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Cydh

SC Config Files

I want to know about..  

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I and @Lighta was talking about to move hardoceds SC's config to db files, lighta started it and made prototype the status_db file (Oct 16th, 2013). He knows I like db, then he asked me to continue it. Then, in any reason, I stopped it.
 
Now, I'm starting it back, and still testing also checking the configs for SC since many SC changes (@Aleos did it!)
The config files are:

 

 

Try it!

Here in sc_config branch on rAthena repo (added in May 27th, 2014)

I hope at least, I get 1 tester. :D

 

Or, you can test on my test server, use this clientinfo.xml, (2013-08-07a Ragexe client)

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That ideas sounds good!,how about add additional bonus script  field which will be run while specific sc sate  was started

 

SC,SI,SCS,SCB,OPT1,OPT2,OPT3,Option,Flag,Type {,{ bonus xxx.... } }

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That's already crossed on my mind, then I dropped it because I just got other idea to make some new labels, like OnSCStarted and OnSCEnded, then maybe can make new script command to check sc_isactive(<SC>), that maybe can be used on OnPCCalcEvent.

 

Then I think maybe later, at least finish the main issue first. /heh

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Keep up the good work. :P I know I broke the original diff with all the 3rd skill changes.

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agree+1

Is a great work !

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Look good look good, didn't review it yet but if you people want to try it and give us feedback that will help.

The main idea when I started was this:

-Offert a way to easily add/remove Status_Icone without the need of recompiling server.

-Allow Status_Bonus, to be enable or disable by simply removing SCB from it. (not just prevent the recalculation like actual but really doesn't trigger the bonus)

-Allow Status listing mode alteration on the fly (without the need of reboot). like if you wanted put a status that was removed on death permanent just alter his flag.

(whereas adding it to a hardcoded list actually).

In short remove as possible the hardcoded list into the emulator and offert the possibility of admin to edit this easily without the need of src edit.

 

@Cydh

In sc_config_db.txt I didn't get the purpose of type (buff/debuff) and it seem you have forget to put it in your exemple =). What does this implies?

SCO_REM_ONLOGOUT        = Remove when player logs out

Shouldn't this be the default ? so we should have SCM_NO_REM_ONLOGOUT instead ??

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This is nice!
Does it mean we can use the visual effect like (Stone Curse/Poison) on a custom status?

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yes you should be able, are you talking about the option part?

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@Cydh

In sc_config_db.txt I didn't get the purpose of type (buff/debuff) and it seem you have forget to put it in your exemple =). What does this implies?

SCO_REM_ONLOGOUT        = Remove when player logs out

Shouldn't this be the default ? so we should have SCM_NO_REM_ONLOGOUT instead ??

yo lighta, that my snippets aren't updated yet. I changed the naming for SCO to SCF (status change flag). and, everything that in my fork (sc_config branch) are updated now. I'll update my code snippets.

 

For SC type, which before rA using 'debuff_on_logout' to decide which buff type that will be removed when player logs out.

Now, if 'debuff_on_logout' = 0, remove only SC that has SC_NO_SAVE, when 'debuff_on_logout' is 1, it will remove SC with SC_NO_SAVE and as negative negative buff (SC with type 1), so by default, SC is type 0, as positive buff which will be removed when player logs out when 'debuff_on_logout' is 2. Also, before, there are some SC that typed as "Debuff" or "Buff" that removed by status_change_clear_buffs().

 

 

Maybe if rA wants, can make branch sc_config so I can do PR for that branch instead of the master branch.

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Ah ok for the status_change_clear_buffs part, for the debuff_on_logout part coupled with SC_NO_SAVE I have a feeling that a bit too overly complex.

I mean for logout we should just say, if he have NO_SAVE drop it that it.

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yes you should be able, are you talking about the option part?

Just to be clear, if you use Stone Curse VISUAL effect, you won't be immobile right? Since you're only taking the visual effects.

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yes you should be able, are you talking about the option part?

Just to be clear, if you use Stone Curse VISUAL effect, you won't be immobile right? Since you're only taking the visual effects.

 

 

Actually, I want just like that, "just give the visual effect", but like or not, by adding the OPT1, player marked as 'pc_cant_act'. :(

Seems need to make flag that really can decide which status that make immobilze, cannot cast, cannot attacking, and something.

Then we can use OPTs only as visual effect, by asking clif_changeoption(). (you can try by using @send 0x229 L<account_id> 1)

add sc->cant.* in same line beside pc_cant_act() and pc_cant_act2().

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I've added sc_config branch in rAthena main repository. :D It's the 12,000th commit (even is not in master branch :P)

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good job!

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great work!

Edited by Namine210

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This will never be released?

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