* Fixed map server crashing upon level changes, thanks Akinari! (bugreport:7428)
* Fixed a couple minor issues with r17220 (incl. bugreport:7427). * Added documentation and constants for costume slots where missing. * Removed references to TXT save files in script_commands.txt. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17221 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -605,6 +605,10 @@ EQI_ACC_L 7
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EQI_ACC_R 8
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EQI_ACC_R 8
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EQI_HEAD_MID 9
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EQI_HEAD_MID 9
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EQI_HEAD_LOW 10
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EQI_HEAD_LOW 10
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EQI_COSTUME_HEAD_LOW 11
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EQI_COSTUME_HEAD_MID 12
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EQI_COSTUME_HEAD_TOP 13
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EQI_COSTUME_GARMENT 14
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LOOK_BASE 0
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LOOK_BASE 0
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LOOK_HAIR 1
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LOOK_HAIR 1
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@ -428,16 +428,13 @@ temporary - They cease to exist when the server resets.
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Prefix: scope and extent
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Prefix: scope and extent
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nothing - A permanent variable attached to the character, the default variable
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nothing - A permanent variable attached to the character, the default variable
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type. They are stored with all the account data in "save\athena.txt"
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type. They are stored in the `global_reg_value` table using type 3.
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in TXT versions and in the SQL versions in the `global_reg_value`
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table using type 3.
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"@" - A temporary variable attached to the character.
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"@" - A temporary variable attached to the character.
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SVN versions before 2094 revision and RC5 version will also treat
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SVN versions before 2094 revision and RC5 version will also treat
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'l' as a temporary variable prefix, so beware of having variable
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'l' as a temporary variable prefix, so beware of having variable
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names starting with 'l' if you want full backward compatibility.
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names starting with 'l' if you want full backward compatibility.
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"$" - A global permanent variable.
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"$" - A global permanent variable.
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They are stored in "save\mapreg.txt" or database table `mapreg`,
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They are stored in database table `mapreg`.
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depending on server type.
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"$@" - A global temporary variable.
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"$@" - A global temporary variable.
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This is important for scripts which are called with no RID
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This is important for scripts which are called with no RID
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attached, that is, not triggered by a specific character object.
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attached, that is, not triggered by a specific character object.
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@ -457,16 +454,13 @@ nothing - A permanent variable attached to the character, the default variable
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These are used with the instancing system, and are unique to each
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These are used with the instancing system, and are unique to each
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party's instance.
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party's instance.
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"#" - A permanent local account variable.
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"#" - A permanent local account variable.
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They are stored with all the account data in "save\accreg.txt" in
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They are stored in the `global_reg_value` table using type 2.
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TXT versions and in the SQL versions in the 'global_reg_value'
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table using type 2.
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"##" - A permanent global account variable stored by the login server.
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"##" - A permanent global account variable stored by the login server.
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They are stored in "save\account.txt" and in the SQL versions in the
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They are stored in the `global_reg_value` table using type 1.
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'global_reg_value' table, using type 1. The only difference you will
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The only difference you will note from normal # variables is when
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note from normal # variables is when you have multiple char-servers
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you have multiple char-servers connected to the same login server.
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connected to the same login server. The # variables are unique to
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The # variables are unique to each char-server, while the ## variables
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each char-server, while the ## variables are shared by all these
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are shared by all these char-servers.
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char-servers.
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Postfix: integer or string
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Postfix: integer or string
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nothing - integer variable, can store positive and negative numbers, but only
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nothing - integer variable, can store positive and negative numbers, but only
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@ -2468,6 +2462,7 @@ EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
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EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
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EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
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EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
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EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
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EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
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EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
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EQI_COSTUME_GARMENT (14) - Costume Garment
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Notice that a few items occupy several equipment slots, and if the character is
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Notice that a few items occupy several equipment slots, and if the character is
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wearing such an item, 'getequipid' will return it's ID number for either slot.
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wearing such an item, 'getequipid' will return it's ID number for either slot.
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@ -167,7 +167,7 @@ struct map_session_data {
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struct registry save_reg;
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struct registry save_reg;
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struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
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struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
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short equip_index[14];
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short equip_index[15];
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unsigned int weight,max_weight;
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unsigned int weight,max_weight;
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int cart_weight,cart_num,cart_weight_max;
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int cart_weight,cart_num,cart_weight_max;
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int fd;
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int fd;
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@ -7349,7 +7349,7 @@ BUILDIN_FUNC(strnpcinfo)
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static unsigned int equip[] = {EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_GARMENT,EQP_SHOES,EQP_ACC_L,EQP_ACC_R,EQP_HEAD_MID,EQP_HEAD_LOW,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_GARMENT};
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static unsigned int equip[] = {EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_GARMENT,EQP_SHOES,EQP_ACC_L,EQP_ACC_R,EQP_HEAD_MID,EQP_HEAD_LOW,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_GARMENT};
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/*==========================================
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/*==========================================
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* GetEquipID(Pos); Pos: 1-13
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* GetEquipID(Pos); Pos: 1-14
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*------------------------------------------*/
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*------------------------------------------*/
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BUILDIN_FUNC(getequipid)
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BUILDIN_FUNC(getequipid)
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{
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{
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@ -10181,7 +10181,7 @@ BUILDIN_FUNC(homunculus_mutate)
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BUILDIN_FUNC(morphembryo)
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BUILDIN_FUNC(morphembryo)
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{
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{
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struct item item_tmp;
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struct item item_tmp;
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int m_class, i;
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int m_class, i=0;
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TBL_PC *sd;
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TBL_PC *sd;
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sd = script_rid2sd(st);
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sd = script_rid2sd(st);
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@ -10232,9 +10232,9 @@ BUILDIN_FUNC(homunculus_shuffle)
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/*==========================================
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/*==========================================
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* Check for homunculus state.
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* Check for homunculus state.
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* Return: -1 = No homunculus
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* Return: -1 = No homunculus
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* 0 = Homunculus is vaporized (rest)
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* 0 = Homunculus is active
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* 1 = Homunculus is in morph state
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* 1 = Homunculus is vaporized (rest)
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* 2 = Homunculus is active
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* 2 = Homunculus is in morph state
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*------------------------------------------*/
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*------------------------------------------*/
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BUILDIN_FUNC(checkhomcall)
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BUILDIN_FUNC(checkhomcall)
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{
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{
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