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Mael

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Everything posted by Mael

  1. Creo que si deseas utilizar de la fecha 2018* el más recomendable sería éste, si no cuentas con una diff list recomendada, comenta y te puedo compartir por aquí una "básica".
  2. The most recommended is to use the most current version, then you can accommodate it to your liking.
  3. https://github.com/rathena/rathena/blob/master/conf/battle/skill.conf#L193 - 100 https://github.com/rathena/rathena/blob/master/conf/battle/skill.conf#L197 - no
  4. if you want an old emulator, use eAthena, but if you want to use rAthena, just go back in the timeline.
  5. if you want to activate gstorage on pre-re, just do this: https://github.com/rathena/rathena/blob/master/db/pre-re/guild_skill_tree.yml#L122
  6. Lo que debía hacer primero es aplicar el diff y luego el npc para convertir items a costumes.
  7. @Gerzzie what they are looking for is this type of modification or is it what I understand...
  8. Mael

    Refine UI System

    https://github.com/cydh/rathena/pull/10
  9. for starters, this is the best guide.
  10. 671,Gold_Coin,Gold Coin,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ set #CASHPOINTS, #CASHPOINTS+10; dispbottom "Haz recibido 10 Cash Points."; },{},{}
  11. No hay mucha ciencia. // GroupID,ItemID,Rate{,Amount,Random,isAnnounced,Duration,GUID,isBound,isNamed} https://github.com/rathena/rathena/wiki/Random_item_reward
  12. https://rathena.org/board/topic/66795-itemconverter/
  13. Ese es un problema de rAmod, cambia y utiliza rAthena. Momentáneamente puedes arreglarlo modificando tu DATA.INI, colocándolo de esta forma: [Data] 0=data.grf 1=rdata.grf al parecer utilizar pre-renewal...
  14. Quizá esto te pueda servir. https://rathena.org/board/topic/80110-global-damage-adjustment/
  15. Ambas versiones se configuran de la misma manera, aquí tienes un vídeo de guía.
  16. Aquí: https://github.com/rathena/rathena/tree/master/db
  17. Para quitarlo del emulador, debes pedir ayuda a @Functor, pero si solo quieres desactivarlo, solo debes ir a conf/gepard_shield.conf // Gepard Shield configuration file // enable/disable shield gepard_shield_enabled: yes y poner no, en vez de yes.
  18. Here are some good features that could serve as an example.
  19. The limit is 11 loading screens. <loading> <image>loading00.jpg</image> <image>loading01.jpg</image> <image>loading02.jpg</image> <image>loading03.jpg</image> <image>loading04.jpg</image> <image>loading05.jpg</image> <image>loading06.jpg</image> <image>loading07.jpg</image> <image>loading08.jpg</image> <image>loading09.jpg</image> <image>loading10.jpg</image> </loading>
  20. It looks good, but I think it's possible to improve it.
  21. use @costumeitem 2285, if you can create an item costume like this, you need a new script to convert items into costumes.
  22. use this @monkeydluffy diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf index 593d4e92f4..30251a4834 100644 --- a/conf/battle/battle.conf +++ b/conf/battle/battle.conf @@ -158,3 +158,9 @@ warg_can_falcon: no // Should the target be able of dodging damage by snapping away to the edge of the screen? // Official behavior is "no" snap_dodge: no + +// **************************************** +// Reserved Costume ID's +// **************************************** +// Reserved Char ID for costume converted items. +reserved_costume_id: 999998 \ No newline at end of file diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 70113c4145..d769b4364d 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -9633,6 +9633,25 @@ solution rather than sending the map and the monster_id. --------------------------------------- +*costume <equipment position>; + +Converts equipment in <equipment position> to costume version that has no stats. + +Applicable positions are: + EQI_HEAD_TOP - Top Headgear + EQI_HEAD_MID - Middle Headgear + EQI_HEAD_LOW - Lower Headgear + EQI_GARMENT - Garment + +--------------------------------------- + +*getcostumeitem <item id>; +*getcostumeitem <"item name">; + +Spawn a costume version of an <item id> or <"item name"> in attached player's inventory. + +--------------------------------------- + *hateffect(<Hat Effect ID>,<State>); This will set a Hat Effect onto the player. The state field allows you to diff --git a/src/map/atcommand.cpp b/src/map/atcommand.cpp index 43d6ad4d7d..e2897a48b5 100644 --- a/src/map/atcommand.cpp +++ b/src/map/atcommand.cpp @@ -1218,7 +1218,7 @@ ACMD_FUNC(heal) ACMD_FUNC(item) { char item_name[100]; - int number = 0, bound = BOUND_NONE; + int number = 0, bound = BOUND_NONE, costume = 0; char flag = 0; struct item item_tmp; struct item_data *item_data[10]; @@ -1267,6 +1267,27 @@ ACMD_FUNC(item) for(j--; j>=0; j--){ //produce items in list unsigned short item_id = item_data[j]->nameid; + if (!strcmpi(command + 1, "costumeitem")) + { + if (!battle_config.reserved_costume_id) + { + clif_displaymessage(fd, "Costume convertion is disable. Set a value for reserved_cosutme_id on your battle.conf file."); + return -1; + } + if (!(item_data[j]->equip&EQP_HEAD_LOW) && + !(item_data[j]->equip&EQP_HEAD_MID) && + !(item_data[j]->equip&EQP_HEAD_TOP) && + !(item_data[j]->equip&EQP_COSTUME_HEAD_LOW) && + !(item_data[j]->equip&EQP_COSTUME_HEAD_MID) && + !(item_data[j]->equip&EQP_COSTUME_HEAD_TOP) && + !(item_data[j]->equip&EQP_GARMENT) && + !(item_data[j]->equip&EQP_COSTUME_GARMENT)) + { + clif_displaymessage(fd, "You cannot costume this item. Costume only work for headgears."); + return -1; + } + costume = 1; + } //Check if it's stackable. if (!itemdb_isstackable2(item_data[j])) get_count = 1; @@ -1277,6 +1298,11 @@ ACMD_FUNC(item) memset(&item_tmp, 0, sizeof(item_tmp)); item_tmp.nameid = item_id; item_tmp.identify = 1; + if (costume == 1) { // Costume item + item_tmp.card[0] = CARD0_CREATE; + item_tmp.card[2] = GetWord(battle_config.reserved_costume_id, 0); + item_tmp.card[3] = GetWord(battle_config.reserved_costume_id, 1); + } item_tmp.bound = bound; if ((flag = pc_additem(sd, &item_tmp, get_count, LOG_TYPE_COMMAND))) clif_additem(sd, 0, 0, flag); @@ -10282,6 +10308,7 @@ void atcommand_basecommands(void) { ACMD_DEF(clonestat), ACMD_DEF(bodystyle), ACMD_DEF(adopt), + ACMD_DEF2("costumeitem", item), ACMD_DEF(agitstart3), ACMD_DEF(agitend3), }; diff --git a/src/map/battle.cpp b/src/map/battle.cpp index 839cfb5620..d28c5f0182 100644 --- a/src/map/battle.cpp +++ b/src/map/battle.cpp @@ -8482,6 +8482,7 @@ static const struct _battle_data { { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, }, { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, }, { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, }, + { "reserved_costume_id", &battle_config.reserved_costume_id, 999998, 0, INT_MAX, }, { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, }, { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, }, { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, }, diff --git a/src/map/battle.hpp b/src/map/battle.hpp index ad13f69d53..b8f36aaf00 100644 --- a/src/map/battle.hpp +++ b/src/map/battle.hpp @@ -618,6 +618,7 @@ struct Battle_Config int exp_cost_inspiration; int mvp_exp_reward_message; int can_damage_skill; //Which BL types can damage traps + int reserved_costume_id; int atcommand_levelup_events; int block_account_in_same_party; int tarotcard_equal_chance; //Official or equal chance for each card diff --git a/src/map/map.cpp b/src/map/map.cpp index 8b70459939..3b06cd032c 100644 --- a/src/map/map.cpp +++ b/src/map/map.cpp @@ -1865,6 +1865,12 @@ void map_reqnickdb(struct map_session_data * sd, int charid) nullpo_retv(sd); + if (battle_config.reserved_costume_id && battle_config.reserved_costume_id == charid) + { + clif_solved_charname(sd->fd, charid, "Costume"); + return; + } + tsd = map_charid2sd(charid); if( tsd ) { diff --git a/src/map/pc.cpp b/src/map/pc.cpp index c0126b1597..015381e857 100755 --- a/src/map/pc.cpp +++ b/src/map/pc.cpp @@ -746,6 +746,7 @@ int pc_equippoint_sub(struct map_session_data *sd,struct item_data* id){ return EQP_SHADOW_ARMS; } } + return ep; } @@ -757,7 +758,18 @@ int pc_equippoint_sub(struct map_session_data *sd,struct item_data* id){ int pc_equippoint(struct map_session_data *sd,int n){ nullpo_ret(sd); - return pc_equippoint_sub(sd,sd->inventory_data[n]); + int ep = pc_equippoint_sub(sd, sd->inventory_data[n]); + + if (battle_config.reserved_costume_id && + sd->inventory.u.items_inventory[n].card[0] == CARD0_CREATE && + MakeDWord(sd->inventory.u.items_inventory[n].card[2], sd->inventory.u.items_inventory[n].card[3]) == battle_config.reserved_costume_id) + { // Costume Item - Converted + if (ep&EQP_HEAD_TOP) { ep &= ~EQP_HEAD_TOP; ep |= EQP_COSTUME_HEAD_TOP; } + if (ep&EQP_HEAD_LOW) { ep &= ~EQP_HEAD_LOW; ep |= EQP_COSTUME_HEAD_LOW; } + if (ep&EQP_HEAD_MID) { ep &= ~EQP_HEAD_MID; ep |= EQP_COSTUME_HEAD_MID; } + if (ep&EQP_GARMENT) { ep &= ~EQP_GARMENT; ep |= EQP_COSTUME_GARMENT; } + } + return ep; } /** diff --git a/src/map/script.cpp b/src/map/script.cpp index 0b2386c32d..70127734b0 100644 --- a/src/map/script.cpp +++ b/src/map/script.cpp @@ -22601,6 +22601,114 @@ BUILDIN_FUNC(getexp2) { return SCRIPT_CMD_SUCCESS; } +/*========================================== +* Costume Items +*------------------------------------------*/ +BUILDIN_FUNC(costume) +{ + int i = -1, num, ep; + TBL_PC *sd; + + num = script_getnum(st, 2); // Equip Slot + + if (!script_rid2sd(sd)) + return SCRIPT_CMD_FAILURE; + + if (equip_index_check(num)) + i = pc_checkequip(sd, equip_bitmask[num]); + if (i < 0) + return SCRIPT_CMD_FAILURE; + + ep = sd->inventory.u.items_inventory[i].equip; + if (!(ep&EQP_HEAD_LOW) && !(ep&EQP_HEAD_MID) && !(ep&EQP_HEAD_TOP) && !(ep&EQP_GARMENT)) { + ShowError("buildin_costume: Attempted to convert non-cosmetic item to costume."); + return SCRIPT_CMD_FAILURE; + } + log_pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->inventory.u.items_inventory[i]); + pc_unequipitem(sd, i, 2); + clif_delitem(sd, i, 1, 3); + // -------------------------------------------------------------------- + sd->inventory.u.items_inventory[i].refine = 0; + sd->inventory.u.items_inventory[i].attribute = 0; + sd->inventory.u.items_inventory[i].card[0] = CARD0_CREATE; + sd->inventory.u.items_inventory[i].card[1] = 0; + sd->inventory.u.items_inventory[i].card[2] = GetWord(battle_config.reserved_costume_id, 0); + sd->inventory.u.items_inventory[i].card[3] = GetWord(battle_config.reserved_costume_id, 1); + + if (ep&EQP_HEAD_TOP) { ep &= ~EQP_HEAD_TOP; ep |= EQP_COSTUME_HEAD_TOP; } + if (ep&EQP_HEAD_LOW) { ep &= ~EQP_HEAD_LOW; ep |= EQP_COSTUME_HEAD_LOW; } + if (ep&EQP_HEAD_MID) { ep &= ~EQP_HEAD_MID; ep |= EQP_COSTUME_HEAD_MID; } + if (ep&EQP_GARMENT) { ep &= EQP_GARMENT; ep |= EQP_COSTUME_GARMENT; } + // -------------------------------------------------------------------- + log_pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->inventory.u.items_inventory[i]); + + clif_additem(sd, i, 1, 0); + pc_equipitem(sd, i, ep); + clif_misceffect(&sd->bl, 3); + + return SCRIPT_CMD_SUCCESS; +} + +/*=============================== + * getcostumeitem <item id>; + * getcostumeitem <"item name">; + *===============================*/ +BUILDIN_FUNC(getcostumeitem) +{ + unsigned short nameid; + struct item item_tmp; + TBL_PC *sd; + struct script_data *data; + + if (!script_rid2sd(sd)) + { // No player attached. + script_pushint(st, 0); + return SCRIPT_CMD_SUCCESS; + } + + data = script_getdata(st, 2); + get_val(st, data); + if (data_isstring(data)) { + int ep; + const char *name = conv_str(st, data); + struct item_data *item_data = itemdb_searchname(name); + if (item_data == NULL) + { //Failed + script_pushint(st, 0); + return SCRIPT_CMD_SUCCESS; + } + ep = item_data->equip; + if (!(ep&EQP_HEAD_LOW) && !(ep&EQP_HEAD_MID) && !(ep&EQP_HEAD_TOP) && !(ep&EQP_GARMENT)){ + ShowError("buildin_getcostumeitem: Attempted to convert non-cosmetic item to costume."); + return SCRIPT_CMD_FAILURE; + } + nameid = item_data->nameid; + } + else + nameid = conv_num(st, data); + + if (!itemdb_exists(nameid)) + { // Item does not exist. + script_pushint(st, 0); + return SCRIPT_CMD_SUCCESS; + } + + memset(&item_tmp, 0, sizeof(item_tmp)); + item_tmp.nameid = nameid; + item_tmp.amount = 1; + item_tmp.identify = 1; + item_tmp.card[0] = CARD0_CREATE; + item_tmp.card[2] = GetWord(battle_config.reserved_costume_id, 0); + item_tmp.card[3] = GetWord(battle_config.reserved_costume_id, 1); + if (pc_additem(sd, &item_tmp, 1, LOG_TYPE_SCRIPT)) { + script_pushint(st, 0); + return SCRIPT_CMD_SUCCESS; //Failed to add item, we will not drop if they don't fit + } + + script_pushint(st, 1); + return SCRIPT_CMD_SUCCESS; +} + /** * Force stat recalculation of sd * recalculatestat; @@ -24343,6 +24451,8 @@ struct script_function buildin_func[] = { BUILDIN_DEF(getguildalliance,"ii"), BUILDIN_DEF(adopt,"vv"), BUILDIN_DEF(getexp2,"ii?"), + BUILDIN_DEF(costume, "i"), + BUILDIN_DEF(getcostumeitem, "v"), BUILDIN_DEF(recalculatestat,""), BUILDIN_DEF(hateffect,"ii"), BUILDIN_DEF(getrandomoptinfo, "i"), diff --git a/src/map/status.cpp b/src/map/status.cpp index af4c3afb00..a296f7b89e 100644 --- a/src/map/status.cpp +++ b/src/map/status.cpp @@ -3492,6 +3492,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) continue; if (!sd->inventory_data[index]) continue; + if (sd->inventory.u.items_inventory[current_equip_item_index].card[0] == CARD0_CREATE && MakeDWord(sd->inventory.u.items_inventory[current_equip_item_index].card[2], sd->inventory.u.items_inventory[current_equip_item_index].card[3]) == battle_config.reserved_costume_id) + continue; base_status->def += sd->inventory_data[index]->def;
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