Fixed getinventorylist documentation
Fixes #1497. Thanks to @Darkelfen for reporting it. Additionally exported the EQP_* constants into the script engine. Replaced some hardcoded equip positions with their respective constants.
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@ -2736,7 +2736,8 @@ recreate these items perfectly if they are destroyed. Here's what you get:
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@inventorylist_id[] - array of item ids.
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@inventorylist_amount[] - their corresponding item amounts.
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@inventorylist_equip[] - whether the item is equipped or not.
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@inventorylist_equip[] - on which position the item is equipped (see EQP_* constants)
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It will contain 0 if the item is not equipped.
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@inventorylist_refine[] - for how much it is refined.
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@inventorylist_identify[] - whether it is identified.
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@inventorylist_attribute[] - whether it is broken.
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@ -2746,7 +2747,7 @@ recreate these items perfectly if they are destroyed. Here's what you get:
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@inventorylist_card4[] if the character owns an item made by a specific
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craftsman.
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@inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires.
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@inventorylist_bound[] - whether it is bound to the character
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@inventorylist_bound[] - the bound type of the items (see BOUND_* constants)
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@inventorylist_count - the number of items in these lists.
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This could be handy to save/restore a character's inventory, since no other
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@ -127,7 +127,7 @@ OnBuyItem:
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mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
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next;
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setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
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if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
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if (@qe[2] > 0 && ((@qe[1] & EQP_HEAD_LOW) || (@qe[1] & EQP_HEAD_TOP) || (@qe[1] & EQP_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_TOP) || (@qe[1] & EQP_COSTUME_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_LOW) || (@qe[1] & EQP_GARMENT) || (@qe[1] & EQP_COSTUME_GARMENT)))
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set .@preview,1;
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addtimer 1000, strnpcinfo(0)+"::OnEnd";
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while(1) {
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@ -259,7 +259,7 @@ function script Func_Socket {
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mes "Ah, and don't forget to bring that "+ getitemname(.@item_id) +"!";
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next;
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mes "[Seiyablem]";
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if (getiteminfo(.@item_id,5) == 2) // EQP_HAND_R = 2, it's a weapon
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if (getiteminfo(.@item_id,5) & EQP_HAND_R) // weapon
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{
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mes "I can try to add a slot now if you have the required items and zeny.";
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mes "However, you should know that there's a chance that I might fail.";
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@ -411,8 +411,8 @@ function script Func_Socket2 {
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mes "[Leablem]";
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mes "Did you already bring all of them?";
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mes "For your information, if you fail to create a slot,";
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mes "you will lose all the item requirement as well as the target "+ (getiteminfo(.@item_id,5) == 2 ? "weapon" : "armor") +".";// EQP_HAND_R = 2, it's a weapon, otherwise armor
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mes "Also remember, if the "+ (getiteminfo(.@item_id,5) == 2 ? "weapon" : "armor") +" has been upgraded, and has been inserted with a card,";
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mes "you will lose all the item requirement as well as the target "+ ((getiteminfo(.@item_id,5)&EQP_HAND_R) ? "weapon" : "armor") +".";
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mes "Also remember, if the "+ ((getiteminfo(.@item_id,5)&EQP_HAND_R) ? "weapon" : "armor") +" has been upgraded, and has been inserted with a card,";
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mes "you will lose them even if you succeed in creating a slot.";
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next;
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switch(select("Ask for slot creation.:Try next time."))
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@ -292,32 +292,51 @@ function script F_GetWeaponType {
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}
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function script F_GetArmorType {
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switch(getiteminfo(getarg(0),5)) {
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case 001: return "Lower Headgear"; break;
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case 2: return callfunc("F_GetWeaponType",getarg(0)); break;
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case 4: return "Garment"; break;
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case 8: return "Accessory"; break;
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case 16: return "Armor"; break;
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case 32: return "Shield"; break;
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case 64: return "Shoes"; break;
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case 128: return "Accessory"; break;
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case 136: return "Accessory"; break; //8+128
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case 256: return "Upper Headgear"; break;
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case 512: return "Middle Headgear"; break;
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case 1024: return "Costume Upper Headgear"; break;
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case 2048: return "Costume Midle Headgear"; break;
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case 4096: return "Costume Lower Headgear"; break;
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case 8192: return "Costume Garment"; break;
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case 32768: return "Ammo"; break;
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case 65536: return "Shadow Armor"; break;
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case 131072: return "Shadow Weapon"; break;
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case 262144: return "Shadow Shield"; break;
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case 524288: return "Shadow Shoes"; break;
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case 1048576: return "Shadow Accessory"; break;
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case 2097152: return "Shadow Accessory"; break;
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case 3145728: return "Shadow Accessory"; break; //1048576+2097152
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default: return "Unknown Equip"; break;
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case EQP_HEAD_LOW:
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return "Lower Headgear";
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case EQP_HAND_R:
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return callfunc("F_GetWeaponType",getarg(0));
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case EQP_GARMENT:
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return "Garment";
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case EQP_ACC_L:
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case EQP_ACC_R:
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case EQP_ACC_RL:
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return "Accessory";
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case EQP_ARMOR:
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return "Armor";
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case EQP_HAND_L:
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return "Shield";
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case EQP_SHOES:
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return "Shoes";
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case EQP_HEAD_TOP:
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return "Upper Headgear";
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case EQP_HEAD_MID:
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return "Middle Headgear";
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case EQP_COSTUME_HEAD_TOP:
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return "Costume Upper Headgear";
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case EQP_COSTUME_HEAD_MID:
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return "Costume Midle Headgear";
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case EQP_COSTUME_HEAD_LOW:
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return "Costume Lower Headgear";
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case EQP_COSTUME_GARMENT:
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return "Costume Garment";
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case EQP_AMMO:
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return "Ammo";
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case EQP_SHADOW_ARMOR:
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return "Shadow Armor";
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case EQP_SHADOW_WEAPON:
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return "Shadow Weapon";
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case EQP_SHADOW_SHIELD:
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return "Shadow Shield";
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case EQP_SHADOW_SHOES:
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return "Shadow Shoes";
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case EQP_SHADOW_ACC_R:
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case EQP_SHADOW_ACC_L:
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case EQP_SHADOW_ACC_RL:
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return "Shadow Accessory";
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default:
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return "Unknown Equip";
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}
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end;
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}
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@ -215,6 +215,10 @@ enum equip_pos {
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EQP_SHADOW_SHOES = 0x080000, // 524288
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EQP_SHADOW_ACC_R = 0x100000, // 1048576
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EQP_SHADOW_ACC_L = 0x200000, // 2097152
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// Combined
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EQP_ACC_RL = EQP_ACC_R|EQP_ACC_L,
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EQP_SHADOW_ACC_RL = EQP_SHADOW_ACC_R|EQP_SHADOW_ACC_L,
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};
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struct point {
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@ -664,7 +664,7 @@
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script_set_constant("bDropAddClass", SP_DROP_ADDCLASS, false);
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script_set_constant("bNoMadoFuel", SP_NO_MADO_FUEL, false);
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/* equip positions */
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/* equip indices */
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export_constant(EQI_HEAD_TOP);
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export_constant(EQI_ARMOR);
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export_constant(EQI_HAND_L);
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@ -687,6 +687,31 @@
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export_constant(EQI_SHADOW_ACC_R);
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export_constant(EQI_SHADOW_ACC_L);
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/* equip positions */
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export_constant(EQP_ACC_L);
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export_constant(EQP_ACC_R);
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export_constant(EQP_SHOES);
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export_constant(EQP_GARMENT);
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export_constant(EQP_HEAD_LOW);
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export_constant(EQP_HEAD_MID);
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export_constant(EQP_HEAD_TOP);
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export_constant(EQP_ARMOR);
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export_constant(EQP_HAND_L);
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export_constant(EQP_HAND_R);
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export_constant(EQP_COSTUME_HEAD_TOP);
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export_constant(EQP_COSTUME_HEAD_MID);
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export_constant(EQP_COSTUME_HEAD_LOW);
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export_constant(EQP_COSTUME_GARMENT);
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export_constant(EQP_AMMO);
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export_constant(EQP_SHADOW_ARMOR);
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export_constant(EQP_SHADOW_WEAPON);
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export_constant(EQP_SHADOW_SHIELD);
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export_constant(EQP_SHADOW_SHOES);
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export_constant(EQP_SHADOW_ACC_R);
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export_constant(EQP_SHADOW_ACC_L);
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export_constant(EQP_ACC_RL);
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export_constant(EQP_SHADOW_ACC_RL);
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/* looks */
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export_constant(LOOK_BASE);
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export_constant(LOOK_HAIR);
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