Initial implementation of pet evolution system + Pet DB conversion to YAML (#3544)
* Implemented official pet evolution system * Added evolved pets to pet database * Corrected various pet system mechanics * Migrated pet database to YAML format and the converter from CSV format Thanks to @Lemongrass3110 @aleos89 and @Atemo for their suggestions and additional fixes
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@@ -1361,7 +1361,7 @@ Affected files:
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-- battleconf: battle_athena.conf, battle_conf.txt
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-- instancedb: instance_db.txt
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-- itemdb: item_db.txt, item_group_db.txt, item_trade.txt, item_noequip.txt, item_nouse.txt, item_combo_db.txt, item_avail.txt, item_stack.txt, item_delay.txt, item_buyingstore.txt, item_flag.txt
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-- mobdb: mob_db.txt, mob_item_ratio.txt, mob_chat_db.txt, mob_avail.txt, mob_race2_db.txt, mob_branch.txt, mob_poring.txt, mob_boss.txt, mob_pouch.txt, mob_classchange.txt, pet_db.txt, homunculus_db.txt, homun_skill_tree.txt, exp_homun.txt, mercenary_db.txt, mercenary_skill_db.txt, elemental_db.txt, elemental_skill_db.txt
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-- mobdb: mob_db.txt, mob_item_ratio.txt, mob_chat_db.txt, mob_avail.txt, mob_race2_db.txt, mob_branch.txt, mob_poring.txt, mob_boss.txt, mob_pouch.txt, mob_classchange.txt, pet_db.yml, homunculus_db.txt, homun_skill_tree.txt, exp_homun.txt, mercenary_db.txt, mercenary_skill_db.txt, elemental_db.txt, elemental_skill_db.txt
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-- motd: motd.txt
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-- msgconf: atcommand_athena.conf
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-- pcdb: statpoint.txt, job_exp.txt, skill_tree.txt, attr_fix.txt, job_db1.txt, job_db2.txt, job_basehpsp_db.txt, job_maxhpsp_db.txt, job_param_db.txt, level_penalty.txt
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@@ -9380,7 +9380,7 @@ monster as long as it is in the pet database and the targeted monster requires t
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item used.
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See 'doc/mob_db_mode_list.txt' for more information about monster modes.
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A full list of pet IDs can be found inside 'db/(pre-)re/pet_db.txt'.
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A full list of pet IDs can be found inside 'db/(pre-)re/pet_db.yml'.
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---------------------------------------
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@@ -9388,7 +9388,7 @@ A full list of pet IDs can be found inside 'db/(pre-)re/pet_db.txt'.
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This command will create a pet egg and put it in the invoking character's
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inventory. The kind of pet is specified by pet ID numbers listed in
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'db/(pre-)re/pet_db.txt'. The egg is created exactly as if the character just successfully
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'db/(pre-)re/pet_db.yml'. The egg is created exactly as if the character just successfully
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caught a pet in the normal way.
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// This will make you a poring:
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@@ -9406,16 +9406,40 @@ This function will return pet information for the pet the invoking character
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currently has active. Valid types are:
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PETINFO_ID - Pet ID
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PETINFO_CLASS - Pet class number as per 'db/(pre-)re/pet_db.txt' - will tell you what kind of a pet it
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is.
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PETINFO_CLASS - Pet class number as per 'db/(pre-)re/pet_db.yml' - will tell you what kind of a pet it is.
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PETINFO_NAME - Pet name. Will return "null" if there's no pet.
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PETINFO_INTIMATE - Pet friendly level (intimacy score). 1000 is full loyalty.
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PETINFO_HUNGRY - Pet hungry level. 100 is completely full.
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PETINFO_HUNGRY - Pet hungry level. 100 is full hunger.
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PETINFO_RENAMED - Pet rename flag. 0 means this pet has not been named yet.
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PETINFO_LEVEL - Pet level
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PETINFO_BLOCKID - Pet Game ID
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PETINFO_EGGID - Pet egg item id
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PETINFO_FOODID - Pet food item id
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PETINFO_EGGID - Pet egg item ID
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PETINFO_FOODID - Pet food item ID
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PETINFO_INTIMATE can be used with the following constants for checking values:
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PET_INTIMATE_NONE = 0
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PET_INTIMATE_AWKWARD = 1 ~ 99
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PET_INTIMATE_SHY = 100 ~ 249
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PET_INTIMATE_NEUTRAL = 250 ~ 749
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PET_INTIMATE_CORDIAL = 750 ~ 909
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PET_INTIMATE_LOYAL = 910 ~ 1000
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PETINFO_HUNGRY can be used with the following constants for checking values:
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PET_HUNGRY_NONE = 0
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PET_HUNGRY_VERY_HUNGRY = 1 ~ 10
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PET_HUNGRY_HUNGRY = 11 ~ 25
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PET_HUNGRY_NEUTRAL = 26 ~ 75
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PET_HUNGRY_SATISFIED = 76 ~ 90
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PET_HUNGRY_STUFFED = 91 ~ 100
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Example:
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mes "[Vet]";
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mes "Your pet + " getpetinfo(PETINFO_NAME);
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if (getpetinfo(PETINFO_INTIMATE) < PET_INTIMATE_LOYAL)
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mes "has some growing to do on you!";
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else
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mes "seems to love you very much!";
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close;
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---------------------------------------
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