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Mael

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Everything posted by Mael

  1. It looks good, but I think it's possible to improve it.
  2. use @costumeitem 2285, if you can create an item costume like this, you need a new script to convert items into costumes.
  3. 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;
  4. Mael

    Edit Item

    if you want to edit an item you just have to edit the db/pre or re/item_db & system/itemInfo.lua
  5. @Radian I got it from the cydh page. mf_noequip-rA-20190611-34971e57.diff
  6. Hace falta que alguien mueva este post a la sección correcta. Si haz contratado un vps especializado en Ragnarok Online, debo asumir que te han instalado el emulador en el vps y también que te han dado tu fluxcp. Lo que te queda hacer es meter la ip de tu server en tu sclientinfo.xml o clientinfo.xml y logear. Nota: Fíjate que el emulador este encendido, porque sino tampoco podrás logear.
  7. Could you update this sader, please?
  8. Aquí tienes guías para que empieces ?
  9. These red/yellow/orange/white potion visual effect are hard-coded in the client itself.
  10. https://rathena.org/board/topic/107986-requesting-for-a-pvp-ranking-w-reset/#comment-312891
  11. I've only experienced something similar, when I'm missing files, have you tried using that color with a feminine character?
  12. Can you use this mvp rank and call it with the command.
  13. I already understood ?
  14. hi rAthena! Is it possible to use the pet evolution system in pre-renewal? I've been trying and I can not get it to work properly... Could someone be kind and explain in detail what I should do? and if I wanted to add custom pet what should I do? will this guide still work? https://github.com/rathena/rathena/wiki/Custom_Pets
  15. Test that in a clean emulator and if it persists report it to the github of rAthena.
  16. No estoy muy seguro, pero creo que el emulador reconoce automáticamente la versión y fecha de tu exe. Si llegas a tener algún problema con ello, quizá sean problemas de Lua files, tal vez que sirva buscar guías de armado de cliente de esas fechas plan 2011, 2012... Podrías coger esos luas y probar.
  17. Yes, but it's in progress... https://github.com/rathena/rathena/pull/3995
  18. I'm also interested in that, but nobody has it or wants to sell it ...
  19. @rioaje https://rathena.org/board/topic/118841-guide-change-aura-max-level-new-clients/#comment-363738
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