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Updated headgear > costume


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Hey everyone! 

 

I'm wondering if there is an updated version of the headgear to costume convert script / source. 

Would an older version suffice as long as it is compatible with all shadow equipment? 

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On 8/9/2019 at 9:43 PM, Mael said:

 


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;

 

@costumeitem.diff

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