Merge pull request #1120 from secretdataz/feature/geteqweaponlv
Made a new argument for script command getequipweaponlv * Added -1 which will return the weapon level that the item is compounded on. Thanks to @secretdataz!
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@@ -2648,6 +2648,9 @@ This function returns the weapon level for the weapon equipped in the specified
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equipment slot on the invoking character. For a list of equipment slots see
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'getequipid'.
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If -1 is passed as the equipment slot argument then the weapon level for the item calling this function,
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assuming it is called by an item script, will be returned. Otherwise, 0 will be returned.
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Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons have
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a weapon level. You can, however, probably, use this field for other equippable
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custom items as a flag or something.
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@@ -8396,22 +8396,24 @@ BUILDIN_FUNC(getequiprefinerycnt)
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*------------------------------------------*/
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BUILDIN_FUNC(getequipweaponlv)
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{
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int i = -1,num;
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int i = -1, num;
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TBL_PC *sd;
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num = script_getnum(st,2);
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num = script_getnum(st, 2);
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if (!script_charid2sd(3, sd)) {
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script_pushint(st,0);
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script_pushint(st, 0);
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return SCRIPT_CMD_FAILURE;
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}
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if (num > 0 && num <= ARRAYLENGTH(equip))
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i=pc_checkequip(sd,equip[num-1]);
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if(i >= 0 && sd->inventory_data[i])
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script_pushint(st,sd->inventory_data[i]->wlv);
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if (num == -1)
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i = current_equip_item_index;
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else if (num > 0 && num <= ARRAYLENGTH(equip))
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i = pc_checkequip(sd, equip[num - 1]);
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if (i >= 0 && sd->inventory_data[i])
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script_pushint(st, sd->inventory_data[i]->wlv);
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else
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script_pushint(st,0);
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script_pushint(st, 0);
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return SCRIPT_CMD_SUCCESS;
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}
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