Shadow Refiner and getequiprefinecost (#2447)
* Fixes #2445 and fixes #2446. * Fixed shadow refiner. — The script uses the values of the array instead of the indexes to loop through it. * Fixed segfault in getequiprefinecost. — No checks in getequiprefinecost meant there were possibilities using negative indexes in arrays. * Added to the script documentation what happens on failure when calling getequiprefinecost (it returns -1). Thanks to @vstmpf, @crazystorm2017, and @hendra814!
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@ -2760,6 +2760,9 @@ Valid information types are:
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REFINE_ZENY_COST - Zeny
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REFINE_MATERIAL_ID - Material Item ID
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This function will return -1 on failure. The function fails if the cost type
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is invalid or if there is no item in the equipment slot.
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---------------------------------------
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*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)
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@ -15,12 +15,12 @@
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mes "Do you want to refine a shadow item? Pick yer poison!";
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next;
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setarray .@indices[1], EQI_SHADOW_ARMOR, EQI_SHADOW_WEAPON, EQI_SHADOW_SHIELD, EQI_SHADOW_SHOES, EQI_SHADOW_ACC_R, EQI_SHADOW_ACC_L;
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for(.@i = 1; .@i <= EQI_SHADOW_ACC_L; .@i++)
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.@indlen = getarraysize(.@indices) - 1;
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for(.@i = 1; .@i <= .@indlen; .@i++)
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.@menu$ = .@menu$ + (getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) +"-[Not equipped]") +":";
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.@menu$ = .@menu$ + "Refine info";
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.@part = .@indices[select(.@menu$)];
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if (.@part == EQI_SHADOW_ACC_L + 1) { // Refine info
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.@choice = select(.@menu$);
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if (.@choice == .@indlen + 1) { // Refine info
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mes "[Shadow Blacksmith]";
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mes "When a shadow item is refined, it gains extra bonuses very much like normal items.";
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next;
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@ -35,6 +35,15 @@
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mes "HD ores can be used for gear that is at least refine level +7 and will prevent breaking as long as you stay talking to me.";
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close;
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}
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.@part = .@indices[.@choice];
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if (!getequipisequiped(.@part)) {
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mes "[Shadow Blacksmith]";
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mes "There's nothing here!";
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close;
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}
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while(1) {
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mes "[Shadow Blacksmith]";
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mes "I require " + callfunc("F_InsertComma", .@zeny_cost) + " zeny as a fee for EACH refine attempt.";
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@ -84,7 +93,7 @@
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.@choose = .@material[.@option-1];
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if (!countitem(.@choose)) {
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mes "[Shadow Blacksmith]";
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mes "You do not have enough "+ getitemname(.@choose) +" / "+ getitemname(.@choose) +".";
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mes "You do not have enough "+ getitemname(.@choose) +".";
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close;
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}
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if (Zeny < .@zeny_cost) {
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@ -23565,6 +23565,7 @@ BUILDIN_FUNC(achievementupdate) {
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/**
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* Get an equipment's refine cost
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* getequiprefinecost(<equipment slot>,<type>,<information>{,<char id>})
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* returns -1 on fail
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*/
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BUILDIN_FUNC(getequiprefinecost) {
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int i = -1, slot, type, info;
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@ -23579,9 +23580,19 @@ BUILDIN_FUNC(getequiprefinecost) {
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return SCRIPT_CMD_FAILURE;
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}
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if (type < 0 || type >= REFINE_COST_MAX) {
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script_pushint(st, -1);
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return SCRIPT_CMD_SUCCESS;
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}
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if (equip_index_check(slot))
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i = pc_checkequip(sd, equip_bitmask[slot]);
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if (i < 0) {
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script_pushint(st, -1);
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return SCRIPT_CMD_SUCCESS;
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}
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int weapon_lv = sd->inventory_data[i]->wlv;
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if (sd->inventory_data[i]->type == IT_SHADOWGEAR) {
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if (sd->inventory_data[i]->equip == EQP_SHADOW_WEAPON)
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