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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

Lupus 20 лет назад
Родитель
Сommit
67ec0711d3
4 измененных файлов с 74 добавлено и 12 удалено
  1. 13 0
      Changelog-SVN.txt
  2. 2 2
      src/map/atcommand.c
  3. 53 8
      src/map/script.c
  4. 6 2
      src/map/status.c

+ 13 - 0
Changelog-SVN.txt

@@ -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]

+ 2 - 2
src/map/atcommand.c

@@ -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 {

+ 53 - 8
src/map/script.c

@@ -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]
+
 /*==========================================
  * ローカルプロトタイプ宣言 (必要な物のみ)
  *------------------------------------------
@@ -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
 //

+ 6 - 2
src/map/status.c

@@ -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
+
 /*==========================================
  * 精錬ボーナス
  *------------------------------------------
@@ -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)