewal with almost all the renewal content. Including the mob and the maps, I still need to balance some mobs, since in renewal they have a lot of defense compared to the pre-renewal mob. 90% of the items will already be balanced, for example equipment of mora, some skills changed like spiral pierce: it can be used with swords. my emulator is in episode 17.2 with working client 2020. and some extras! If you would like to have it send me a message to Discord and I will gladly share my emulator with you. I will leave you link of the panel with my project still unfinished. Aren Ragnarok
  3. Hi folks, I need help modifying the jobmaster script. I want to remove the third classes but if I can specifically use the class "star emperor" and "soul reaper". the problem is when I deactivate the third class of the script, all of them are deactivated. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ firstcity,220,59,4 script Job Master 465,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { [email protected] = getarg(0) - BaseLevel; [email protected] = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + (([email protected] > 0) ? "^bb0000"[email protected]+"^000000 more base levels " + (([email protected] > 0) ? "and " : "") : "") + (([email protected] > 0) ? "^00bb00"[email protected]+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray [email protected][getarraysize([email protected])],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { [email protected] = getargcount(); [email protected]_size = getarraysize(getarg(0)); for( [email protected] = 1; [email protected] < [email protected]; [email protected]++) { setarray getelementofarray(getarg(0), [email protected]_size++),getarg([email protected]); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation [email protected] = eaclass(); [email protected]_possible = Can_Change_Third(); [email protected]_possible = Can_Rebirth(); [email protected]_eac = [email protected]&EAJ_BASEMASK; [email protected]_eac = [email protected]&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass([email protected]&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass([email protected]&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("[email protected]+"), third ("[email protected]_possible+"), rebirth("[email protected]_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `[email protected]_opt` with possible // job options for the player. if( [email protected]_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options([email protected]_opt, Job_Novice_High); } if( [email protected]_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options([email protected]_opt, roclass([email protected]|EAJL_THIRD)); } if (.SecondExpanded && ([email protected]&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby([email protected]) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options([email protected]_opt,roclass([email protected]|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && (([email protected]&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja ([email protected]&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby([email protected]) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options([email protected]_opt, roclass([email protected]|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if ([email protected]_eac == EAJ_NOVICE && [email protected]_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options([email protected]_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options([email protected]_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options([email protected]_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options([email protected]_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options([email protected]_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options([email protected]_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options([email protected]_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls([email protected]) || // First Class Is_First_Cls([email protected]&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls([email protected]&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) [email protected] = roclass([email protected]|EAJL_2_1); // 2-1 [email protected] = roclass([email protected]|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("[email protected]+"), class2 ("[email protected]+")"; if(.LastJob && lastJob && ([email protected]&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( [email protected] > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } if( [email protected] > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } } } // Displaying the Job Menu defined by [email protected]_opt. // [email protected]_opt should not be changed below this line. function Job_Menu; Job_Menu([email protected]_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the [email protected]_opt array holding all available job changes. function Confirm_Change; while(true) { [email protected]_cnt = getarraysize(getarg(0)); if( [email protected]_cnt <= 0 ) { mes "No more jobs are available."; close; } [email protected] = 0; // Just a single job class given, no select needed if ([email protected]_cnt > 1) { // Multiple job classes given. Select one and save it to [email protected] // After that confirm [email protected] mes "Select a job."; [email protected]$ = ""; for ([email protected] = 0; [email protected] < [email protected]_cnt; [email protected]++) { if( getelementofarray(getarg(0), [email protected]) == Job_Novice_High) [email protected]$ = "^0055FFRebirth^000000"; else [email protected]$ = jobname(getelementofarray(getarg(0), [email protected])); [email protected]$ = [email protected]$ + " ~ " + [email protected]$ + ":"; } [email protected]$ = [email protected]$+" ~ ^777777Cancel^000000"; [email protected] = select([email protected]$) - 1; if( [email protected] < 0 || [email protected] >= [email protected]_cnt ) close; next; mes .NPCName$; } [email protected] = getelementofarray(getarg(0), [email protected]); if (([email protected] == Job_Super_Novice || [email protected] == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname([email protected]) + "."; return; } // Confirm the Class Confirm_Change([email protected], [email protected]_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { [email protected]_class = Class; [email protected]_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname([email protected]_cls)) + "!"; if ([email protected]_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange [email protected]_cls; if ([email protected]_cls == Job_Novice_High) resetlvl(1); else if ([email protected]_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if ([email protected]_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into [email protected] [email protected] = getarg(0, -1); [email protected] = getarg(1, false); if( [email protected] < 0 || eaclass([email protected]) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname([email protected])+"^000000 class?"; [email protected]_option$ = " ~ Change into ^0055FF"+jobname([email protected])+"^000000 class"; if( [email protected] == Job_Novice_High) [email protected]_option$ = " ~ ^0055FFRebirth^000000"; if (select([email protected]_option$+": ~ ^777777" + (([email protected]) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change([email protected]); } if ([email protected]) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. [email protected] = eaclass(); if( [email protected]&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if ([email protected]&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } is there any way to modify the script to achieve it? I attach a picture of what I need as you can see from the attached image, what I need is to have all classes except the third class not expanded could someone help me with this?
  4. Hi, I have not been able to get mail confirmation to work. I am using the default configuration, just changing name parameters. 'RequireEmailConfirm' => true, // Require e-mail confirmation during registration. 'RequireChangeConfirm' => true, // Require confirmation when changing e-mail addresses. 'EmailConfirmExpire' => 48, // E-mail confirmations expire hours. Unconfirmed accounts will expire after this period of time. 'PincodeEnabled' => true, // Whether or not the pincode system is enabled in your server. (Check your char_athena.conf file. Enabled by default.) 'MailerFromAddress' => '[email protected]', // The e-mail address displayed in the From field. 'MailerFromName' => 'Aren Ragnarok', // The name displayed with the From e-mail address. 'MailerUseSMTP' => false, // Whether or not to use a separate SMTP server for sending mail. 'MailerSMTPUseSSL' => false, // Whether or not mailer should connect using SSL (yes for GMail). 'MailerSMTPUseTLS' => false, // Same as above SSL setting, but for TLS. This setting will override the SSL setting. 'MailerSMTPPort' => null, // When MailerUseSMTP is true: SMTP server port (mailer will default to 25). 'MailerSMTPHosts' => null, // When MailerUseSMTP is true: A string host or array of hosts (e.g., 'host1' or array('host1', 'backuphost')). 'MailerSMTPUsername' => null, // When MailerUseSMTP is true: Authorized username for SMTP server. 'MailerSMTPPassword' => null, // When MailerUseSMTP is true: Authorized password for SMTP server (for above user). could you help me make it work?
  5. Hi! I try this before... no search results...
  6. Hi! i have a problem that i have not been able to solve. I want to ask you for some help what I want to achieve is to remove the 3rd jobs from my NPC job master... but without removing the expanded jobs. when removing them from the fast option they are all removed and I can not solve it I need to remove the 3rd classes from the basic jobs. (warlock, sura, rune, guillotine, archbishop ... etc) I want to specifically leave the following. (rebellion, star emperor, kagerou, oboro, soul reaper, extended super novice) //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { [email protected] = getarg(0) - BaseLevel; [email protected] = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + (([email protected] > 0) ? "^bb0000"[email protected]+"^000000 more base levels " + (([email protected] > 0) ? "and " : "") : "") + (([email protected] > 0) ? "^00bb00"[email protected]+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray [email protected][getarraysize([email protected])],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { [email protected] = getargcount(); [email protected]_size = getarraysize(getarg(0)); for( [email protected] = 1; [email protected] < [email protected]; [email protected]++) { setarray getelementofarray(getarg(0), [email protected]_size++),getarg([email protected]); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation [email protected] = eaclass(); [email protected]_possible = Can_Change_Third(); [email protected]_possible = Can_Rebirth(); [email protected]_eac = [email protected]&EAJ_BASEMASK; [email protected]_eac = [email protected]&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass([email protected]&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass([email protected]&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("[email protected]+"), third ("[email protected]_possible+"), rebirth("[email protected]_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `[email protected]_opt` with possible // job options for the player. if( [email protected]_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options([email protected]_opt, Job_Novice_High); } if( [email protected]_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options([email protected]_opt, roclass([email protected]|EAJL_THIRD)); } if (.SecondExpanded && ([email protected]&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby([email protected]) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options([email protected]_opt,roclass([email protected]|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && (([email protected]&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja ([email protected]&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby([email protected]) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options([email protected]_opt, roclass([email protected]|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if ([email protected]_eac == EAJ_NOVICE && [email protected]_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options([email protected]_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options([email protected]_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options([email protected]_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options([email protected]_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options([email protected]_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options([email protected]_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options([email protected]_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls([email protected]) || // First Class Is_First_Cls([email protected]&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls([email protected]&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) [email protected] = roclass([email protected]|EAJL_2_1); // 2-1 [email protected] = roclass([email protected]|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("[email protected]+"), class2 ("[email protected]+")"; if(.LastJob && lastJob && ([email protected]&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( [email protected] > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } if( [email protected] > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } } } // Displaying the Job Menu defined by [email protected]_opt. // [email protected]_opt should not be changed below this line. function Job_Menu; Job_Menu([email protected]_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the [email protected]_opt array holding all available job changes. function Confirm_Change; while(true) { [email protected]_cnt = getarraysize(getarg(0)); if( [email protected]_cnt <= 0 ) { mes "No more jobs are available."; close; } [email protected] = 0; // Just a single job class given, no select needed if ([email protected]_cnt > 1) { // Multiple job classes given. Select one and save it to [email protected] // After that confirm [email protected] mes "Select a job."; [email protected]$ = ""; for ([email protected] = 0; [email protected] < [email protected]_cnt; [email protected]++) { if( getelementofarray(getarg(0), [email protected]) == Job_Novice_High) [email protected]$ = "^0055FFRebirth^000000"; else [email protected]$ = jobname(getelementofarray(getarg(0), [email protected])); [email protected]$ = [email protected]$ + " ~ " + [email protected]$ + ":"; } [email protected]$ = [email protected]$+" ~ ^777777Cancel^000000"; [email protected] = select([email protected]$) - 1; if( [email protected] < 0 || [email protected] >= [email protected]_cnt ) close; next; mes .NPCName$; } [email protected] = getelementofarray(getarg(0), [email protected]); if (([email protected] == Job_Super_Novice || [email protected] == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname([email protected]) + "."; return; } // Confirm the Class Confirm_Change([email protected], [email protected]_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { [email protected]_class = Class; [email protected]_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname([email protected]_cls)) + "!"; if ([email protected]_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange [email protected]_cls; if ([email protected]_cls == Job_Novice_High) resetlvl(1); else if ([email protected]_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if ([email protected]_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into [email protected] [email protected] = getarg(0, -1); [email protected] = getarg(1, false); if( [email protected] < 0 || eaclass([email protected]) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname([email protected])+"^000000 class?"; [email protected]_option$ = " ~ Change into ^0055FF"+jobname([email protected])+"^000000 class"; if( [email protected] == Job_Novice_High) [email protected]_option$ = " ~ ^0055FFRebirth^000000"; if (select([email protected]_option$+": ~ ^777777" + (([email protected]) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change([email protected]); } if ([email protected]) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. [email protected] = eaclass(); if( [email protected]&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if ([email protected]&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; }
  7. Hello people! Today I come here with a new project that I am carrying out, but it has me with some problems that I cannot think of how to solve. The first problem, and the main one ... is that my idea is to create a normal, pre-renewal server ... with status, cast and all the pre-renewal mechanics. But keeping all the content, items, equipment, maps, quests, instances, even some classes like expanded super novice, oboro etc ... The first thing that occurred to me was to put my server in renewal mode and remove the casting, aspd and stats mechanics that it gives you in the quick options of the code. but once inside the game, my cast does not exist. and my ATK has no 10 STR bonus points. My question now is ... is it possible to put my game in PRE-RENEWAL mode, and somewhere else to be able to enable all the RENEWAL content? Another of my problems ... is that throughout the course it occurred to me to limit the 3rd jobs to a maximum level of 99. So I could leave some classes available and not have an imbalance. but when I do, when I make my PC third class, it stays at level 0 and does not allow leveling up.
  8. I have loaded the ones you mention and keep giving the same errors. it seems like it's more of an emulator or database tables problem, or maybe I'm misinterpreting the error messages
  9. yes, I am using the translations, I currently have the 3 that you recommend, none of them fix the error I had forgotten that I activated those options in the exe. I disabled them and now it shows me the following errors
  10. Hello, I have a problem in my client, it happens when I open the quest window. works correctly with their respective translations. but the problem is when I click on "recommended" automatically the client closes, without giving me any error or warning somebody could help me? i think it is missing file problem in my grf data. but I have created my grf with the DATA folder more updated than I have found and I do not want to replace it completely, if someone knows specifically which files I am missing, or how I could somehow cancel the quest window as a last option
  11. oh, thank you very much ... I have removed the line, but now I see the "normal" message and I want to see the number of users online
  12. where is this file location?
  13. U can help me? I have lastest update from rAthena, rev 13 diff from BG. but i Compile using Visual Studio 2019 on Windows 10. I can´t use diff automatic mode. and no see all changes aplicables in manual modifications on files. sorry for my bad english...
  14. How do I implement this on my server? I have many hats without sprites that give me a crash
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.