Xantara Posted September 2, 2012 Group: Members Topic Count: 20 Topics Per Day: 0.00 Content Count: 243 Reputation: 206 Joined: 11/28/11 Last Seen: February 13, 2023 Share Posted September 2, 2012 What is it? The code was taken from *Amod (but tweaked to work with rA and fixed a few bugs). This system would allow (non-stackable, non-pet-egg) items to be bounded onto a player's account. This means that the bounded items cannot be traded, dropped, auctioned, nor mailed. But, they can be storaged so that it can be shared among the characters of that account. What does it include? - Item coloration to distinguish bounded items and non-bounded ones (see screenshot below) - Script commands (getitembound, getitembound2, equipisbounded) to create and check for bounded items - At commands (@itembound, @itembound2) to create bounded items - New group permission (can_trade_bounded) to allow the group to distribute these bounded items if enabled (mostly just for High GMs / Admins) - Changes to the SQL files to track bounded items. This would effect cart, inventory, and storage databases. 3 Link to comment Share on other sites More sharing options...
Euphy Posted September 2, 2012 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted September 2, 2012 I like the idea, it could be very useful. A different color would be nice. xD Link to comment Share on other sites More sharing options...
Ind Posted September 2, 2012 Group: Members Topic Count: 169 Topics Per Day: 0.03 Content Count: 1260 Reputation: 750 Joined: 11/19/11 Last Seen: April 11, 2013 Share Posted September 2, 2012 how this implements the color on 4-slotted items e.g. say a knife [4]? (as i understand the colours are added by the client to items with stuff in hidden sockets/slots) Link to comment Share on other sites More sharing options...
GreenBox Posted September 2, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 303 Reputation: 101 Joined: 11/13/11 Last Seen: October 11, 2023 Share Posted September 2, 2012 how this implements the color on 4-slotted items e.g. say a knife [4]? (as i understand the colours are added by the client to items with stuff in hidden sockets/slots) you can't(without client-side stuff) Link to comment Share on other sites More sharing options...
Xantara Posted September 2, 2012 Group: Members Topic Count: 20 Topics Per Day: 0.00 Content Count: 243 Reputation: 206 Joined: 11/28/11 Last Seen: February 13, 2023 Author Share Posted September 2, 2012 It uses a packet that was previously marked as Unknown (see clif.c changes). After searching, it seems like iRO already has account-bounded items (for cash shop items). I'm not sure if the packet he used is the same but it does change the color (without taking a slot). I've uploaded a diff to this post. However, it is not finished - better command naming not applied, guild storage has bound column but shouldn't, and at commands aren't included. I applied some bug fixes already but would prolly need a check for mailbox (as I don't see any in *Amod) [system]_item_bound.diff Link to comment Share on other sites More sharing options...
Ind Posted September 3, 2012 Group: Members Topic Count: 169 Topics Per Day: 0.03 Content Count: 1260 Reputation: 750 Joined: 11/19/11 Last Seen: April 11, 2013 Share Posted September 3, 2012 oh that's most interesting. looks good. Link to comment Share on other sites More sharing options...
Kenpachi Posted September 6, 2012 Group: Members Topic Count: 22 Topics Per Day: 0.00 Content Count: 764 Reputation: 220 Joined: 11/14/11 Last Seen: November 19, 2020 Share Posted September 6, 2012 - Item coloration to distinguish bounded items and non-bounded ones (see screenshot below) Custom feature which wont work in every case. -> No, I don't like it. And this is kind of related: unique item_id discussion Link to comment Share on other sites More sharing options...
Ind Posted September 6, 2012 Group: Members Topic Count: 169 Topics Per Day: 0.03 Content Count: 1260 Reputation: 750 Joined: 11/19/11 Last Seen: April 11, 2013 Share Posted September 6, 2012 Custom feature which wont work in every case. -> No, I don't like it. as per the diff xantara has provided it works on all cases despite how many slots a item has. Link to comment Share on other sites More sharing options...
Kichi Posted January 8, 2013 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 509 Reputation: 80 Joined: 11/20/11 Last Seen: October 3, 2020 Share Posted January 8, 2013 account bound can be implemented by using restriction item_trade.db I'm interested in color change system +1 for modification Link to comment Share on other sites More sharing options...
Kisuka Posted January 8, 2013 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 56 Reputation: 30 Joined: 02/22/12 Last Seen: August 8, 2020 Share Posted January 8, 2013 Account bound items are handled by item_trade as Kichi said above. No need to implement something new, it already works. Though the different color text is interesting as long as that's an official feature of RO. Link to comment Share on other sites More sharing options...
Stolao Posted January 8, 2013 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: 7 hours ago Share Posted January 8, 2013 There is a difference between this and item_trade, this would create a single instance of that items being bound, while the item_trade blocks its trade altogether. example: getitembound 1136; //(Solar Sword[0]) this one Solar Sword[0] would not be trade-able, however if they go and get it from Pharaoh that one would be trade-able I don't think its worth adding though because this can be done via duplicate item in item_db2 and make that restricted in the item_trade Only Instance getitembound would be useful imo is when you want a common gear account bound and its involved in quests so would have to modify the quest script 2 Link to comment Share on other sites More sharing options...
GM Takumirai Posted January 8, 2013 Group: Members Topic Count: 69 Topics Per Day: 0.01 Content Count: 592 Reputation: 31 Joined: 11/14/11 Last Seen: July 29, 2015 Share Posted January 8, 2013 As stolao said in example +1 for this topic.. the problem in item_trade if you list an item there all item will be account bound same as mob drops.. by use of this item bound sytem we can bound an item and the item drop in monster will not be change.. hope this will be implemented.. Link to comment Share on other sites More sharing options...
Zopokx Posted January 10, 2013 Group: Members Topic Count: 2 Topics Per Day: 0.00 Content Count: 22 Reputation: 4 Joined: 01/09/13 Last Seen: November 13, 2022 Share Posted January 10, 2013 Everything that is an official feature is welcome. +1 for this proposal. Coloured items are good, but commands related to this are mandatory too! Link to comment Share on other sites More sharing options...
Euphy Posted March 7, 2013 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted March 7, 2013 Linking: http://rathena.org/board/topic/71152-account-bound-items/ This needs more opinions. Who else would like to see this added? Does anyone disagree? 1 Link to comment Share on other sites More sharing options...
Angel Posted March 7, 2013 Group: Members Topic Count: 12 Topics Per Day: 0.00 Content Count: 85 Reputation: 17 Joined: 12/25/11 Last Seen: Wednesday at 01:25 AM Share Posted March 7, 2013 +1 for add to the code, i like this mod a lot, anyway this is a official feature. Link to comment Share on other sites More sharing options...
Relzz Posted March 7, 2013 Group: Members Topic Count: 33 Topics Per Day: 0.01 Content Count: 355 Reputation: 34 Joined: 02/09/12 Last Seen: February 6 Share Posted March 7, 2013 +1 Link to comment Share on other sites More sharing options...
Feistz Posted March 7, 2013 Group: Members Topic Count: 14 Topics Per Day: 0.00 Content Count: 139 Reputation: 10 Joined: 11/10/11 Last Seen: August 22, 2022 Share Posted March 7, 2013 I dont see reasons why we should not agree with this. Its an official feature to start with +1 to this Link to comment Share on other sites More sharing options...
Cydh Posted June 3, 2013 Group: Developer Topic Count: 153 Topics Per Day: 0.03 Content Count: 2285 Reputation: 747 Joined: 06/16/12 Last Seen: February 21 Share Posted June 3, 2013 +1 modern MMORPGs have bind/bound item system for same item.. this is better than item_notrade that for all items with same ID. this bound item makes possibility 1 item ID can be bound item or unbound. using color to mark it as bound item is cool. Link to comment Share on other sites More sharing options...
Akinari Posted June 3, 2013 Group: Members Topic Count: 32 Topics Per Day: 0.01 Content Count: 247 Reputation: 207 Joined: 10/23/12 Last Seen: March 2, 2022 Share Posted June 3, 2013 Lighta and I were discussing this and I've decided to take up this project. We are talking about expanding to include the guild bound items as well. I will keep you informed of progress. I am starting to work on this now. 1 Link to comment Share on other sites More sharing options...
Akinari Posted June 6, 2013 Group: Members Topic Count: 32 Topics Per Day: 0.01 Content Count: 247 Reputation: 207 Joined: 10/23/12 Last Seen: March 2, 2022 Share Posted June 6, 2013 Here's an update on the progress of this. It's turning out to be more than originally planned, but I think it will be a well accepted addition. Base system implemented [Completed] Account bound item checks [Completed] Guild bound system [Completed] <- Early thanks for Lighta for the help on this Party bound system [Completed] Script command additions [Completed] Additional modifications (@ command mods, ???) [Completed] The base system serves the function of grabbing the item data information from the SQL table and the conditionals within each of the trade, drop, and store functions. Many thanks to Xantara for providing the first diff for me to get started. Bound items are considered unique and will behave like so within the server and client, this means that you can create stackable bound items without issues (hopefully). Cards obviously wouldn't be recommended as they no longer hold bound information after being added to slots. The base system includes the permissions override function for bound items. The account bound items are able to be stored in regular storage and cart. They cannot be sold, traded, put into guild storage, mailed, vended, or auctioned without proper permissions. Not much else is needed to be said about these as they're quite straightforward. Guild bound items are able to only be stored in guild storage and traded to other guild members of the same guild. These items are unique and with a fully implemented system will allow for a wide variety of uses to guilds, being able to create, or modify current items to be guild bound. What makes guild bound items so neat is the fact that they will never be lost to members of a guild that leave or are expelled. On secession of expulsion, these items leave the player inventory and are automatically placed into the guild storage for instant retrieval. On guild break, the items within the guild master's inventory are automatically reverted to normal items. Currently the only portion of this system that isn't done is the retrieval of items from offline characters that are expelled. Party bound items are meant to be for temporary use (ie: a powerful weapon for an instance or event). These items will be of much more use in scripting with the addition of party script commands. They can only be traded to other party members, with no method of storage or vending allowed. Party bound items are never automatically transferred. Instead, these items are deleted whenever a player leaves the party or the party is deleted. Script command additions will allow the creation of normal items without extra parameters, like getitem, and a more advanced used, like getitem2. There will also be an addition to getinventorylist to include bound item data so there will be at least 1 method to check for bound items within scripts. I think that about sums up what's going on with this. If you have any thoughts, don't hesitate to let me know what's on your mind. Thanks for taking the time to read. Edit: Updated progress. Should be able to release in a day or two. 1 Link to comment Share on other sites More sharing options...
Akinari Posted June 7, 2013 Group: Members Topic Count: 32 Topics Per Day: 0.01 Content Count: 247 Reputation: 207 Joined: 10/23/12 Last Seen: March 2, 2022 Share Posted June 7, 2013 Updated above post. Link to comment Share on other sites More sharing options...
Daegaladh Posted June 9, 2013 Group: Developer Topic Count: 30 Topics Per Day: 0.01 Content Count: 238 Reputation: 147 Joined: 11/21/11 Last Seen: 20 hours ago Share Posted June 9, 2013 It could be very useful to add a bound option for character too. Link to comment Share on other sites More sharing options...
Lighta Posted June 9, 2013 Group: Members Topic Count: 16 Topics Per Day: 0.00 Content Count: 737 Reputation: 216 Joined: 11/29/11 Last Seen: December 20, 2020 Share Posted June 9, 2013 @Daegaladh Will the char one let you put item and storage and prevent other to retrieve from it and block all trade ? Link to comment Share on other sites More sharing options...
Daegaladh Posted June 9, 2013 Group: Developer Topic Count: 30 Topics Per Day: 0.01 Content Count: 238 Reputation: 147 Joined: 11/21/11 Last Seen: 20 hours ago Share Posted June 9, 2013 I mean that you could not move those items from your character's inventory, only equip or consume them, and could only be deleted through script command. Link to comment Share on other sites More sharing options...
Akinari Posted June 9, 2013 Group: Members Topic Count: 32 Topics Per Day: 0.01 Content Count: 247 Reputation: 207 Joined: 10/23/12 Last Seen: March 2, 2022 Share Posted June 9, 2013 It would be very simple to add that into the system. It's too bad I hadn't thought about a completely different way of looking at this when I started. I was thinking it would be much more versatile to do item permissions rather than hard coded bound types. Example: 0 - All Permissions 1 - Cannot Drop 2 - Cannot Sell 4 - Cannot Guild Store 8 - Cannot Account Store 16 - Cannot Trade 32 - Cannot Vend 64 - Cannot Mail 128 - Cannot Auction A system like that. Ours is still very usable, just thought of this after I finished adding the current system. Back to the original character bound question, it can be done with a few simple checks and additions to the scripts/atcommands. We already have a custom system so I don't see why adding to it would be a bad thing. 1 Link to comment Share on other sites More sharing options...
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