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BG Eamod


Anubis-K

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File Name: BG Eamod

File Submitter: Anubis-K

File Submitted: 13 Sep 2014

File Category: Source Modifications

Content Author: Zephyrus, recode AnubisK


 


Hi,

I'm not the autor, I just made the code compatible with rathena. All the credits go to the guy that developed Eamod, whoever Zephyrus is.

I found this (original file): https://code.google.com/p/eamod-retail/source/browse/trunk/eAmod-A/Diffs/battleground/eAthena.patch

And I was informed that the same file can be dowloaded from: http://eamod.wordpress.com/

The BG NPCs are in: https://code.google.com/p/eamod-retail/source/browse/#svn%2Ftrunk%2FeAmod-A%2FDiffs%2Fbattleground%2Fnpc%2Fbattleground

Compare with rathena NPCs and modify acoording you need.

I Just made it compatible and compilable, please inform any bug you find.

Have fun.

Note: compatible with 20ff69e

 


Click here to download this file

 

 

Note: This version does not have the guild system... yet

Edited by Anubis-K
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Thx

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Wow this is nice. i will test this.

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thanks for share and make it compatible for rathena :D

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what is the guild system?

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+1

Edited by Ginji
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i think you are not allowed to post this

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@fictionx: Guild system: That is the good think about Eamod BG. When you join the BG your char will be added to the teams which in that case are guilds. Then, the "guild master" (Team Leader) can use emergency call and the guild skills. That guild is a "Virtual Guild" just for the BG until you log out or the match end, you do not lose information about your own guild (if you have one).

Edited by Anubis-K
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@fictionx: Guild system: That is the good think about Eamod BG. When you join the BG your char will be added to the teams which in that case are guilds. Then, the "guild master" (Team Leader) can use emergency call and the guild skills. That guild is a "Virtual Guild" just for the BG until you log out or the match end, you do not lose information about your own guild (if you have one).

 

will you implement that soon?

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I will say it like this: I will make a patch, but the implementation is already done by Zephyrus who developed eamod.

Important is that I just fix the patch, the ideas and coding itself it are not mine, I want to make that really clear.

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I will say it like this: I will make a patch, but the implementation is already done by Zephyrus who developed eamod.

Important is that I just fix the patch, the ideas and coding itself it are not mine, I want to make that really clear.

 

alright. thanks just confused how to apply the Guild System it needs client side right?

Edited by Ginji
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Man this is a payed emulator, did you asked Zephy if you can do it?

They have maps, codes, etc only for they emulator.

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I will say it like this: I will make a patch, but the implementation is already done by Zephyrus who developed eamod.

Important is that I just fix the patch, the ideas and coding itself it are not mine, I want to make that really clear.

 

Hi, Anubis-K....I found your bg mod conflict with my code below:

 

 

// createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>;
BUILDIN_FUNC(createbgid) {
unsigned int bg_id;
if ( ( bg_id = bg_create( mapindex_name2id( script_getstr(st,2) ), script_getnum(st,3), script_getnum(st,4), script_getstr(st,5), script_getstr(st,6) ) ) > 0 )
script_pushint( st, bg_id );
else
script_pushint( st, 0 );
return SCRIPT_CMD_SUCCESS;
}

 

 

It showed error: 

warning C4047: 'function' : 'int' differs in levels of indirection from 'const char *'
warning C4024: 'bg_create' : different types for formal and actual parameter 4
error C2198: 'bg_create' : too few arguments for call
 

How to solve it ? Thanks....

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@fictionx: Guild system: That is the good think about Eamod BG. When you join the BG your char will be added to the teams which in that case are guilds. Then, the "guild master" (Team Leader) can use emergency call and the guild skills. That guild is a "Virtual Guild" just for the BG until you log out or the match end, you do not lose information about your own guild (if you have one).

Thanks for the reply :) .

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I got a warning while compiling on VB

1>..\src\map\script.c(17619): warning C4101: 'sd' : unreferenced local variable
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where can i find this maps ?

map: bat_a03
map: bat_a04
map: bat_a05
map: bat_b03
map: bat_b04
map: bat_b05
map: schg_cas06
map: schg_cas07
map: schg_cas08
map: arug_cas06
map: arug_cas07
map: arug_cas08
map: rush_cas01
map: rush_cas02
map: rush_cas03
map: rush_cas04
map: bat_c03
map: bat_c04
map: bat_c05
map: bat_c06
map: bat_c07
map: bat_c08
map: region_8
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@Darkpurple : what version of the emulator do you have? at least with 20ff69e, works ok. How did you applpy the patch?

 

@Ginji: my bad, it is a duplicated line. if you take a look to the method where that line belongs, you will see it twice.

 

@fictionx: In the same page of googlecode where I found the patch. Remember, those NPC may not work correctly (bugs). So you need to optimize them, and I'm not planning to do that.

https://code.google.com/p/eamod-retail/source/browse/#svn%2Ftrunk%2FeAmod-A%2FClientSide

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@Darkpurple : what version of the emulator do you have? at least with 20ff69e, works ok. How did you applpy the patch?

 

@Ginji: my bad, it is a duplicated line. if you take a look to the method where that line belongs, you will see it twice.

 

@fictionx: In the same page of googlecode where I found the patch. Remember, those NPC may not work correctly (bugs). So you need to optimize them, and I'm not planning to do that.

https://code.google.com/p/eamod-retail/source/browse/#svn%2Ftrunk%2FeAmod-A%2FClientSide

 

Anubis-k 1 question about this eAmod i was testing the script of bg_conquest it seems that its not working

 

 

and here is the line

-	int x, y, mapindex = 0, bg_id, n;
-	unsigned char i;
-
-	if( script_hasdata(st,7) )
-		nd = npc_name2id(script_getstr(st,7));
-	else
-		nd = (struct npc_data *)map_id2bl(st->oid);
+	int x, y, i, mapindex = 0, guild_index, bg_id;
+	struct map_session_data *sd;
 
+	nd = (struct npc_data *)map_id2bl(st->oid);

and on my trunk

	// BG eAmod
	//int x, y, mapindex = 0, bg_id, n;
	//unsigned char i;

	//if( script_hasdata(st,7) )
	//	nd = npc_name2id(script_getstr(st,7));
	//else
	//	nd = (struct npc_data *)map_id2bl(st->oid);
	int x, y, i, mapindex = 0, guild_index, bg_id;
	struct map_session_data *sd;
 
	nd = (struct npc_data *)map_id2bl(st->oid);
Edited by Ginji
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Did you add the maps to your mapcache and client?

does it dive a console error?

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Did you add the maps to your mapcache and client?

does it dive a console error?

 

No Error's in the map. but i did'nt add the map of eamod. instead i change them into the default map schg_cas06 = schg_cas01

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@Darkpurple : what version of the emulator do you have? at least with 20ff69e, works ok. How did you applpy the patch?

 

@Ginji: my bad, it is a duplicated line. if you take a look to the method where that line belongs, you will see it twice.

 

@fictionx: In the same page of googlecode where I found the patch. Remember, those NPC may not work correctly (bugs). So you need to optimize them, and I'm not planning to do that.

https://code.google.com/p/eamod-retail/source/browse/#svn%2Ftrunk%2FeAmod-A%2FClientSide

 

Because I am using Annieruru's <battleground system without waitingroom> in here:

http://rathena.org/board/topic/72571-battleground-system-without-waitingroom/

 

part of this:

// createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>;
BUILDIN_FUNC(createbgid) {
unsigned int bg_id;
if ( ( bg_id = bg_create( mapindex_name2id( script_getstr(st,2) ), script_getnum(st,3), script_getnum(st,4), script_getstr(st,5), script_getstr(st,6) ) ) > 0 )
script_pushint( st, bg_id );
else
script_pushint( st, 0 );
return SCRIPT_CMD_SUCCESS;
}

 

It showed error: 

warning C4047: 'function' : 'int' differs in levels of indirection from 'const char *'
warning C4024: 'bg_create' : different types for formal and actual parameter 4
error C2198: 'bg_create' : too few arguments for call
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i can't patch the bg mod. i have many rejected from tortoise svn.

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i can't patch the bg mod. i have many rejected from tortoise svn.

 

Do it manually. even if its a long way of adding the code.

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@Darkpurple: I have never use that system, you should recode and make it compatible. The parameters for the method are not the same.

 

@Ginji: I will take a look.

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