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xlaws27

@costumeitem adds stats

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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// CostumeItem Hercules Plugin// Special Thanks for Mr. [Hercules/Ind]#include "common/hercules.h"#include <stdio.h>#include <stdlib.h>#include <string.h>#include "common/memmgr.h"#include "common/timer.h"#include "common/HPMi.h"#include "common/mmo.h"#include "map/itemdb.h"#include "map/battle.h"#include "map/script.h"#include "map/status.h"#include "map/clif.h"#include "map/pet.h"#include "map/map.h"#include "map/mob.h"#include "map/pc.h"#include "common/HPMDataCheck.h"#define cap_value(a, min, max) (((a) >= (max)) ? (max) : ((a) <= (min)) ? (min) : (a))/*1.0 Initial Release [Mhalicot]1.0a Fixed Typo (usage: @ci <item name/ID>) changed to (usage: @costumeitem <item name/ID>) thx to DP2.0 Converted Costume Items will now removed normal stats and Bonuses. [Mhalicot]3.0 Item Combos will now Ignore Converted Costume Items. [Mhalicot]3.1 Fixed HP/SP becomes 1/1 [Mhalicot]3.2 Fixed Sinx Can't Equipt dagger/sword on both arms(L/R), Special Thanks to Haru for Help [Mhalicot]3.3 Fixed Error when compiling.3.4 Fixed Error when compiling.3.4a Updated According to new hercules.[Dastgir]3.5 Updated Costume with new Hercules, some other changes. [Dastgir]*/HPExport struct hplugin_info pinfo = {	"costumeitem",		// Plugin name	SERVER_TYPE_MAP,	// Which server types this plugin works with?	"3.5",				// Plugin version	HPM_VERSION,		// HPM Version (don't change, macro is automatically updated)};static inline void status_cpy(struct status_data* a, const struct status_data* {	memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));}// Costume Systemint reserved_costume_id = 999998;void costume_id(const char *val) {	reserved_costume_id = atoi(val);}uint16 GetWord(uint32 val, int idx) {	switch( idx ) {	case 0: return (uint16)( (val & 0x0000FFFF)         );	case 1: return (uint16)( (val & 0xFFFF0000) >> 0x10 );	default:		ShowDebug("GetWord: invalid index (idx=%d)n", idx);		return 0;	}}uint32 MakeDWord(uint16 word0, uint16 word1) {	return		( (uint32)(word0        ) )|		( (uint32)(word1 << 0x10) );}int alternate_item(int index){	switch(index){		case EQP_HEAD_LOW:			return EQP_COSTUME_HEAD_LOW;		case EQP_HEAD_TOP:			return EQP_COSTUME_HEAD_TOP;		case EQP_HEAD_MID:			return EQP_COSTUME_HEAD_MID;		case EQP_HAND_R:			return EQP_SHADOW_WEAPON;		case EQP_HAND_L:			return EQP_SHADOW_SHIELD;		case EQP_ARMOR:			return EQP_SHADOW_ARMOR;		case EQP_SHOES:			return EQP_SHADOW_SHOES;		case EQP_GARMENT:			return EQP_COSTUME_GARMENT;		case EQP_ACC_L:			return EQP_SHADOW_ACC_L;		case EQP_ACC_R:			return EQP_SHADOW_ACC_R;		default:			return -1;	}}void script_stop_costume(struct map_session_data *sd, struct item_data *data, int oid){	if (data->equip <= 512){		int alternate = alternate_item(data->equip);		if (alternate != -1 && pc->checkequip(sd,alternate) == data->nameid){			hookStop();		}	}}/* called when a item with combo is worn */int pc_checkcombo_mine(struct map_session_data *sd, struct item_data *data ) {	int i, j, k, z;	int index, success = 0;	struct pc_combos *combo;	for( i = 0; i < data->combos_count; i++ ) {		/* ensure this isn't a duplicate combo */		if( sd->combos != NULL ) {			int x;						ARR_FIND( 0, sd->combo_count, x, sd->combos[x].id == data->combos[i]->id );			/* found a match, skip this combo */			if( x < sd->combo_count )				continue;		}		for( j = 0; j < data->combos[i]->count; j++ ) {			int id = data->combos[i]->nameid[j];			bool found = false;			for( k = 0; k < EQI_MAX; k++ ) {				index = sd->equip_index[k];				if( index < 0 ) continue;				if( k == EQI_HAND_R   &&  sd->equip_index[EQI_HAND_L] == index ) continue;				if( k == EQI_HEAD_MID &&  sd->equip_index[EQI_HEAD_LOW] == index ) continue;				if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;				if( (int)MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) == reserved_costume_id ) continue;				if(!sd->inventory_data[index])					continue;								if ( itemdb_type(id) != IT_CARD ) {					if ( sd->inventory_data[index]->nameid != id )						continue;					found = true;					break;				} else { //Cards					if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )						continue;					for (z = 0; z < sd->inventory_data[index]->slot; z++) {						if (sd->status.inventory[index].card[z] != id)							continue;						// We have found a match						found = true;						break;					}				}			}			if( !found )				break;/* we haven't found all the ids for this combo, so we can return */		}		/* means we broke out of the count loop w/o finding all ids, we can move to the next combo */		if( j < data->combos[i]->count )			continue;		/* we got here, means all items in the combo are matching */		RECREATE(sd->combos, struct pc_combos, ++sd->combo_count);				combo = &sd->combos[sd->combo_count - 1];				combo->bonus = data->combos[i]->script;		combo->id = data->combos[i]->id;				success++;	}	return success;}int HPM_map_reqnickdb(struct map_session_data * sd, int *char_id) {	if( !sd ) return 0;	if( reserved_costume_id && reserved_costume_id == *char_id ) {		clif->solved_charname(sd->fd, *char_id, "Costume");	}	hookStop();	return 1;}int HPM_pc_equippoint(int retVal, struct map_session_data *sd, int *nn) { 	int char_id = 0, n = *nn;	if (!sd || !retVal)	// If the original function returned zero, we don't need to process it anymore		return retVal;	if( reserved_costume_id &&		sd->status.inventory[n].card[0] == CARD0_CREATE &&		(char_id = MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3])) == reserved_costume_id )	{ // Costume Item - Converted		if( retVal&EQP_HEAD_TOP ) { retVal &= ~EQP_HEAD_TOP; retVal |= EQP_COSTUME_HEAD_TOP; }		if( retVal&EQP_HEAD_LOW ) { retVal &= ~EQP_HEAD_LOW; retVal |= EQP_COSTUME_HEAD_LOW; }		if( retVal&EQP_HEAD_MID ) { retVal &= ~EQP_HEAD_MID; retVal |= EQP_COSTUME_HEAD_MID; }	}	return retVal;}ACMD(costumeitem) {	char item_name[100];	int item_id, flag = 0;	struct item item_tmp;	struct item_data *item_data;	if( !sd ) return 0;	if (!message || !*message || (		sscanf(message, ""%99[^"]"", item_name) < 1 && 		sscanf(message, "%99s", item_name) < 1 )) { 			clif->message(fd, "Please enter an item name or ID (usage: @costumeitem <item name/ID>).");			return false;	}	if ((item_data = itemdb->search_name(item_name)) == NULL &&	    (item_data = itemdb->exists(atoi(item_name))) == NULL) {			clif->message(fd, "Invalid item ID or name.");			return false;	}	if( !reserved_costume_id ) {			clif->message(fd, "Costume conversion is disabled.");			return false;	}	if( !(item_data->equip&EQP_HEAD_LOW) &&		!(item_data->equip&EQP_HEAD_MID) &&		!(item_data->equip&EQP_HEAD_TOP) &&		!(item_data->equip&EQP_COSTUME_HEAD_LOW) &&		!(item_data->equip&EQP_COSTUME_HEAD_MID) &&		!(item_data->equip&EQP_COSTUME_HEAD_TOP) ) {			clif->message(fd, "You cannot costume this item. Costume only work for headgears.");			return false;		}	item_id = item_data->nameid;	//Check if it's stackable.	if (!itemdb->isstackable2(item_data)) {		if( (item_data->type == IT_PETEGG || item_data->type == IT_PETARMOR) ) {			clif->message(fd, "Cannot create costume pet eggs or pet armors.");			return false;		}	}	// if not pet egg	if (!pet->create_egg(sd, item_id)) {		memset(&item_tmp, 0, sizeof(item_tmp));		item_tmp.nameid = item_id;		item_tmp.identify = 1;		item_tmp.card[0] = CARD0_CREATE;		item_tmp.card[2] = GetWord(reserved_costume_id, 0);		item_tmp.card[3] = GetWord(reserved_costume_id, 1);		if ((flag = pc->additem(sd, &item_tmp, 1, LOG_TYPE_COMMAND)))			clif->additem(sd, 0, 0, flag);	}	if (flag == 0)		clif->message(fd,"item created.");	return true;}/*========================================== * Costume Items Hercules/[Mhalicot] *------------------------------------------*/BUILDIN(costume) {	int i = -1, num, ep;	TBL_PC *sd;	num = script_getnum(st,2); // Equip Slot	sd = script->rid2sd(st);	if( sd == NULL )		return 0;	if( num > 0 && num <= ARRAYLENGTH(script->equip) )		i = pc->checkequip(sd, script->equip[num - 1]);	if( i < 0 )		return 0;	ep = sd->status.inventory[i].equip;	if( !(ep&EQP_HEAD_LOW) && !(ep&EQP_HEAD_MID) && !(ep&EQP_HEAD_TOP) )		return 0;	logs->pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->status.inventory[i],sd->inventory_data[i]);	pc->unequipitem(sd,i,2);	clif->delitem(sd,i,1,3);	// --------------------------------------------------------------------	sd->status.inventory[i].refine = 0;	sd->status.inventory[i].attribute = 0;	sd->status.inventory[i].card[0] = CARD0_CREATE;	sd->status.inventory[i].card[1] = 0;	sd->status.inventory[i].card[2] = GetWord(reserved_costume_id, 0);	sd->status.inventory[i].card[3] = GetWord(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; }	// --------------------------------------------------------------------	logs->pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->status.inventory[i],sd->inventory_data[i]);	clif->additem(sd,i,1,0);	pc->equipitem(sd,i,ep);	clif->misceffect(&sd->bl,3);	return true;}/* triggered when server starts loading, before any server-specific data is set */HPExport void server_preinit (void) {	addBattleConf("reserved_costume_id",costume_id);}/* Server Startup */HPExport void plugin_init (void) {		pc->checkcombo = pc_checkcombo_mine;		//Hook	addHookPre("script->run_item_equip_script",script_stop_costume);	addHookPre("script->run_item_unequip_script",script_stop_costume);	addHookPre("script->run_use_script",script_stop_costume);	addHookPre("map->reqnickdb",HPM_map_reqnickdb);	addHookPost("pc->equippoint",HPM_pc_equippoint);		//atCommand	addAtcommand("costumeitem",costumeitem);	//scriptCommand	addScriptCommand("costume","i",costume);}HPExport void server_online (void) {	ShowInfo ("'%s' Plugin by Dastgir/Hercules. Version '%s'n",pinfo.name,pinfo.version);}

can someone make the converted costume do not add stats?

.it is the latest version from dastgir plugin collection

Edited by xlaws27

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the topic already said

http://herc.ws/board/topic/4383-costume-item-plugins/

This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)

so to disable item bonus, have to revised the status_calc_pc_ I think

 src/map/status.c | 3 +++ 1 file changed, 3 insertions(+)diff --git a/src/map/status.c b/src/map/status.cindex 699e734..7223a04 100644--- a/src/map/status.c+++ b/src/map/status.c@@ -2317,6 +2317,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { 			continue; 		if(!sd->inventory_data[index]) 			continue;+		if ( i >= EQI_COSTUME_TOP || i <= EQI_SHADOW_ACC_L )+			if ( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) == 999998 )+				continue;  		for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) { 			if( map->list[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
Edited by AnnieRuru

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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// CostumeItem Hercules Plugin// Special Thanks for Mr. [Hercules/Ind]#include "common/hercules.h"#include <stdio.h>#include <stdlib.h>#include <string.h>#include "common/memmgr.h"#include "common/timer.h"#include "common/HPMi.h"#include "common/mmo.h"#include "map/itemdb.h"#include "map/battle.h"#include "map/script.h"#include "map/status.h"#include "map/clif.h"#include "map/pet.h"#include "map/map.h"#include "map/mob.h"#include "map/pc.h"#include "common/HPMDataCheck.h"#define cap_value(a, min, max) (((a) >= (max)) ? (max) : ((a) <= (min)) ? (min) : (a))/*1.0 Initial Release [Mhalicot]1.0a Fixed Typo (usage: @ci <item name/ID>) changed to (usage: @costumeitem <item name/ID>) thx to DP2.0 Converted Costume Items will now removed normal stats and Bonuses. [Mhalicot]3.0 Item Combos will now Ignore Converted Costume Items. [Mhalicot]3.1 Fixed HP/SP becomes 1/1 [Mhalicot]3.2 Fixed Sinx Can't Equipt dagger/sword on both arms(L/R), Special Thanks to Haru for Help [Mhalicot]3.3 Fixed Error when compiling.3.4 Fixed Error when compiling.3.4a Updated According to new hercules.[Dastgir]3.5 Updated Costume with new Hercules, some other changes. [Dastgir]*/HPExport struct hplugin_info pinfo = {	"costumeitem",		// Plugin name	SERVER_TYPE_MAP,	// Which server types this plugin works with?	"3.5",				// Plugin version	HPM_VERSION,		// HPM Version (don't change, macro is automatically updated)};static inline void status_cpy(struct status_data* a, const struct status_data* {	memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));}// Costume Systemint reserved_costume_id = 999998;void costume_id(const char *val) {	reserved_costume_id = atoi(val);}uint16 GetWord(uint32 val, int idx) {	switch( idx ) {	case 0: return (uint16)( (val & 0x0000FFFF)         );	case 1: return (uint16)( (val & 0xFFFF0000) >> 0x10 );	default:		ShowDebug("GetWord: invalid index (idx=%d)n", idx);		return 0;	}}uint32 MakeDWord(uint16 word0, uint16 word1) {	return		( (uint32)(word0        ) )|		( (uint32)(word1 << 0x10) );}int alternate_item(int index){	switch(index){		case EQP_HEAD_LOW:			return EQP_COSTUME_HEAD_LOW;		case EQP_HEAD_TOP:			return EQP_COSTUME_HEAD_TOP;		case EQP_HEAD_MID:			return EQP_COSTUME_HEAD_MID;		case EQP_HAND_R:			return EQP_SHADOW_WEAPON;		case EQP_HAND_L:			return EQP_SHADOW_SHIELD;		case EQP_ARMOR:			return EQP_SHADOW_ARMOR;		case EQP_SHOES:			return EQP_SHADOW_SHOES;		case EQP_GARMENT:			return EQP_COSTUME_GARMENT;		case EQP_ACC_L:			return EQP_SHADOW_ACC_L;		case EQP_ACC_R:			return EQP_SHADOW_ACC_R;		default:			return -1;	}}void script_stop_costume(struct map_session_data *sd, struct item_data *data, int oid){	if (data->equip <= 512){		int alternate = alternate_item(data->equip);		if (alternate != -1 && pc->checkequip(sd,alternate) == data->nameid){			hookStop();		}	}}/* called when a item with combo is worn */int pc_checkcombo_mine(struct map_session_data *sd, struct item_data *data ) {	int i, j, k, z;	int index, success = 0;	struct pc_combos *combo;	for( i = 0; i < data->combos_count; i++ ) {		/* ensure this isn't a duplicate combo */		if( sd->combos != NULL ) {			int x;						ARR_FIND( 0, sd->combo_count, x, sd->combos[x].id == data->combos[i]->id );			/* found a match, skip this combo */			if( x < sd->combo_count )				continue;		}		for( j = 0; j < data->combos[i]->count; j++ ) {			int id = data->combos[i]->nameid[j];			bool found = false;			for( k = 0; k < EQI_MAX; k++ ) {				index = sd->equip_index[k];				if( index < 0 ) continue;				if( k == EQI_HAND_R   &&  sd->equip_index[EQI_HAND_L] == index ) continue;				if( k == EQI_HEAD_MID &&  sd->equip_index[EQI_HEAD_LOW] == index ) continue;				if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;				if( (int)MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) == reserved_costume_id ) continue;				if(!sd->inventory_data[index])					continue;								if ( itemdb_type(id) != IT_CARD ) {					if ( sd->inventory_data[index]->nameid != id )						continue;					found = true;					break;				} else { //Cards					if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )						continue;					for (z = 0; z < sd->inventory_data[index]->slot; z++) {						if (sd->status.inventory[index].card[z] != id)							continue;						// We have found a match						found = true;						break;					}				}			}			if( !found )				break;/* we haven't found all the ids for this combo, so we can return */		}		/* means we broke out of the count loop w/o finding all ids, we can move to the next combo */		if( j < data->combos[i]->count )			continue;		/* we got here, means all items in the combo are matching */		RECREATE(sd->combos, struct pc_combos, ++sd->combo_count);				combo = &sd->combos[sd->combo_count - 1];				combo->bonus = data->combos[i]->script;		combo->id = data->combos[i]->id;				success++;	}	return success;}int HPM_map_reqnickdb(struct map_session_data * sd, int *char_id) {	if( !sd ) return 0;	if( reserved_costume_id && reserved_costume_id == *char_id ) {		clif->solved_charname(sd->fd, *char_id, "Costume");	}	hookStop();	return 1;}int HPM_pc_equippoint(int retVal, struct map_session_data *sd, int *nn) { 	int char_id = 0, n = *nn;	if (!sd || !retVal)	// If the original function returned zero, we don't need to process it anymore		return retVal;	if( reserved_costume_id &&		sd->status.inventory[n].card[0] == CARD0_CREATE &&		(char_id = MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3])) == reserved_costume_id )	{ // Costume Item - Converted		if( retVal&EQP_HEAD_TOP ) { retVal &= ~EQP_HEAD_TOP; retVal |= EQP_COSTUME_HEAD_TOP; }		if( retVal&EQP_HEAD_LOW ) { retVal &= ~EQP_HEAD_LOW; retVal |= EQP_COSTUME_HEAD_LOW; }		if( retVal&EQP_HEAD_MID ) { retVal &= ~EQP_HEAD_MID; retVal |= EQP_COSTUME_HEAD_MID; }	}	return retVal;}ACMD(costumeitem) {	char item_name[100];	int item_id, flag = 0;	struct item item_tmp;	struct item_data *item_data;	if( !sd ) return 0;	if (!message || !*message || (		sscanf(message, ""[^"]"", item_name) < 1 && 		sscanf(message, "s", item_name) < 1 )) { 			clif->message(fd, "Please enter an item name or ID (usage: @costumeitem <item name/ID>).");			return false;	}	if ((item_data = itemdb->search_name(item_name)) == NULL &&	    (item_data = itemdb->exists(atoi(item_name))) == NULL) {			clif->message(fd, "Invalid item ID or name.");			return false;	}	if( !reserved_costume_id ) {			clif->message(fd, "Costume conversion is disabled.");			return false;	}	if( !(item_data->equip&EQP_HEAD_LOW) &&		!(item_data->equip&EQP_HEAD_MID) &&		!(item_data->equip&EQP_HEAD_TOP) &&		!(item_data->equip&EQP_COSTUME_HEAD_LOW) &&		!(item_data->equip&EQP_COSTUME_HEAD_MID) &&		!(item_data->equip&EQP_COSTUME_HEAD_TOP) ) {			clif->message(fd, "You cannot costume this item. Costume only work for headgears.");			return false;		}	item_id = item_data->nameid;	//Check if it's stackable.	if (!itemdb->isstackable2(item_data)) {		if( (item_data->type == IT_PETEGG || item_data->type == IT_PETARMOR) ) {			clif->message(fd, "Cannot create costume pet eggs or pet armors.");			return false;		}	}	// if not pet egg	if (!pet->create_egg(sd, item_id)) {		memset(&item_tmp, 0, sizeof(item_tmp));		item_tmp.nameid = item_id;		item_tmp.identify = 1;		item_tmp.card[0] = CARD0_CREATE;		item_tmp.card[2] = GetWord(reserved_costume_id, 0);		item_tmp.card[3] = GetWord(reserved_costume_id, 1);		if ((flag = pc->additem(sd, &item_tmp, 1, LOG_TYPE_COMMAND)))			clif->additem(sd, 0, 0, flag);	}	if (flag == 0)		clif->message(fd,"item created.");	return true;}/*========================================== * Costume Items Hercules/[Mhalicot] *------------------------------------------*/BUILDIN(costume) {	int i = -1, num, ep;	TBL_PC *sd;	num = script_getnum(st,2); // Equip Slot	sd = script->rid2sd(st);	if( sd == NULL )		return 0;	if( num > 0 && num <= ARRAYLENGTH(script->equip) )		i = pc->checkequip(sd, script->equip[num - 1]);	if( i < 0 )		return 0;	ep = sd->status.inventory[i].equip;	if( !(ep&EQP_HEAD_LOW) && !(ep&EQP_HEAD_MID) && !(ep&EQP_HEAD_TOP) )		return 0;	logs->pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->status.inventory[i],sd->inventory_data[i]);	pc->unequipitem(sd,i,2);	clif->delitem(sd,i,1,3);	// --------------------------------------------------------------------	sd->status.inventory[i].refine = 0;	sd->status.inventory[i].attribute = 0;	sd->status.inventory[i].card[0] = CARD0_CREATE;	sd->status.inventory[i].card[1] = 0;	sd->status.inventory[i].card[2] = GetWord(reserved_costume_id, 0);	sd->status.inventory[i].card[3] = GetWord(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; }	// --------------------------------------------------------------------	logs->pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->status.inventory[i],sd->inventory_data[i]);	clif->additem(sd,i,1,0);	pc->equipitem(sd,i,ep);	clif->misceffect(&sd->bl,3);	return true;}/* triggered when server starts loading, before any server-specific data is set */HPExport void server_preinit (void) {	addBattleConf("reserved_costume_id",costume_id);}/* Server Startup */HPExport void plugin_init (void) {		pc->checkcombo = pc_checkcombo_mine;		//Hook	addHookPre("script->run_item_equip_script",script_stop_costume);	addHookPre("script->run_item_unequip_script",script_stop_costume);	addHookPre("script->run_use_script",script_stop_costume);	addHookPre("map->reqnickdb",HPM_map_reqnickdb);	addHookPost("pc->equippoint",HPM_pc_equippoint);		//atCommand	addAtcommand("costumeitem",costumeitem);	//scriptCommand	addScriptCommand("costume","i",costume);}HPExport void server_online (void) {	ShowInfo ("'%s' Plugin by Dastgir/Hercules. Version '%s'n",pinfo.name,pinfo.version);}
can someone make the converted costume do not add stats?

.it is the latest version from dastgir plugin collection

I thought I am the only one who's experiencing this.

Upon reading the topic, you need to patch the source mod, you can read that on the topic about @costumeitem plugin

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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// CostumeItem Hercules Plugin// Special Thanks for Mr. [Hercules/Ind]#include "common/hercules.h"#include <stdio.h>#include <stdlib.h>#include <string.h>#include "common/memmgr.h"#include "common/timer.h"#include "common/HPMi.h"#include "common/mmo.h"#include "map/itemdb.h"#include "map/battle.h"#include "map/script.h"#include "map/status.h"#include "map/clif.h"#include "map/pet.h"#include "map/map.h"#include "map/mob.h"#include "map/pc.h"#include "common/HPMDataCheck.h"#define cap_value(a, min, max) (((a) >= (max)) ? (max) : ((a) <= (min)) ? (min) : (a))/*1.0 Initial Release [Mhalicot]1.0a Fixed Typo (usage: @ci <item name/ID>) changed to (usage: @costumeitem <item name/ID>) thx to DP2.0 Converted Costume Items will now removed normal stats and Bonuses. [Mhalicot]3.0 Item Combos will now Ignore Converted Costume Items. [Mhalicot]3.1 Fixed HP/SP becomes 1/1 [Mhalicot]3.2 Fixed Sinx Can't Equipt dagger/sword on both arms(L/R), Special Thanks to Haru for Help [Mhalicot]3.3 Fixed Error when compiling.3.4 Fixed Error when compiling.3.4a Updated According to new hercules.[Dastgir]3.5 Updated Costume with new Hercules, some other changes. [Dastgir]*/HPExport struct hplugin_info pinfo = {	"costumeitem",		// Plugin name	SERVER_TYPE_MAP,	// Which server types this plugin works with?	"3.5",				// Plugin version	HPM_VERSION,		// HPM Version (don't change, macro is automatically updated)};static inline void status_cpy(struct status_data* a, const struct status_data* {	memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));}// Costume Systemint reserved_costume_id = 999998;void costume_id(const char *val) {	reserved_costume_id = atoi(val);}uint16 GetWord(uint32 val, int idx) {	switch( idx ) {	case 0: return (uint16)( (val & 0x0000FFFF)         );	case 1: return (uint16)( (val & 0xFFFF0000) >> 0x10 );	default:		ShowDebug("GetWord: invalid index (idx=%d)n", idx);		return 0;	}}uint32 MakeDWord(uint16 word0, uint16 word1) {	return		( (uint32)(word0        ) )|		( (uint32)(word1 << 0x10) );}int alternate_item(int index){	switch(index){		case EQP_HEAD_LOW:			return EQP_COSTUME_HEAD_LOW;		case EQP_HEAD_TOP:			return EQP_COSTUME_HEAD_TOP;		case EQP_HEAD_MID:			return EQP_COSTUME_HEAD_MID;		case EQP_HAND_R:			return EQP_SHADOW_WEAPON;		case EQP_HAND_L:			return EQP_SHADOW_SHIELD;		case EQP_ARMOR:			return EQP_SHADOW_ARMOR;		case EQP_SHOES:			return EQP_SHADOW_SHOES;		case EQP_GARMENT:			return EQP_COSTUME_GARMENT;		case EQP_ACC_L:			return EQP_SHADOW_ACC_L;		case EQP_ACC_R:			return EQP_SHADOW_ACC_R;		default:			return -1;	}}void script_stop_costume(struct map_session_data *sd, struct item_data *data, int oid){	if (data->equip <= 512){		int alternate = alternate_item(data->equip);		if (alternate != -1 && pc->checkequip(sd,alternate) == data->nameid){			hookStop();		}	}}/* called when a item with combo is worn */int pc_checkcombo_mine(struct map_session_data *sd, struct item_data *data ) {	int i, j, k, z;	int index, success = 0;	struct pc_combos *combo;	for( i = 0; i < data->combos_count; i++ ) {		/* ensure this isn't a duplicate combo */		if( sd->combos != NULL ) {			int x;						ARR_FIND( 0, sd->combo_count, x, sd->combos[x].id == data->combos[i]->id );			/* found a match, skip this combo */			if( x < sd->combo_count )				continue;		}		for( j = 0; j < data->combos[i]->count; j++ ) {			int id = data->combos[i]->nameid[j];			bool found = false;			for( k = 0; k < EQI_MAX; k++ ) {				index = sd->equip_index[k];				if( index < 0 ) continue;				if( k == EQI_HAND_R   &&  sd->equip_index[EQI_HAND_L] == index ) continue;				if( k == EQI_HEAD_MID &&  sd->equip_index[EQI_HEAD_LOW] == index ) continue;				if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;				if( (int)MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) == reserved_costume_id ) continue;				if(!sd->inventory_data[index])					continue;								if ( itemdb_type(id) != IT_CARD ) {					if ( sd->inventory_data[index]->nameid != id )						continue;					found = true;					break;				} else { //Cards					if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )						continue;					for (z = 0; z < sd->inventory_data[index]->slot; z++) {						if (sd->status.inventory[index].card[z] != id)							continue;						// We have found a match						found = true;						break;					}				}			}			if( !found )				break;/* we haven't found all the ids for this combo, so we can return */		}		/* means we broke out of the count loop w/o finding all ids, we can move to the next combo */		if( j < data->combos[i]->count )			continue;		/* we got here, means all items in the combo are matching */		RECREATE(sd->combos, struct pc_combos, ++sd->combo_count);				combo = &sd->combos[sd->combo_count - 1];				combo->bonus = data->combos[i]->script;		combo->id = data->combos[i]->id;				success++;	}	return success;}int HPM_map_reqnickdb(struct map_session_data * sd, int *char_id) {	if( !sd ) return 0;	if( reserved_costume_id && reserved_costume_id == *char_id ) {		clif->solved_charname(sd->fd, *char_id, "Costume");	}	hookStop();	return 1;}int HPM_pc_equippoint(int retVal, struct map_session_data *sd, int *nn) { 	int char_id = 0, n = *nn;	if (!sd || !retVal)	// If the original function returned zero, we don't need to process it anymore		return retVal;	if( reserved_costume_id &&		sd->status.inventory[n].card[0] == CARD0_CREATE &&		(char_id = MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3])) == reserved_costume_id )	{ // Costume Item - Converted		if( retVal&EQP_HEAD_TOP ) { retVal &= ~EQP_HEAD_TOP; retVal |= EQP_COSTUME_HEAD_TOP; }		if( retVal&EQP_HEAD_LOW ) { retVal &= ~EQP_HEAD_LOW; retVal |= EQP_COSTUME_HEAD_LOW; }		if( retVal&EQP_HEAD_MID ) { retVal &= ~EQP_HEAD_MID; retVal |= EQP_COSTUME_HEAD_MID; }	}	return retVal;}ACMD(costumeitem) {	char item_name[100];	int item_id, flag = 0;	struct item item_tmp;	struct item_data *item_data;	if( !sd ) return 0;	if (!message || !*message || (		sscanf(message, ""[^"]"", item_name) < 1 && 		sscanf(message, "s", item_name) < 1 )) { 			clif->message(fd, "Please enter an item name or ID (usage: @costumeitem <item name/ID>).");			return false;	}	if ((item_data = itemdb->search_name(item_name)) == NULL &&	    (item_data = itemdb->exists(atoi(item_name))) == NULL) {			clif->message(fd, "Invalid item ID or name.");			return false;	}	if( !reserved_costume_id ) {			clif->message(fd, "Costume conversion is disabled.");			return false;	}	if( !(item_data->equip&EQP_HEAD_LOW) &&		!(item_data->equip&EQP_HEAD_MID) &&		!(item_data->equip&EQP_HEAD_TOP) &&		!(item_data->equip&EQP_COSTUME_HEAD_LOW) &&		!(item_data->equip&EQP_COSTUME_HEAD_MID) &&		!(item_data->equip&EQP_COSTUME_HEAD_TOP) ) {			clif->message(fd, "You cannot costume this item. Costume only work for headgears.");			return false;		}	item_id = item_data->nameid;	//Check if it's stackable.	if (!itemdb->isstackable2(item_data)) {		if( (item_data->type == IT_PETEGG || item_data->type == IT_PETARMOR) ) {			clif->message(fd, "Cannot create costume pet eggs or pet armors.");			return false;		}	}	// if not pet egg	if (!pet->create_egg(sd, item_id)) {		memset(&item_tmp, 0, sizeof(item_tmp));		item_tmp.nameid = item_id;		item_tmp.identify = 1;		item_tmp.card[0] = CARD0_CREATE;		item_tmp.card[2] = GetWord(reserved_costume_id, 0);		item_tmp.card[3] = GetWord(reserved_costume_id, 1);		if ((flag = pc->additem(sd, &item_tmp, 1, LOG_TYPE_COMMAND)))			clif->additem(sd, 0, 0, flag);	}	if (flag == 0)		clif->message(fd,"item created.");	return true;}/*========================================== * Costume Items Hercules/[Mhalicot] *------------------------------------------*/BUILDIN(costume) {	int i = -1, num, ep;	TBL_PC *sd;	num = script_getnum(st,2); // Equip Slot	sd = script->rid2sd(st);	if( sd == NULL )		return 0;	if( num > 0 && num <= ARRAYLENGTH(script->equip) )		i = pc->checkequip(sd, script->equip[num - 1]);	if( i < 0 )		return 0;	ep = sd->status.inventory[i].equip;	if( !(ep&EQP_HEAD_LOW) && !(ep&EQP_HEAD_MID) && !(ep&EQP_HEAD_TOP) )		return 0;	logs->pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->status.inventory[i],sd->inventory_data[i]);	pc->unequipitem(sd,i,2);	clif->delitem(sd,i,1,3);	// --------------------------------------------------------------------	sd->status.inventory[i].refine = 0;	sd->status.inventory[i].attribute = 0;	sd->status.inventory[i].card[0] = CARD0_CREATE;	sd->status.inventory[i].card[1] = 0;	sd->status.inventory[i].card[2] = GetWord(reserved_costume_id, 0);	sd->status.inventory[i].card[3] = GetWord(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; }	// --------------------------------------------------------------------	logs->pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->status.inventory[i],sd->inventory_data[i]);	clif->additem(sd,i,1,0);	pc->equipitem(sd,i,ep);	clif->misceffect(&sd->bl,3);	return true;}/* triggered when server starts loading, before any server-specific data is set */HPExport void server_preinit (void) {	addBattleConf("reserved_costume_id",costume_id);}/* Server Startup */HPExport void plugin_init (void) {		pc->checkcombo = pc_checkcombo_mine;		//Hook	addHookPre("script->run_item_equip_script",script_stop_costume);	addHookPre("script->run_item_unequip_script",script_stop_costume);	addHookPre("script->run_use_script",script_stop_costume);	addHookPre("map->reqnickdb",HPM_map_reqnickdb);	addHookPost("pc->equippoint",HPM_pc_equippoint);		//atCommand	addAtcommand("costumeitem",costumeitem);	//scriptCommand	addScriptCommand("costume","i",costume);}HPExport void server_online (void) {	ShowInfo ("'%s' Plugin by Dastgir/Hercules. Version '%s'n",pinfo.name,pinfo.version);}
can someone make the converted costume do not add stats?

.it is the latest version from dastgir plugin collection

>I thought I am the only one who's experiencing this.

Upon reading the topic, you need to patch the source mod, you can read that on the topic about @costumeitem plugin

 

I checked it but cant find any comment regarding patching the source mod

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yeah, confirmed bug

when I see you didn't include MakeDWord(..) == reserved_costume_id I already got a feeling your patch doesn't work correctly

 

I got a ribbon with setitemscript, ID 5083 with bonus bStr, 1000;

when I wear it, I got bonus 1000 str

when I costumed it, the bonus is gone

but I get another same ribbon, wear both, I didn't get the 1000 str bonus from EQI_HEAD_TOP

 

my patch works correctly though, when I wear both, the one from EQI_HEAD_TOP is applied

 

 

EDIT: seriously, don't use 999998

because it can reach this number

the char ID start from 150000, and can get to this number in time

it should be below 150000

Edited by AnnieRuru

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