Jump to content
  • 0

[Error]Source | secret/costume


rickzera

Question


  • Group:  Members
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  51
  • Reputation:   3
  • Joined:  08/01/12
  • Last Seen:  

Link to comment
Share on other sites

9 answers to this question

Recommended Posts

  • 0

  • Group:  Developer
  • Topic Count:  36
  • Topics Per Day:  0.01
  • Content Count:  587
  • Reputation:   431
  • Joined:  01/26/16
  • Last Seen:  

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 by Secrets
  • Upvote 2
Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  23
  • Topics Per Day:  0.01
  • Content Count:  183
  • Reputation:   15
  • Joined:  06/10/12
  • Last Seen:  

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){

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  51
  • Reputation:   3
  • Joined:  08/01/12
  • Last Seen:  

That line worked and now another error appeared when compiling can help? Thank you very much in advance

yQWlBiB.png

Link to comment
Share on other sites

  • 0

  • Group:  Forum Moderator
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  830
  • Reputation:   316
  • Joined:  02/11/19
  • Last Seen:  

16 hours ago, monkeydluffy said:

That line worked and now another error appeared when compiling can help? Thank you very much in advance

yQWlBiB.png

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;

 

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  51
  • Reputation:   3
  • Joined:  08/01/12
  • Last Seen:  

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.

PGYiI0E.jpg

	//============================================================
// -------------------------------------------------------------------------------
//     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
	

Link to comment
Share on other sites

  • 0

  • Group:  Forum Moderator
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  830
  • Reputation:   316
  • Joined:  02/11/19
  • Last Seen:  

use @costumeitem 2285, if you can create an item costume like this, you need a new script to convert items into costumes.

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  25
  • Topics Per Day:  0.01
  • Content Count:  51
  • Reputation:   3
  • Joined:  08/01/12
  • Last Seen:  

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?

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  6
  • Topics Per Day:  0.00
  • Content Count:  53
  • Reputation:   4
  • Joined:  10/02/16
  • Last Seen:  

de novo guerra? pbgo em breve? ???????

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  123
  • Topics Per Day:  0.05
  • Content Count:  478
  • Reputation:   14
  • Joined:  11/30/17
  • Last Seen:  

restoring costume to normal one's are only working and if you have two identical headgears it convert but not actually

Edited by kalabasa
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...