Make arguments in getequipweaponlv command optional
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@@ -2642,12 +2642,15 @@ this is +10:
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---------------------------------------
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*getequipweaponlv(<equipment slot>{,<char_id>})
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*getequipweaponlv({<equipment slot>,<char_id>})
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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 no arguments are provided. Weapon level for the item calling this function
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assuming it is called by an item script. 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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@@ -8392,14 +8392,25 @@ BUILDIN_FUNC(getequiprefinerycnt)
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* return (npc)
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* x : weapon level
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* 0 : false
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* getequipweaponlv(<equipment slot>{,<char_id>})
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* getequipweaponlv({<equipment slot>,<char_id>})
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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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TBL_PC *sd;
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num = script_getnum(st,2);
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if (!script_hasdata(st, 2)) {
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if ((sd = script_rid2sd(st)) != NULL && current_equip_item_index < MAX_INVENTORY && sd->inventory_data[current_equip_item_index])
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{
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script_pushint(st, sd->inventory_data[current_equip_item_index]->wlv);
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}
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else {
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script_pushint(st, 0);
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}
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return SCRIPT_CMD_SUCCESS;
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}
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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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@@ -21439,7 +21450,7 @@ struct script_function buildin_func[] = {
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BUILDIN_DEF(getequipisequiped,"i?"),
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BUILDIN_DEF(getequipisenableref,"i?"),
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BUILDIN_DEF(getequiprefinerycnt,"i?"),
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BUILDIN_DEF(getequipweaponlv,"i?"),
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BUILDIN_DEF(getequipweaponlv,"??"),
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BUILDIN_DEF(getequippercentrefinery,"i?"),
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BUILDIN_DEF(successrefitem,"i??"),
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BUILDIN_DEF(failedrefitem,"i?"),
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