Make arguments in getequipweaponlv command optional

This commit is contained in:
Jittapan Pluemsumran
2016-03-31 01:25:07 +07:00
parent d89aeae750
commit 5e9489bbf2
2 changed files with 18 additions and 4 deletions

View File

@@ -2642,12 +2642,15 @@ this is +10:
---------------------------------------
*getequipweaponlv(<equipment slot>{,<char_id>})
*getequipweaponlv({<equipment slot>,<char_id>})
This function returns the weapon level for the weapon equipped in the specified
equipment slot on the invoking character. For a list of equipment slots see
'getequipid'.
If no arguments are provided. Weapon level for the item calling this function
assuming it is called by an item script. Otherwise, 0 will be returned.
Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons have
a weapon level. You can, however, probably, use this field for other equippable
custom items as a flag or something.

View File

@@ -8392,14 +8392,25 @@ BUILDIN_FUNC(getequiprefinerycnt)
* return (npc)
* x : weapon level
* 0 : false
* getequipweaponlv(<equipment slot>{,<char_id>})
* getequipweaponlv({<equipment slot>,<char_id>})
*------------------------------------------*/
BUILDIN_FUNC(getequipweaponlv)
{
int i = -1,num;
TBL_PC *sd;
num = script_getnum(st,2);
if (!script_hasdata(st, 2)) {
if ((sd = script_rid2sd(st)) != NULL && current_equip_item_index < MAX_INVENTORY && sd->inventory_data[current_equip_item_index])
{
script_pushint(st, sd->inventory_data[current_equip_item_index]->wlv);
}
else {
script_pushint(st, 0);
}
return SCRIPT_CMD_SUCCESS;
}
num = script_getnum(st, 2);
if (!script_charid2sd(3, sd)) {
script_pushint(st,0);
@@ -21439,7 +21450,7 @@ struct script_function buildin_func[] = {
BUILDIN_DEF(getequipisequiped,"i?"),
BUILDIN_DEF(getequipisenableref,"i?"),
BUILDIN_DEF(getequiprefinerycnt,"i?"),
BUILDIN_DEF(getequipweaponlv,"i?"),
BUILDIN_DEF(getequipweaponlv,"??"),
BUILDIN_DEF(getequippercentrefinery,"i?"),
BUILDIN_DEF(successrefitem,"i??"),
BUILDIN_DEF(failedrefitem,"i?"),