fixed script command 'isequippedcnt'

added new script command for new cards 'cardscnt'
(to fix cards exploits! should check old cards, too)
fixed @jail / @unjail SAVE POINT abuse

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@1217 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Lupus 2005-03-08 21:23:51 +00:00
parent 758d0c75f2
commit 67ec0711d3
4 changed files with 74 additions and 12 deletions

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@ -1,5 +1,18 @@
Date Added
03/09
* Added new script command: 'cardscnt'. It returns N of inserted cards in the same weapon. [Lupus]
Now I can start fixing CARDS COMBO exploits. And it's possible to fix old cards power abuse, too.
e.g. Assassins can equip 2 4-slot weapons and have HUGE card bonuses.
It's said that you can have only ONE bonus per hand...
* Fixed and tested script command 'isequippedcnt'. It didn't return real value [Lupus]
Here's an easy way to test all items:
4149,Gargoyle_Card,Gargoyle Card,6,20,0,10,,,,,,,2,,,,{},{ dispbottom "Gagoyle OK:"; dispbottom isequipped(4149); dispbottom isequippedcnt(4149); dispbottom cardscnt(4149); }
* Fixed "nice char save by the fountain of Prontera"; People (Helpers, GMs) did abuse their power and [Lupus]
used to @jail friend / @unjail friend. To make his save point in the middle of the Prontera.
So I made @unjail save coords to 0,0 (on unjail it makes player's save point to appear always in a random place of Prontera)
You can use this query to "Clear nice save point of all jail/unjail abusers friends"
SQL QUERY: update ragnarok.char set save_x = 0, save_y = 0 where (save_map = 'prontera.gat' and save_y = 191)
03/08
* Added chance for Enchant Poison to poison enemy, and reduced Deadly Poison
chance [celest]

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@ -6422,8 +6422,8 @@ int atcommand_unjail(
if (pl_sd->bl.m != map_mapname2mapid("sec_pri.gat")) {
clif_displaymessage(fd, msg_table[119]); // This player is not in jails.
return -1;
} else if (pc_setpos(pl_sd, "prontera.gat", 156, 191, 3) == 0) {
pc_setsavepoint(pl_sd, "prontera.gat", 156, 191); // Save char respawn point in Prontera
} else if (pc_setpos(pl_sd, "prontera.gat", 0, 0, 3) == 0) { //old coords: 156,191
pc_setsavepoint(pl_sd, "prontera.gat", 0, 0); // Save char respawn point in Prontera
clif_displaymessage(pl_sd->fd, msg_table[120]); // GM has discharge you.
clif_displaymessage(fd, msg_table[121]); // Player warped to Prontera.
} else {

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@ -89,6 +89,8 @@ struct Script_Config script_config;
static int parse_cmd_if=0;
static int parse_cmd;
extern int current_equip_item_index; //for New CARS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus]
/*==========================================
* ()
*------------------------------------------
@ -308,6 +310,7 @@ int buildin_isnight(struct script_state *st); // [celest]
int buildin_isday(struct script_state *st); // [celest]
int buildin_isequipped(struct script_state *st); // [celest]
int buildin_isequippedcnt(struct script_state *st); // [celest]
int buildin_cardscnt(struct script_state *st); // [Lupus]
int buildin_getusersname(struct script_state *st); //jA commands added [Lupus]
int buildin_dispbottom(struct script_state *st);
int buildin_recovery(struct script_state *st);
@ -554,6 +557,7 @@ struct {
{buildin_isday,"isday",""}, // check whether it is day time [Celest]
{buildin_isequipped,"isequipped","i*"}, // check whether another item/card has been equipped [Celest]
{buildin_isequippedcnt,"isequippedcnt","i*"}, // check how many items/cards are being equipped [Celest]
{buildin_cardscnt,"cardscnt","i*"}, // check how many items/cards are being equipped in the same arm [Lupus]
#ifdef PCRE_SUPPORT
{buildin_defpattern, "defpattern", "iss"}, // Define pattern to listen for [MouseJstr]
{buildin_activatepset, "activatepset", "i"}, // Activate a pattern set [MouseJstr]
@ -6930,7 +6934,7 @@ int buildin_isequippedcnt(struct script_state *st)
continue;
for (j=0; j<10; j++) {
int index, type, flag = 0;
int index, type;
index = sd->equip_index[j];
if(index < 0) continue;
if(j == 9 && sd->equip_index[8] == index) continue;
@ -6941,22 +6945,17 @@ int buildin_isequippedcnt(struct script_state *st)
if(sd->inventory_data[index]) {
if (type == 4 || type == 5) {
if (sd->inventory_data[index]->nameid == id)
flag = 1;
ret++; //[Lupus]
} else if (type == 6) {
for(k=0; k<sd->inventory_data[index]->slot; k++) {
if (sd->status.inventory[index].card[0]!=0x00ff &&
sd->status.inventory[index].card[0]!=0x00fe &&
sd->status.inventory[index].card[0]!=(short)0xff00 &&
sd->status.inventory[index].card[k] == id) {
flag = 1;
break;
ret++; //[Lupus]
}
}
}
if (flag) {
ret++;
break;
}
}
}
}
@ -6964,6 +6963,52 @@ int buildin_isequippedcnt(struct script_state *st)
push_val(st->stack,C_INT,ret);
return 0;
}
/*================================================
* Check how many given inserted cards in the CURRENT
* weapon - used for 2/15's cards patch [Lupus]
*------------------------------------------------
*/
int buildin_cardscnt(struct script_state *st)
{
struct map_session_data *sd;
int i, k, id = 1;
int ret = 0;
sd = script_rid2sd(st);
for (i=0; id!=0; i++) {
FETCH (i+2, id) else id = 0;
if (id <= 0)
continue;
int index, type;
index = current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus]
if(index < 0) continue;
type = itemdb_type(id);
if(sd->inventory_data[index]) {
if (type == 4 || type == 5) {
if (sd->inventory_data[index]->nameid == id)
ret++;
} else if (type == 6) {
for(k=0; k<sd->inventory_data[index]->slot; k++) {
if (sd->status.inventory[index].card[0]!=0x00ff &&
sd->status.inventory[index].card[0]!=0x00fe &&
sd->status.inventory[index].card[0]!=(short)0xff00 &&
sd->status.inventory[index].card[k] == id) {
ret++;
}
}
}
}
}
push_val(st->stack,C_INT,ret);
// push_val(st->stack,C_INT,current_equip_item_index);
return 0;
}
//
// 実行部main
//

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@ -268,6 +268,10 @@ int percentrefinery[5][10]; //
static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
/*==========================================
*
*------------------------------------------
@ -537,7 +541,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
}
for(i=0;i<10;i++) {
index = sd->equip_index[i];
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == 9 && sd->equip_index[8] == index)
@ -594,7 +598,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
// ?備品によるステ?タス?化はここで?行
for(i=0;i<10;i++) {
index = sd->equip_index[i];
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == 9 && sd->equip_index[8] == index)