rickzera Posted August 8, 2019 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 51 Reputation: 3 Joined: 08/01/12 Last Seen: 23 hours ago Share Posted August 8, 2019 Can anyone help me with this problem at compile time? https://github.com/secretdataz/rathena/commit/12acccd30b970e73ee7bce60b97ed434d4577a1f Quote Link to comment Share on other sites More sharing options...
0 Secrets Posted August 21, 2019 Group: Developer Topic Count: 36 Topics Per Day: 0.01 Content Count: 588 Reputation: 437 Joined: 01/26/16 Last Seen: April 16 Share Posted August 21, 2019 (edited) I updated the pull on my repository as a gesture since many people are still interested in it. Have fun PS. I have no intention of supporting any of this. You are still on your own. Edited August 21, 2019 by Secrets 2 Quote Link to comment Share on other sites More sharing options...
0 HD Scripts Posted August 8, 2019 Group: Members Topic Count: 23 Topics Per Day: 0.00 Content Count: 184 Reputation: 15 Joined: 06/10/12 Last Seen: 2 minutes ago Share Posted August 8, 2019 in pc.c search for: int pc_equippoint_sub(struct map_session_data *sd,struct item_data* id){ change to: int pc_equippoint_sub(struct map_session_data *sd,struct item_data* id, int n){ Quote Link to comment Share on other sites More sharing options...
0 rickzera Posted August 8, 2019 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 51 Reputation: 3 Joined: 08/01/12 Last Seen: 23 hours ago Author Share Posted August 8, 2019 That line worked and now another error appeared when compiling can help? Thank you very much in advance Quote Link to comment Share on other sites More sharing options...
0 Mael Posted August 9, 2019 Group: Forum Moderator Topic Count: 25 Topics Per Day: 0.01 Content Count: 837 Reputation: 321 Joined: 02/11/19 Last Seen: 11 hours ago Share Posted August 9, 2019 16 hours ago, monkeydluffy said: That line worked and now another error appeared when compiling can help? Thank you very much in advance 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; Quote Link to comment Share on other sites More sharing options...
0 rickzera Posted August 9, 2019 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 51 Reputation: 3 Joined: 08/01/12 Last Seen: 23 hours ago Author Share Posted August 9, 2019 6 hours ago, Mael said: 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; I had no errors to compile. Now when I use the command it works. Through NPC that charges an item to transform items not appearing in script list. //============================================================ // ------------------------------------------------------------------------------- // Script Name : Headgear to Costume converter >> Costume to Headgear converter // ------------------------------------------------------------------------------- // Description : // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a // costume item. It will remove any card and refine of the Item. // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low) // into its original form. It will not return any card or refine of the item. // ------------------------------------------------------------------------------- - script Costume Clown -1,{ mes "[Clown]"; mes "Here you can convert your headgears into a Costume Headgear or restore to its Original State."; mes "And it only cost 1 ^0000FFCostume Ticket^000000 when you're converting or restoring your headgear."; switch(select("I want to convert.:I want to restore.:No thanks.")) { case 1: next; if(countitem(607) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to convert your headgear into a ^0000FFCostume^000000"; close; } mes "[Clown]"; mes "Please, select what to convert."; mes "Remember, cards and refine will be removed."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 1, 9, 10; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } costume .@Part; // Convert the Headgear delitem 607,1; mes "[Clown]"; mes "Done, enjoy your costume headgear."; close; case 2: next; if(countitem(607) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to restoring your headgear into its Original State."; close; } mes "[Clown]"; mes "Please, select what to restore."; mes "Remember, I will only restore it back without refine and cards."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 13, 12, 11; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } a = getequipid(.@Part); delitem a,1; getitem a,1; delitem 607,1; mes "[Clown]"; mes "Done, enjoy your restored headgear."; close; case 3: next; mes "[Clown]"; mes "Very well. Return at once if you seek my services."; close; } } // -------------------------------------------------------------------------- // Use duplicates to put your npc on different cities // -------------------------------------------------------------------------- prontera,168,162,2 duplicate(Costume Clown) Costume Clown#1 715 Quote Link to comment Share on other sites More sharing options...
0 Mael Posted August 9, 2019 Group: Forum Moderator Topic Count: 25 Topics Per Day: 0.01 Content Count: 837 Reputation: 321 Joined: 02/11/19 Last Seen: 11 hours ago Share Posted August 9, 2019 use @costumeitem 2285, if you can create an item costume like this, you need a new script to convert items into costumes. Quote Link to comment Share on other sites More sharing options...
0 rickzera Posted August 10, 2019 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 51 Reputation: 3 Joined: 08/01/12 Last Seen: 23 hours ago Author Share Posted August 10, 2019 6 hours ago, Mael said: use @costumeitem 2285, if you can create an item costume like this, you need a new script to convert items into costumes. do you have any there? Quote Link to comment Share on other sites More sharing options...
0 freezing1 Posted August 21, 2019 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 53 Reputation: 4 Joined: 10/02/16 Last Seen: 23 hours ago Share Posted August 21, 2019 de novo guerra? pbgo em breve? Quote Link to comment Share on other sites More sharing options...
0 kalabasa Posted January 10, 2021 Group: Members Topic Count: 123 Topics Per Day: 0.05 Content Count: 478 Reputation: 14 Joined: 11/30/17 Last Seen: January 23 Share Posted January 10, 2021 (edited) restoring costume to normal one's are only working and if you have two identical headgears it convert but not actually Edited January 10, 2021 by kalabasa Quote Link to comment Share on other sites More sharing options...
Question
rickzera
Can anyone help me with this problem at compile time?
https://github.com/secretdataz/rathena/commit/12acccd30b970e73ee7bce60b97ed434d4577a1f
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