popochun
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Posts posted by popochun
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As the title says, What I'm attempting is how do I go about changing Acolyte's skill Signum Crucis to reduce all monster's defense instead of just Undead's and Demon's? I am currently looking at a section of this skill in src/map/skill.cpp and I can't seem to find where exactly does it perform a check whether monsters on screen are Undead/Demon or not. If anyone could point me to the right direction I would greatly appreciate it.
Here's the snippet of where I think modification should be made (again, not sure if this is correct or not)
case AL_CRUCIS: if (flag&1) sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break;
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Sorry I posted this in a wrong forum. Please feel free to delete this.
As the title says, What I'm attempting is how do I go about changing Acolyte's skill Signum Crucis to reduce all monster's defense instead of just Undead's and Demon's? I am currently looking at a section of this skill in src/map/skill.cpp and I can't seem to find where exactly does it perform a check whether monsters on screen are Undead/Demon or not. If anyone could point me to the right direction I would greatly appreciate it.Here's the snippet of where I think modification should be made (again, not sure if this is correct or not)case AL_CRUCIS: if (flag&1) sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break;
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I have browsed around the forum and found the following threads.
[Release+Guide] Common Ailment Status Icon [Unofficial] Extra Status Icons
I followed the instruction detailed in those threads and found partial success ( server compiled and executed without any errors ). However the status icon still did not show up and I'm not sure what I missed. I'm hoping that someone might be able to point me to the right direction.
Here's what I did
Server-side:
Status.hpp:
add EFST_VIPSTATE before EFST_MAX
/// @APIHOOK_END /// Do not modify code above this, since it will be automatically generated by the API again EFST_VIPSTATE = 1500, EFST_MAX, };
add SC_VIPSTATE before SC_MAX
SC_VIPSTATE, SC_MAX, //Automatically updated max, used in for's to check we are within bounds. };
Status.cpp
add the following line into initChangeTables function
StatusIconChangeTable[SC_VIPSTATE] = EFST_VIPSTATE;
map/script_constants.hpp
export script efst_vipstate constant
export_constant(EFST_VIPSTATE);
Client Side:
Create "custom.grf" and set itas the first index in DATA.INI
add required files into data\luafiles\lua files\stateicon (efstids.lub, stateiconimginfop.lub, stateiconinfo.lub, stateiconinfo_f.lub)
add vip status icon called "VIP1.TGA" to data\texture\effect
data\luafiles514\lua files\stateicon\efstids.lub:
add EFST_VIPSTATE to the bottom like so:
EFST_REF_T_POTION = 1169, EFST_ADD_ATK_DAMAGE = 1170, EFST_ADD_MATK_DAMAGE = 1171, EFST_VIPSTATE = 1500, __newindex = function() error("unknown state") end }
data\luafiles514\lua files\stateicon\stateiconimginfo.lub:
point EFST_VIPSTATE to the .tga file (in PRIORITY_WHITE section)
[EFST_IDs.EFST_AURABLADE] = "icon04.tga", [EFST_IDs.EFST_HELLS_PLANT_ARMOR] = "hells_plant_armor.tga", [EFST_IDs.EFST_VIPSTATE] = "VIP1.TGA" }
data\luafiles514\lua files\stateicon\stateiconinfo.lub:
add description to the end of file
StateIconList[EFST_IDs.EFST_VIPSTATE] = { descript = { {"VIP STATUS"} } }
Testing
To trigger vip: I use a usable item with the following script
vip_time 60;
To see vip status: I used the following script with on PC login event to display status in the chatbox and add effect/status effect to activate status icon.
OnPcloginEvent: bonus_script_clear EFST_VIPSTATE; if(vip_status(1)) { bonus_script "{}",99999999,0,0,EFST_VIPSTATE; dispbottom "TEST EFST_VIPSTATE" + EFST_VIPSTATE; dispbottom "TEST EFST_MAX" + EFST_MAX; //not quite needed yet sc_start SC_VIPSTATE,-1,0; set .@timer, vip_status(2); dispbottom "--- VIP ----"; dispbottom "=========================="; dispbottom "VIP Player"; dispbottom Remaining VIP duration :"+callfunc("Time2Str",.@timer); dispbottom "=========================="; end; } }
Result:
- after using vip activation item and re-login nothing shows up
- server was compiled/built/executed without any errors/warnings
- VIP status icon did not show up on the sidebar at all (other buffs showed up fine)
Any help would be appreciated!
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On 5/6/2015 at 6:49 PM, EL Dragon said:
here
- shop ex_card_shop -1,501:1000 prontera,160,181,5 script card_exchange 474,{ mes "[ Card Exchange ]"; mes "Give to me your old cards in exchange I'll give you OCA."; mes "You currently have "+ex_cd_pts+" point(s)."; mes "Each card equals "+.points+" point(s)."; mes .limit+" point(s) will earn you "+.amount+" "+getitemname(.item)+"(s)."; callshop "ex_card_shop",2; npcshopattach "ex_card_shop"; end; OnSellItem: for (.@i = 0; .@i < getarraysize(@sold_nameid); .@i++) { if( getiteminfo( @sold_nameid[.@i], 2 ) != 6 ) { dispbottom "I only accept cards."; end; } if( .mvp ) { .@str$ = substr( getitemname( @sold_nameid[.@i] ), 0, getstrlen( getitemname(@sold_nameid[.@i]) ) -6 ); query_sql ( "SELECT count(*) FROM `mob_db_re` WHERE `iName` LIKE '"+.@str$+"' AND `MEXP`;", .@count ); if( .@count ) { dispbottom "I'm sorry but I don't accept mvp cards..."; end; } } if( countitem( @sold_nameid[.@i] ) < @sold_quantity[.@i] ) { dispbottom "Wth...?"; end; } delitem @sold_nameid[.@i], @sold_quantity[.@i]; ex_cd_pts = ex_cd_pts + ( @sold_quantity[.@i] * .points ); if( ex_cd_pts >= .limit ) { ex_cd_pts = ex_cd_pts % .limit; .@numbers = ex_cd_pts / .limit; getitem .item, .@numbers * .amount; } } end; OnInit: .mvp = 1; // Search and ignore mvp cards? .points = 1; // Points per card. .limit = 50; // The number of points required for ".item". .item = 616; // Item you get for reaching ".limit". .amount = 1; // The amount of ".item" you get per ".limit" reached. }
or Putty
//===== rAthena Script ======================================= //= Card Trader //===== By: ================================================== //= Elias (og2) //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena SVN r15340+ //===== Description: ========================================= //= Card and Points Trader //===== Additional Comments: ================================= //= v1.0 Translated from the Official [Elias] //= v1.1 Fixed variables and optimized script [Elias] //= v1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374) //= v1.3 Optimized: reduced from 123kb to 7kb! [Euphy] //= v1.4 Variables don't need to load OnInit. [Euphy] //============================================================ prt_vilg01,99,100,0 script Putty 90,{ if (!.card[1]) { setarray .card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022, 4027,4028,4038,4025,4021,4050,4079,4081,4090,4094, 4101,4104,4110,4114,4119,4108,4095,4231,4280,4008, 4011,4013,4014,4015,4020,4032,4037,4039,4041,4045, 4046,4010,4023,4029,4052,4048,4056,4071,4093,4031, 4036,4034,4042,4055,4061,4087,4096,4116,4122,4170, 4215,4220,4228,4226,4212,4227,4267,4257,4278,4286, 4287,4292,4311,4315,4319,4322,4084,4078,4113,4149, 4153,4196,4240,4247,4256,4057,4066,4067,4112,4150, 4152,4186,4187,4181,4173,4167,4162,4176,4195,4193, 4200,4223,4194,4190,4189,4192,4224,4244,4248,4261, 4260,4259,4274,4275,4313,4299,4304,4294,4076,4127, 4154,4157,4156,4213,4214,4225,4235; setarray .card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326, 4341,4335,4337,4345,4344,4331,4333,4332,4089,4161, 4177,4178,4180,4184,4191,4206,4199,4273,4282,4268, 4289,4321,4316,4343,4339,4369,4377,4385,4383,4382, 4380,4381,4378,4379,4390,4389,4388,4391,4405,4400, 4401,4402,4404,4002,4003,4004,4005,4007,4017,4024, 4030,4035,4040,4043,4044,4049,4051,4053,4058,4060, 4062,4063,4064,4065,4068,4069,4070,4072,4073,4074, 4077,4080,4082,4083,4085,4086,4088,4091,4092,4097, 4098,4099,4100,4102,4103,4106,4107,4109,4111,4115, 4117,4118,4120,4124,4125,4126,4138,4139,4141,4151, 4158,4164,4165,4182,4185,4159,4160,4166,4172,4175, 4188,4201,4202,4204,4205,4208,4209; setarray .card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232, 4237,4238,4242,4243,4245,4246,4249,4252,4255,4258, 4262,4264,4276,4270,4271,4218,4239,4251,4253,4269, 4334,4105,4133,4136,4229,4272,4277,4279,4281,4284, 4285,4290,4296,4298,4301,4310,4314,4317,4325,4327, 4328,4329,4338,4340,4346,4347,4348,4349,4350,4351, 4353,4354,4355,4356,4358,4360,4362,4364,4366,4368, 4370,4371,4373,4375,4387,4406,4129,4155,4291,4392, 4393,4394,4409,4410,4411,4412,4413,4414,4415,4416, 4417,4418,4420,4421,4422,4423,4424,4427,4427,4428, 4429,4431,4432,4433,4434,4435,4436,4437,4438,4439, 4440,4442,4443,4444,4445,4447,4448,4449,4450,4452, 4453; setarray .card[1], getarraysize(.card1), getarraysize(.card2), getarraysize(.card3); } set .@points,oversea_event9; if (!.@points) { mes "[Putty]"; mes "Hi there."; mes "I don't know if I can be"; mes "of any assistance, but I"; mes "am trying to help older veterans"; mes "by exchaning the cards that"; mes "they are no longer using."; next; switch(select("Ask for more information!","I don't have any cards right now.")) { case 1: mes "[Putty]"; mes "I am giving 1 point for each card that you bring me."; mes "The points can be used to exchange for items that I have."; next; mes "[Putty]"; mes "For ^CC0000100 points^000000: ^0000CC1 Old Card Album^000000."; mes "For ^CC000050 points^000000: ^0000CC20 Yggdrasil Berry^000000."; mes "For ^CC000020 points^000000: ^0000CC10 Blue Potion^000000."; mes "For ^CC00001 point^000000: ^0000CC4 Honey^000000."; next; break; case 2: mes "[Putty]"; mes "Well, remember this offer!"; close; break; } } else { mes "[Putty]"; mes "Welcome back!"; mes "I see you already have some"; mes "trading points. Actually, you currently have ^00cc00" + .@points + "^000000."; next; mes "[Putty]"; mes "Would you like to exchange these"; mes "points now, or you would like to exchange more cards?"; next; } switch(select("I would like to exchange cards.","Can I exchange the points?")) { case 1: mes "[Putty]"; mes "Please tell me what card you want to exchange."; next; input .@i$; set .@input$, "_"+.@i$; set .@card,0; //freeloop(1); for(set .@j,1; .@j<4; set .@j,.@j+1) { for(set .@i,0; .@i<.card[.@j]; set .@i,.@i+1) if (compare(.@input$,"_"+getitemname(getd(".card"+.@j+"["+.@i+"]")))) { set .@card, getd(".card"+.@j+"["+.@i+"]"); break; } sleep2 10; // For good measure if (.@card) break; } //freeloop(0); mes "[Putty]"; if (!.@card) mes "Please, come back here if you want to exchange a monster card."; else { set .@count, countitem(.@card); if (!.@count) { mes "You don't have any ^0055FF"+getitemname(.@card)+"s^000000 with you!"; close; } mes "You've got ^0055FF"+.@count+" "+getitemname(.@card)+((.@count>1)?"s":"")+"^000000."; mes " "; mes "Would you like to exchange 1 point for each of them?"; next; switch(select("Yes, please!","No, thank you.")) { case 1: delitem .@card,.@count; set oversea_event9, (.@points+.@count); mes "[Putty]"; mes "Alright, you have received ^CC0000"+.@count+"^000000 points."; break; case 2: mes "[Putty]"; mes "Okay, let me know if I can help you with something else."; break; } } close; case 2: if (.@points) { mes "[Putty]"; mes "These are the items that I have."; next; switch(select("1 Old Card Album - 50 Points","20 Yggdrasil Berry - 50 Points","10 Blue Potion - 20 Points","4 Honey - 1 Point","^777777Nerver mind.^000000")) { case 1: if (.@points < 100) break; mes "[Putty]"; mes "Great, I wish you the best"; mes "of luck with this album. I have a"; mes "very good feeling about this one!"; set oversea_event9, .@points - 100; getitem 616,1; close; case 2: if (.@points < 50) break; mes "[Putty]"; mes "Oh, you must like adventures."; mes "Here you go, just what you need!"; set oversea_event9, .@points - 50; getitem 607,20; close; case 3: if (.@points < 20) break; mes "[Putty]"; mes "Blue Potions? Are you sure?"; mes "If that's what you want, here they are!"; set oversea_event9, .@points - 20; getitem 505,10; close; case 4: if (.@points < 1) break; mes "[Putty]"; mes "It took many bees"; mes "to make all of this."; mes "Make good use of it."; set oversea_event9, .@points - 1; getitem 518,4; close; case 5: mes "[Putty]"; mes "Alright, come back when you have more points."; close; } mes "[Putty]"; mes "Sorry, but you don't have enough points."; close; } else { mes "[Putty]"; mes "You have 0 points. You need at least 1 point to exchange."; } break; } close; }
Came a cross this post and checked the code. There's a minor bug in your first code segment.
.@numbers = ex_cd_pts / .limit;
must comes before
ex_cd_pts = ex_cd_pts % .limit;
Otherwise this is working great! nice job and thanks for the script!
How do I go about modifying Signum Crucis (Acolyte's skill) to make it affect other monsters?
in Source Support
Posted
This is perfect! Thank you so much.