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authorHaruna <haru@dotalux.com>2014-12-10 20:53:13 +0100
committerHaruna <haru@dotalux.com>2014-12-10 20:53:13 +0100
commit1464cdf328754949245cc825b97d65d944e49f9b (patch)
tree883f1a889a4b65a63109fd1bfcb630481bba29ae
parent0cd2a40617be96f38cc7d0b88e5ffa4217a47f83 (diff)
parent4b205d66cda8872f999ae0c8cf9d49048fcf77a5 (diff)
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Merge pull request #401 from GmOcean/master
A few additional commands, with an edit to *getinventorylist;
-rw-r--r--doc/script_commands.txt132
-rw-r--r--src/map/script.c213
2 files changed, 327 insertions, 18 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 33e706004..3467a5366 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -2922,7 +2922,7 @@ recreate these items perfectly if they are destroyed. Here's what you get:
@inventorylist_id[] - array of item ids.
@inventorylist_amount[] - their corresponding item amounts.
-@inventorylist_equip[] - whether the item is equipped or not.
+@inventorylist_equip[] - will return the slot the item is equipped on, if at all.
@inventorylist_refine[] - for how much it is refined.
@inventorylist_identify[] - whether it is identified.
@inventorylist_attribute[] - whether it is broken.
@@ -2933,8 +2933,8 @@ recreate these items perfectly if they are destroyed. Here's what you get:
made by a specific craftsman.
@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
expires.
-@inventorylist_count - the number of items in these lists.
@inventorylist_bound - whether it is an account bounded item or not.
+@inventorylist_count - the number of items in these lists.
This could be handy to save/restore a character's inventory, since no
other command returns such a complete set of data, and could also be the
@@ -2951,6 +2951,42 @@ runs of 'getinventorylist'.
---------------------------------------
+*getcartinventorylist;
+
+This command sets a bunch of arrays with a complete list of whatever the
+invoking character has in its cart_inventory, including all the data needed to
+recreate these items perfectly if they are destroyed. Here's what you get:
+
+@cartinventorylist_id[] - array of item ids.
+@cartinventorylist_amount[] - their corresponding item amounts.
+@cartinventorylist_refine[] - for how much it is refined.
+@cartinventorylist_identify[] - whether it is identified.
+@cartinventorylist_attribute[] - whether it is broken.
+@cartinventorylist_card1[] - These four arrays contain card data for the
+@cartinventorylist_card2[] items. These data slots are also used to store
+@cartinventorylist_card3[] names inscribed on the items, so you can
+@cartinventorylist_card4[] explicitly check if the character owns an item
+ made by a specific craftsman.
+@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
+ expires.
+@cartinventorylist_bound - whether it is an account bounded item or not.
+@cartinventorylist_count - the number of items in these lists.
+
+This could be handy to save/restore a character's cart_inventory, since no
+other command returns such a complete set of data, and could also be the
+only way to correctly handle an NPC trader for carded and named items who
+could resell them - since NPC objects cannot own items, so they have to
+store item data in variables and recreate the items.
+
+Notice that the variables this command generates are all temporary,
+attached to the character, and integer.
+
+Be sure to use @cartinventorylist_count to go through these arrays, and not
+'getarraysize', because the arrays are not automatically cleared between
+runs of 'getcartinventorylist'.
+
+---------------------------------------
+
*cardscnt()
This function will return the number of cards inserted into the weapon
@@ -4787,6 +4823,68 @@ Example:
---------------------------------------
+*checkbound(<item_id>{,<bound_type>{,<refine>{,<attribute>{,<card_1>{,<card_2>{,<card_3>{,<card_4>}}}}}}});
+
+This command allows you to check whether or not the attached player has the specified bound item in their inventory.
+If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item
+of any type, so long as the other parameters match. In all cases, this command will return the bound type of the
+item found, or 0 if the specified item was not found.
+
+Valid bound types are:
+ 0 - All Bound types.
+ 1 - Account Bound
+ 2 - Guild Bound
+ 3 - Party Bound
+ 4 - Character Bound
+
+Optional Parameters:
+ bound_type - checks to see if the item has the specified bound type.
+ refine - checks to see if the item is refined to the given number.
+ attribute - whether the item is broken (1) or not (0).
+ card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well.
+
+Example:
+ // This will check if you have a bound (any type) 1205 (Cutter).
+ if (checkbound(1205)) {
+ mes "You have a bound Cutter";
+ } else {
+ mes "You do not have a bound Cutter";
+ }
+ close;
+
+ // This will also check if you have a bound (any type) 1205 (Cutter).
+ if (checkbound(1205,0)) {
+ mes "You have a bound Cutter";
+ } else {
+ mes "You do not have a bound Cutter";
+ }
+ close;
+
+ // This will check if the player doesn't have a bound 1205 (Cutter).
+ if (!checkbound(1205)) {
+ mes "You do not have a bound Cutter";
+ } else {
+ mes "You do have a bound Cutter";
+ }
+ close;
+
+ // This will check if the item found, has a bound type of 2 (guild_bound)
+ if (checkbound(1205) == 2) {
+ mes "You have a guild_bound Cutter";
+ } else {
+ mes "You do not have a guild_bound Cutter.";
+ }
+ close;
+
+ // This will check if you have a 'guild_bound' +7 1205 (Cutter).
+ if (checkbound(1205, 2, 7)) {
+ mes "You have a +7 guild_bound Cutter.";
+ } else {
+ mes "You don't have the required item.";
+ }
+ close;
+---------------------------------------
+
*getnameditem <item id>,<character name|character ID>;
*getnameditem "<item name>",<character name|character ID>;
@@ -5186,6 +5284,7 @@ like storage or cart.
---------------------------------------
*equip <item id>;
+*equip2 <item id>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
*autoequip <item id>,<option>;
These commands are to equip a equipment on the attached character.
@@ -5199,7 +5298,11 @@ Examples:
//This will equip a 1104 (falchion) on the character if this is in the
//inventory.
equip 1104;
-
+
+//This will equip a +10 1104 (falchion) on the character if this is in the
+//inventory.
+ equip2 1104,10,0,0,0,0,0;
+
//The invoked character will now automatically equip a falchion when it's
//looted.
autoequip 1104,1;
@@ -8340,11 +8443,32 @@ if (instance_check_party(getcharid(1),2,2,149)) {
mes "All online members are between levels 1-150 and at least two are online.";
close;
} else {
- mes "Sorry, your party does not meet requirements.";
+ mes "Sorry, your party does not meet the requirements.";
close;
}
---------------------------------------
+
+*instance_check_guild(<guild_id>{,<amount>{,<min>{,<max>}}});
+
+This function checks if a guild meets certain requirements, returning 1 if
+all conditions are met and 0 otherwise. it will only check online characters.
+
+amount - number of online guild members (default is 1).
+min - minimum level of all characters in the guild (default is 1).
+max - maximum level of all characters in the guild (default is max level in conf).
+
+Example:
+ if (instance_check_guild(getcharid(2), 2, 1, 150)) {
+ mes "Your guild meets the Memorial Dungeon requirements.",
+ mes "All online members are between levels 1-150 and at least two are online.";
+ close;
+ } else {
+ mes "Sorry, your guild does not meet the requirements.";
+ close;
+ }
+
+---------------------------------------
*instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>});
Updates the 'reload spawn' position of a instance,
diff --git a/src/map/script.c b/src/map/script.c
index e04ba6f32..a458bab49 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -10677,15 +10677,8 @@ BUILDIN(changebase) {
return true;
}
- if(sd->disguise == -1 && vclass != sd->vd.class_) {
- status->set_viewdata(&sd->bl, vclass);
- //Updated client view. Base, Weapon and Cloth Colors.
- clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- if (sd->vd.cloth_color)
- clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- clif->skillinfoblock(sd);
- }
+ if(sd->disguise == -1 && vclass != sd->vd.class_)
+ pc->changelook(sd,LOOK_BASE,vclass); //Updated client view. Base, Weapon and Cloth Colors.
return true;
}
@@ -12424,23 +12417,26 @@ BUILDIN(petloot)
* @inventorylist_card(0..3), @inventorylist_expire
* @inventorylist_count = scalar
*------------------------------------------*/
-BUILDIN(getinventorylist)
-{
+BUILDIN(getinventorylist){
TBL_PC *sd=script->rid2sd(st);
char card_var[NAME_LENGTH];
int i,j=0,k;
if(!sd) return true;
+
for(i=0;i<MAX_INVENTORY;i++) {
if(sd->status.inventory[i].nameid > 0 && sd->status.inventory[i].amount > 0) {
pc->setreg(sd,reference_uid(script->add_str("@inventorylist_id"), j),sd->status.inventory[i].nameid);
pc->setreg(sd,reference_uid(script->add_str("@inventorylist_amount"), j),sd->status.inventory[i].amount);
- pc->setreg(sd,reference_uid(script->add_str("@inventorylist_equip"), j),sd->status.inventory[i].equip);
+ if(sd->status.inventory[i].equip) {
+ pc->setreg(sd,reference_uid(script->add_str("@inventorylist_equip"), j),pc->equippoint(sd,i));
+ } else {
+ pc->setreg(sd,reference_uid(script->add_str("@inventorylist_equip"), j),0);
+ }
pc->setreg(sd,reference_uid(script->add_str("@inventorylist_refine"), j),sd->status.inventory[i].refine);
pc->setreg(sd,reference_uid(script->add_str("@inventorylist_identify"), j),sd->status.inventory[i].identify);
pc->setreg(sd,reference_uid(script->add_str("@inventorylist_attribute"), j),sd->status.inventory[i].attribute);
- for (k = 0; k < MAX_SLOTS; k++)
- {
+ for (k = 0; k < MAX_SLOTS; k++) {
sprintf(card_var, "@inventorylist_card%d",k+1);
pc->setreg(sd,reference_uid(script->add_str(card_var), j),sd->status.inventory[i].card[k]);
}
@@ -12453,6 +12449,34 @@ BUILDIN(getinventorylist)
return true;
}
+BUILDIN(getcartinventorylist){
+ TBL_PC *sd=script->rid2sd(st);
+ char card_var[NAME_LENGTH];
+
+ int i,j=0,k;
+ if(!sd) return true;
+
+ for(i=0;i<MAX_CART;i++) {
+ if(sd->status.cart[i].nameid > 0 && sd->status.cart[i].amount > 0) {
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_id"), j),sd->status.cart[i].nameid);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_amount"), j),sd->status.cart[i].amount);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_equip"), j),sd->status.cart[i].equip);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_refine"), j),sd->status.cart[i].refine);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_identify"), j),sd->status.cart[i].identify);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_attribute"), j),sd->status.cart[i].attribute);
+ for (k = 0; k < MAX_SLOTS; k++) {
+ sprintf(card_var, "@cartinventorylist_card%d",k+1);
+ pc->setreg(sd,reference_uid(script->add_str(card_var), j),sd->status.cart[i].card[k]);
+ }
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_expire"), j),sd->status.cart[i].expire_time);
+ pc->setreg(sd,reference_uid(script->add_str("@cartinventorylist_bound"), j),sd->status.cart[i].bound);
+ j++;
+ }
+ }
+ pc->setreg(sd,script->add_str("@cartinventorylist_count"),j);
+ return true;
+}
+
BUILDIN(getskilllist)
{
TBL_PC *sd=script->rid2sd(st);
@@ -13858,6 +13882,57 @@ BUILDIN(autoequip)
return true;
}
+/*=======================================================
+ * Equip2
+ * equip2 <item id>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
+ *-------------------------------------------------------*/
+BUILDIN(equip2)
+{
+ int i,nameid,ref,attr,c0,c1,c2,c3;
+ struct item_data *item_data;
+ TBL_PC *sd;
+
+ sd = script->rid2sd(st);
+
+ if ( sd == NULL ) {
+ script_pushint(st,0);
+ return true;
+ }
+
+ nameid = script_getnum(st,2);
+ if( (item_data = itemdb->exists(nameid)) == NULL )
+ {
+ ShowError("Wrong item ID : equip2(%i)\n",nameid);
+ script_pushint(st,0);
+ return false;
+ }
+
+ ref = script_getnum(st,3);
+ attr = script_getnum(st,4);
+ c0 = (short)script_getnum(st,5);
+ c1 = (short)script_getnum(st,6);
+ c2 = (short)script_getnum(st,7);
+ c3 = (short)script_getnum(st,8);
+
+ ARR_FIND( 0, MAX_INVENTORY, i,( sd->status.inventory[i].equip == 0 &&
+ sd->status.inventory[i].nameid == nameid &&
+ sd->status.inventory[i].refine == ref &&
+ sd->status.inventory[i].attribute == attr &&
+ sd->status.inventory[i].card[0] == c0 &&
+ sd->status.inventory[i].card[1] == c1 &&
+ sd->status.inventory[i].card[2] == c2 &&
+ sd->status.inventory[i].card[3] == c3 ) );
+
+ if( i < MAX_INVENTORY ) {
+ script_pushint(st,1);
+ pc->equipitem(sd,i,item_data->equip);
+ }
+ else
+ script_pushint(st,0);
+
+ return true;
+}
+
BUILDIN(setbattleflag)
{
const char *flag, *value;
@@ -17127,6 +17202,63 @@ BUILDIN(instance_check_party) {
}
/*==========================================
+ * instance_check_guild
+ * Values:
+ * guild_id : Guild ID of the invoking character. [Required Parameter]
+ * amount : Amount of needed Guild Members for the Instance. [Optional Parameter]
+ * min : Minimum Level needed to join the Instance. [Optional Parameter]
+ * max : Maxium Level allowed to join the Instance. [Optional Parameter]
+ * Example: instance_check_guild (getcharid(2){,amount}{,min}{,max});
+ * Example 2: instance_check_guild (getcharid(2),1,1,99);
+ *------------------------------------------*/
+BUILDIN(instance_check_guild){
+ struct map_session_data *pl_sd;
+ int amount, min, max, i, guild_id, c = 0;
+ struct guild *g = NULL;
+
+ amount = script_hasdata(st,3) ? script_getnum(st,3) : 1;
+ min = script_hasdata(st,4) ? script_getnum(st,4) : 1;
+ max = script_hasdata(st,5) ? script_getnum(st,5) : MAX_LEVEL;
+
+ if( min < 1 || min > MAX_LEVEL ){
+ ShowError("instance_check_guild: Invalid min level, %d\n", min);
+ return true;
+ } else if( max < 1 || max > MAX_LEVEL ){
+ ShowError("instance_check_guild: Invalid max level, %d\n", max);
+ return true;
+ }
+
+ if( script_hasdata(st,2) )
+ guild_id = script_getnum(st,2);
+ else return true;
+
+ if( !(g = guild->search(guild_id)) ){
+ script_pushint(st,0);
+ return true;
+ }
+
+ for( i = 0; i < MAX_GUILD; i++ )
+ if( (pl_sd = g->member[i].sd) )
+ if( map->id2bl(pl_sd->bl.id) ){
+ if( pl_sd->status.base_level < min ){
+ script_pushint(st,0);
+ return true;
+ } else if( pl_sd->status.base_level > max ){
+ script_pushint(st,0);
+ return true;
+ }
+ c++;
+ }
+
+ if( c < amount )
+ script_pushint(st,0);
+ else
+ script_pushint(st,1);
+
+ return true;
+}
+
+/*==========================================
* Custom Fonts
*------------------------------------------*/
BUILDIN(setfont)
@@ -18474,6 +18606,55 @@ BUILDIN(countbound)
return 0;
}
+/*==========================================
+ * checkbound(<item_id>{,<bound_type>{,<refine>{,<attribute>{,<card_1>{,<card_2>{,<card_3>{,<card_4>}}}}}}});
+ * Checks to see if specified item is in inventory.
+ * Returns the bound type of item found.
+ * Type:
+ * 1 - Account Bound
+ * 2 - Guild Bound
+ * 3 - Party Bound
+ * 4 - Character Bound
+ *------------------------------------------*/
+BUILDIN(checkbound){
+ int i, nameid = script_getnum(st,2);
+ int bound_type = 0, ref, attr, c1, c2, c3, c4;
+ TBL_PC *sd;
+
+ sd = script->rid2sd(st);
+ if( sd == NULL )
+ return false;
+
+ if( !(itemdb->exists(nameid)) ){
+ ShowError("script_checkbound: Invalid item ID = %d\n", nameid);
+ return false;
+ }
+
+ if (script_hasdata(st,3))
+ bound_type = script_getnum(st,3);
+
+ if( bound_type <= -1 || bound_type > IBT_MAX ){
+ ShowError("script_checkbound: Not a valid bind type! Type=%d\n", bound_type);
+ }
+
+ ARR_FIND( 0, MAX_INVENTORY, i, (sd->status.inventory[i].nameid == nameid &&
+ ( sd->status.inventory[i].refine == (script_hasdata(st,4)? (ref = script_getnum(st,4)) : sd->status.inventory[i].refine) ) &&
+ ( sd->status.inventory[i].attribute == (script_hasdata(st,5)? (attr = script_getnum(st,5)) : sd->status.inventory[i].attribute) ) &&
+ ( sd->status.inventory[i].card[0] == (script_hasdata(st,6)? (c1 = script_getnum(st,6)) : sd->status.inventory[i].card[0]) ) &&
+ ( sd->status.inventory[i].card[1] == (script_hasdata(st,7)? (c2 = script_getnum(st,7)) : sd->status.inventory[i].card[1]) ) &&
+ ( sd->status.inventory[i].card[2] == (script_hasdata(st,8)? (c3 = script_getnum(st,8)) : sd->status.inventory[i].card[2]) ) &&
+ ( sd->status.inventory[i].card[3] == (script_hasdata(st,9)? (c4 = script_getnum(st,9)) : sd->status.inventory[i].card[3]) ) &&
+ ((sd->status.inventory[i].bound > 0 && !bound_type) || sd->status.inventory[i].bound == bound_type )) );
+
+ if( i < MAX_INVENTORY ){
+ script_pushint(st, sd->status.inventory[i].bound);
+ return true;
+ } else
+ script_pushint(st,0);
+
+ return true;
+}
+
/* bg_match_over( arena_name {, optional canceled } ) */
/* returns 0 when successful, 1 otherwise */
BUILDIN(bg_match_over) {
@@ -19162,6 +19343,7 @@ void script_parse_builtin(void) {
BUILDIN_DEF(makepet,"i"),
BUILDIN_DEF(getexp,"ii"),
BUILDIN_DEF(getinventorylist,""),
+ BUILDIN_DEF(getcartinventorylist,""),
BUILDIN_DEF(getskilllist,""),
BUILDIN_DEF(clearitem,""),
BUILDIN_DEF(classchange,"ii"),
@@ -19270,6 +19452,7 @@ void script_parse_builtin(void) {
BUILDIN_DEF(npcshopattach,"s?"),
BUILDIN_DEF(equip,"i"),
BUILDIN_DEF(autoequip,"ii"),
+ BUILDIN_DEF(equip2,"iiiiiii"),
BUILDIN_DEF(setbattleflag,"si"),
BUILDIN_DEF(getbattleflag,"s"),
BUILDIN_DEF(setitemscript,"is?"), //Set NEW item bonus script. Lupus
@@ -19370,6 +19553,7 @@ void script_parse_builtin(void) {
BUILDIN_DEF(has_instance,"s?"),
BUILDIN_DEF(instance_warpall,"sii?"),
BUILDIN_DEF(instance_check_party,"i???"),
+ BUILDIN_DEF(instance_check_guild,"i???"),
BUILDIN_DEF(instance_mapname,"s?"),
BUILDIN_DEF(instance_set_respawn,"sii?"),
BUILDIN_DEF2(has_instance,"has_instance2","s"),
@@ -19410,6 +19594,7 @@ void script_parse_builtin(void) {
BUILDIN_DEF2(getitem,"getitembound","vii?"),
BUILDIN_DEF2(getitem2,"getitembound2","viiiiiiiii?"),
BUILDIN_DEF(countbound, "?"),
+ BUILDIN_DEF(checkbound, "i???????"),
//Quest Log System [Inkfish]
BUILDIN_DEF(questinfo, "ii??"),