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Help Whitesmith Refining Skill No image on the top . And Where should I put the codes


negativero

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Where should I put these ? 

 

 

src/map/skill.c | 1 +
 1 file changed, 1 insertion(+)
 
diff
--git a/src/map/skill.c b/src/map/skill.c
index ad08fb3
..23db870 100755
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -15595,6 +15595,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
  pc_unequipitem(sd,idx,3);
  }
  clif_delitem(sd,idx,1,3);
+ clif_additem(sd,idx,1,0);
  clif_upgrademessage(sd->fd, 0, item->nameid);
  clif_inventorylist(sd);
  clif_refine(sd->fd,0,idx,item->refine);

I want to put the source from the top into the bottom . Because the Weapon Refine Skill of Whitesmith doesn't show any images in the top when refining
 

 

* Weapon Refine [Celest]

 *------------------------------------------*/
void skill_weaponrefine(struct map_session_data *sd, int idx)
{
nullpo_retv(sd);
 
if (idx >= 0 && idx < MAX_INVENTORY)
{
struct item *item;
struct item_data *ditem = sd->inventory_data[idx];
item = &sd->status.inventory[idx];
 
if(item->nameid > 0 && ditem->type == IT_WEAPON) {
int i = 0, per;
int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
if( ditem->flag.no_refine ) { // if the item isn't refinable
clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
clif_upgrademessage(sd->fd, 2, item->nameid);
return;
}
if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
return;
}
per = status_get_refine_chance(ditem->wlv, (int)item->refine);
if( sd->class_&JOBL_THIRD )
per += 10;
else
per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [skotlex]
 
pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
if (per > rnd() % 100) {
int ep=0;
log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
item->refine++;
log_pick_pc(sd, LOG_TYPE_OTHER,  1, item);
if(item->equip) {
ep = item->equip;
pc_unequipitem(sd,idx,3);
}
clif_delitem(sd,idx,1,3);
clif_upgrademessage(sd->fd, 0, item->nameid);
clif_inventorylist(sd);
clif_refine(sd->fd,0,idx,item->refine);
if (ep)
pc_equipitem(sd,idx,ep);
clif_misceffect(&sd->bl,3);
if(item->refine == 10 &&
item->card[0] == CARD0_FORGE &&
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
{ // Fame point system [DracoRPG]
switch(ditem->wlv){
case 1:
pc_addfame(sd, battle_config.fame_refine_lv1,0); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
break;
case 2:
pc_addfame(sd, battle_config.fame_refine_lv2,0); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
break;
case 3:
pc_addfame(sd, battle_config.fame_refine_lv3,0); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
break;
}
}
} else {
item->refine = 0;
if(item->equip)
pc_unequipitem(sd,idx,3);
clif_upgrademessage(sd->fd, 1, item->nameid);
clif_refine(sd->fd,1,idx,item->refine);
pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
clif_misceffect(&sd->bl,2);
clif_emotion(&sd->bl, E_OMG);
}
}
}
}

 

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