Fixed card removal script functions' 'extra card' bug (bugreport:786)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12075 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2008-01-14 13:25:41 +00:00
parent f96f0d27a9
commit 88cfb8ff5a
3 changed files with 62 additions and 259 deletions

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@ -5,13 +5,14 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2008/01/14
* Fixed card removal script functions' 'extra card' bug (bugreport:786)
* Removed the hardcoded limit for numeric npc input boxes (bugreport:811)
* Applied a temp patch to make some npc-executed atcommands work again
* Added support for right-click-gm-menu kicking NPC objects [ultramage]
* Fixed dangling pointer crashes when bleeding or Deadly poison kills a
spawn-once monster.
* Fixed a possible ERS entry corruption when Deadly Poison kills a target
that has kaziel active.
that has kaizel active.
2008/01/13
* Fixed a possible ers_entry corruption if you die from bleeding while
under the effects of kaizel.

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@ -1,197 +0,0 @@
// Card removal NPC by TyrNemesis^ 日本語訳:胡蝶蘭
prt_in,28,73,4 script 賢い老女 78,{
UPGRADEROOT:
// mes "[Wise Old Woman]";
// mes "Good day, young one. I have the power to remove cards that you have compounded onto your equipment. Does this idea please you?";
mes "[賢い老女]";
mes "いい天気だね、若いの。";
mes "ところで、アタシは武具に装着している";
mes "カードを取り外す力を持っているけど、";
mes "力を貸そうかね?";
next;
// menu "Yes, it does.",REMOVEMENU,
// "What do you charge?",REMOVEPRICE,
// "No thanks.",CLOSEOUT;
menu "お願いします。",REMOVEMENU,
"いくらかかるんですか?",REMOVEPRICE,
"必要ないです。",CLOSEOUT;
REMOVEPRICE:
// mes "[Wise Old Woman]";
// mes "I charge a flat fee of 200000 zeny, plus 25000 zeny for each card I remove from the item. In addition, I need a star crumb and a yellow gemstone to work my magic.";
mes "[賢い老女]";
mes "そうだね、";
mes "まず基本料金として^4040FF200000z^000000。";
mes "そしてカード1枚につき^4040FF25000z^000000貰うよ。";
mes "あとは、魔法を使うために^4040FF星のかけら^000000と";
mes "^4040FFイエロージェムストーン^000000がつずつ必要だよ。";
next;
// menu "Very well. Let's do it.",REMOVEMENU,
// "No thanks.",CLOSEOUT;
menu "お願いします。",REMOVEMENU,
"必要ないです。",CLOSEOUT;
REMOVEMENU:
// mes "[Wise Old Woman]";
// mes "Very well. Which item shall I examine for you?";
mes "[賢い老女]";
mes "よしよし。";
mes "どの武具のカードを取り外すんだね?";
next;
// menu "I changed my mind.",CLOSEOUT,
menu "やっぱりやめます。",CLOSEOUT,
getequipname(1),-,
getequipname(2),-,
getequipname(3),-,
getequipname(4),-,
getequipname(5),-,
getequipname(6),-,
getequipname(7),-,
getequipname(8),-,
getequipname(9),-,
getequipname(10),-;
set @part,@menu-1;
if(getequipcardcnt(@part) == 0) goto DENYCARDCOUNT;
set @cardcount,getequipcardcnt(@part);
// if(@cardcount > 1) goto CARDNUMMULTIMSG;
// mes "[Wise Old Woman]";
// mes "This item has " + @cardcount + " card compounded on it. To perform my magic, I will need 225000 zeny, a ^0000FFStar Crumb^000000, and a ^0000FFYellow Gemstone^000000.";
// goto CARDNUMPOSTMSG;
//CARDNUMMULTIMSG:
// mes "[Wise Old Woman]";
// mes "This item has " + @cardcount + " cards compounded on it. To perform my magic, I will need " + (200000+(@cardcount * 25000)) + " zeny, a ^0000FFStar Crumb^000000, and a ^0000FFYellow Gemstone^000000.";
mes "[賢い老女]";
mes "この武具には" + @cardcount + "つカードがついてるね。";
mes "^0000FF" + (200000+(@cardcount * 25000)) + "z^000000と^0000FF星のかけら^000000と^0000FFイエロージェムストーン^000000が必要だよ。";
//CARDNUMPOSTMSG:
next;
// menu "Very well. Do it.",REMOVECARDWARNING,
// "Never mind.",CLOSEOUT;
menu "わかりました、お願いします。",REMOVECARDWARNING,
"やっぱりやめます。",CLOSEOUT;
REMOVECARDWARNING:
// mes "[Wise Old Woman]";
// mes "Before I begin, I must warn you--I may fail. If I do, I may destroy the cards, the item, or both. I do not give refunds. That being said, which is more important to you: The cards, or the item?";
mes "[賢い老女]";
mes "おっと言い忘れるところだったね。";
mes "この魔法はとても難しいから、";
mes "^FF4040失敗するかもしれない^000000のさ。";
mes "失敗したらカードか武具、あるいは";
mes "その両方が^FF4040破壊されてしまう^000000かも";
mes "しれないんだよ。";
next;
mes "[賢い老女]";
mes "失敗しても^FF4040返金はしない^000000から、";
mes "一応聞いて置くけど、比べるなら";
mes "カードと武具のどっちが大切だい?";
next;
// menu "I changed my mind about this.",CLOSEOUT,
// "The item.",PRIORITYITEM,
// "The cards.",PRIORITYCARD;
menu "それならやめます。",CLOSEOUT,
"武具の方が大切です。",PRIORITYITEM,
"カードの方が大切です",PRIORITYCARD;
PRIORITYITEM:
set @failtype,1;
goto REMOVECARD;
PRIORITYCARD:
set @failtype,2;
goto REMOVECARD;
REMOVECARD:
// mes "[Wise Old Woman]";
// mes "Very well. I shall begin.";
mes "[賢い老女]";
mes "よし、始めるよ。";
next;
if((zeny < (200000+(@cardcount * 25000))) || (countitem(1000) < 1) || (countitem(715) < 1)) goto DENYMATERIAL;
set zeny,zeny - (200000+(@cardcount * 25000));
delitem 1000,1;
delitem 715,1;
// Replace the constants in the next 3 lines with failure chance values defined in refine_db.txt
// First value = Total failure chance (item and cards destroyed)
// Second value = Partial failure chance (one or the other is destroyed, player decides which one is safe)
// Third value = Harmless failure chance (all that's lost is your investment)
set @failchance,rand(100);
if(@failchance < 2) goto FAILREMOVECARD0;
if((@failchance < 6) && (@failtype == 1)) goto FAILREMOVECARD1;
if((@failchance < 6) && (@failtype == 2)) goto FAILREMOVECARD2;
if(@failchance < 10) goto FAILREMOVECARD3;
successremovecards @part;
// mes "[Wise Old Woman]";
// mes "The process was a success. Here are your cards and your item. Farewell.";
mes "[賢い老女]";
mes "うまくいったよ。";
mes "これらが武具とアイテムさ。じゃあね。";
close;
FAILREMOVECARD0:
// mes "[Wise Old Woman]";
// mes "The process was a total failure. I am afraid the item and the cards were destroyed.";
mes "[賢い老女]";
mes "残念だけど完全に失敗したよ。";
mes "武具もカードも壊れてしまった。";
failedremovecards @part,0;
close;
FAILREMOVECARD1:
// mes "[Wise Old Woman]";
// mes "While I have managed to remove the cards from the item, they were destroyed in the process. The item, however, is okay.";
mes "[賢い老女]";
mes "頑張ったけどね、";
mes "カードのほうは全部壊れてしまったよ。";
mes "でも武具の方は無事だったよ。";
failedremovecards @part,1;
close;
FAILREMOVECARD2:
// mes "[Wise Old Woman]";
// mes "Most unfortunate. I succeeded at removing the cards, but the item itself was destroyed in the process.";
mes "[賢い老女]";
mes "不運だったね。";
mes "カードを取り外すのはうまくいったけど";
mes "武具が壊れてしまったよ。";
failedremovecards @part,2;
close;
FAILREMOVECARD3:
// mes "[Wise Old Woman]";
// mes "I have failed to remove the cards. Luckily, however, both the item and the cards are still okay.";
mes "[賢い老女]";
mes "カードを取り外すのに失敗したよ。";
mes "でも、不幸中の幸いさ。";
mes "武具もカードも無事だよ。";
failedremovecards @part,3;
close;
DENYCARDCOUNT:
// mes "[Wise Old Woman]";
// mes "Young one... There are no cards compounded on this item. I can do nothing with it, I'm afraid.";
mes "[賢い老女]";
mes "若いの、カードがついてないよ。";
mes "それじゃアタシの出番はないさ。";
close;
DENYMATERIAL:
// mes "[Wise Old Woman]";
// mes "You do not have all the items I require to work my magic, child. Come again when you do.";
mes "[賢い老女]";
mes "必要なアイテムが足りないようだね。";
mes "アイテムを揃えてもう一度来な。";
close;
CLOSEOUT:
// mes "[Wise Old Woman]";
// mes "Very well. Return at once if you seek my services.";
mes "[賢い老女]";
mes "わかったよ。";
mes "アタシの力が必要ならいつでも来な。";
close;
}

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@ -9261,14 +9261,13 @@ BUILDIN_FUNC(requestguildinfo)
return 0;
}
/* =====================================================================
*
* ---------------------------------------------------------------------*/
/// Returns the number of cards that have been compounded onto the specified equipped item.
/// getequipcardcnt(<equipment slot>);
BUILDIN_FUNC(getequipcardcnt)
{
int i=-1,num;
int i=-1,j,num;
TBL_PC *sd;
int c=MAX_SLOTS;
int count;
num=script_getnum(st,2);
sd=script_rid2sd(st);
@ -9285,46 +9284,44 @@ BUILDIN_FUNC(getequipcardcnt)
script_pushint(st,0);
return 0;
}
do{
if(sd->status.inventory[i].card[c-1] &&
itemdb_type(sd->status.inventory[i].card[c-1]) == IT_CARD){ // [Celest]
script_pushint(st,(c));
return 0;
}
}while(c--);
script_pushint(st,0);
count = 0;
for( j = 0; j < MAX_SLOTS; j++ )
if( sd->status.inventory[i].card[j] && itemdb_type(sd->status.inventory[i].card[j]) == IT_CARD )
count++;
script_pushint(st,count);
return 0;
}
/* ================================================================
*
* ----------------------------------------------------------------*/
/// Removes all cards from the item found in the specified equipment slot of the invoking character,
/// and give them to the character. If any cards were removed in this manner, it will also show a success effect.
/// successremovecards <slot>;
BUILDIN_FUNC(successremovecards)
{
int i=-1,j,num,cardflag=0,flag;
TBL_PC *sd;
struct item item_tmp;
int c=MAX_SLOTS;
int i=-1,j,c,cardflag=0;
TBL_PC* sd = script_rid2sd(st);
int num = script_getnum(st,2);
num=script_getnum(st,2);
sd=script_rid2sd(st);
if (num > 0 && num <= ARRAYLENGTH(equip))
i=pc_checkequip(sd,equip[num-1]);
if (i < 0) {
script_pushint(st,0);
return 0;
}
if(itemdb_isspecial(sd->status.inventory[i].card[0]))
return 0;
do{
if(sd->status.inventory[i].card[c-1] &&
itemdb_type(sd->status.inventory[i].card[c-1]) == IT_CARD){ // [Celest]
for( c = MAX_SLOTS - 1; c >= 0; --c )
{
if( sd->status.inventory[i].card[c] && itemdb_type(sd->status.inventory[i].card[c]) == IT_CARD )
{// extract this card from the item
int flag;
struct item item_tmp;
cardflag = 1;
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].card[c-1];
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].card[c];
item_tmp.equip=0,item_tmp.identify=1,item_tmp.refine=0;
item_tmp.attribute=0;
for (j = 0; j < MAX_SLOTS; j++)
@ -9339,20 +9336,22 @@ BUILDIN_FUNC(successremovecards)
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}while(c--);
}
if(cardflag == 1){ // カードを取り除いたアイテム所得
flag=0;
if(cardflag == 1)
{ // カードを取り除いたアイテム所得
int flag;
struct item item_tmp;
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].nameid;
item_tmp.equip=0,item_tmp.identify=1,item_tmp.refine=sd->status.inventory[i].refine;
item_tmp.attribute=sd->status.inventory[i].attribute;
for (j = 0; j < MAX_SLOTS; j++)
item_tmp.card[j]=0;
//Logs items, got from (N)PC scripts [Lupus]
if(log_config.enable_logs&0x40)
log_pick_pc(sd, "N", sd->status.inventory[i].nameid, -1, &sd->status.inventory[i]);
for (j = 0; j < MAX_SLOTS; j++)
item_tmp.card[j]=0;
pc_delitem(sd,i,1,0);
//Logs items, got from (N)PC scripts [Lupus]
@ -9363,45 +9362,46 @@ BUILDIN_FUNC(successremovecards)
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
clif_misceffect(&sd->bl,3);
return 0;
}
return 0;
}
/* ================================================================
* slot,type
* type=0: 1:2:3:
* ----------------------------------------------------------------*/
/// Removes all cards from the item found in the specified equipment slot of the invoking character.
/// failedremovecards <slot>, <type>;
/// <type>=0 : will destroy both the item and the cards.
/// <type>=1 : will keep the item, but destroy the cards.
/// <type>=2 : will keep the cards, but destroy the item.
/// <type>=? : will just display the failure effect.
BUILDIN_FUNC(failedremovecards)
{
int i=-1,j,num,cardflag=0,flag,typefail;
TBL_PC *sd;
struct item item_tmp;
int c=MAX_SLOTS;
int i=-1,j,c,cardflag=0;
TBL_PC* sd = script_rid2sd(st);
int num = script_getnum(st,2);
int typefail = script_getnum(st,3);
num=script_getnum(st,2);
typefail=script_getnum(st,3);
sd=script_rid2sd(st);
if (num > 0 && num <= ARRAYLENGTH(equip))
i=pc_checkequip(sd,equip[num-1]);
if (i < 0) {
script_pushint(st,0);
if (i < 0)
return 0;
}
if(itemdb_isspecial(sd->status.inventory[i].card[0]))
return 0;
do{
if(sd->status.inventory[i].card[c-1] &&
itemdb_type(sd->status.inventory[i].card[c-1]) == IT_CARD){ // [Celest]
for( c = MAX_SLOTS - 1; c >= 0; --c )
{
if( sd->status.inventory[i].card[c] && itemdb_type(sd->status.inventory[i].card[c]) == IT_CARD )
{
cardflag = 1;
if(typefail == 2){ // 武具のみ損失なら、カードは受け取らせる
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].card[c-1];
if(typefail == 2)
{// add cards to inventory, clear
int flag;
struct item item_tmp;
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].card[c];
item_tmp.equip=0,item_tmp.identify=1,item_tmp.refine=0;
item_tmp.attribute=0;
for (j = 0; j < MAX_SLOTS; j++)
@ -9417,21 +9417,20 @@ BUILDIN_FUNC(failedremovecards)
}
}
}
}while(c--);
if(cardflag == 1){
}
if(cardflag == 1)
{
if(typefail == 0 || typefail == 2){ // 武具損失
//Logs items, got from (N)PC scripts [Lupus]
if(log_config.enable_logs&0x40)
log_pick_pc(sd, "N", sd->status.inventory[i].nameid, -1, &sd->status.inventory[i]);
pc_delitem(sd,i,1,0);
clif_misceffect(&sd->bl,2);
return 0;
}
if(typefail == 1){ // カードのみ損失(武具を返す)
flag=0;
int flag;
struct item item_tmp;
item_tmp.id=0,item_tmp.nameid=sd->status.inventory[i].nameid;
item_tmp.equip=0,item_tmp.identify=1,item_tmp.refine=sd->status.inventory[i].refine;
item_tmp.attribute=sd->status.inventory[i].attribute;
@ -9454,8 +9453,8 @@ BUILDIN_FUNC(failedremovecards)
}
}
clif_misceffect(&sd->bl,2);
return 0;
}
return 0;
}