Adding New Mapflag

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Contents

Introduction

When scripting, or creating custom automated events, you may wish to add your own custom mapflags. In order to do so, you'll need to complete some source edits. This article will explain how.


This article was originally created by TecnoCronus on the eAthena forums.

Open /src/map/map.h

Find:

unsigned src4instance : 1; // To flag this map when it's used as a src map for instances

Add below:

unsigned mymapflag : 1;

Open /src/map/script.c

Find:

MF_GUILDLOCK

Replace with:

MF_GUILDLOCK, // Added comma for then next map-flag.
MF_MYMAPFLAG

Find:

case MF_GUILDLOCK:        script_pushint(st,map[m].flag.guildlock); break;

Below add:

case MF_MYMAPFLAG:        script_pushint(st,map[m].flag.mymapflag); break;

Find:

case MF_GUILDLOCK:     map[m].flag.guildlock=1; break;

Below add:

case MF_MYMAPFLAG:     map[m].flag.mymapflag=1; break;

Find:

case MF_GUILDLOCK:     map[m].flag.guildlock=0; break;

Below add:

case MF_MYMAPFLAG:     map[m].flag.mymapflag=0; break;

Open /src/map/npc.c

Find:

else if (!strcmpi(w3,"guildlock"))
	map[m].flag.guildlock=state;

Below add:

else if (!strcmpi(w3,"mymapflag"))
	map[m].flag.mymapflag=state;

Open /db/const.txt

Find:

mf_guildlock<tab>45

Below add:

mf_mymapflag<tab>46

Conclusion

Recompile and you can now set "mymapflag" to any value. Remember, you can rename the mapflag to whatever, and later use the flag option anywhere else in your source code.