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Can i have NPC Refine like this?


ooGubAoo

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I need NPC Refine like this. And must have same item to refine.

If Knife[3] Can't refine with Knife[4]

Ex.

I must have 2 Knife to +1Knife.

And must have +1 Knife 2ea to +2Knife.

.

.

.

And Must have +9Knife 2ea to +10Knife

And Can refine to +20

Edited by ooGubAoo
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prontera,156,179,6	script	Suhnbi#custom	85,{
	disable_items;
	mes "[Suhnbi]";
	mes "I am the Armsmith.";
	mes "I can refine all kinds of weapons,";
	mes "armor and equipment, so let me";
	mes "know what you want to refine.";
	next;

	setarray(.@indices[0], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW);
	for(.@i = 0; .@i < 10; .@i++) {
		if (getequipisequiped(.@indices[.@i])) {
			.@menu$[.@i] = F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
			.@equipped = 1;
		}
	}

	if (.@equipped == 0) {
		mes "[Suhnbi]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	
    .@equip = .@indices[select(implode(.@menu$, ":")) - 1];

	if (!getequipisequiped(.@equip)) 
		end;

	if (!getequipisenableref(.@equip)) {
		mes "[Suhnbi]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}

	if (getequiprefinerycnt(.@equip) >= 20) {
		mes "[Suhnbi]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}

	.@refineitemid = getequipid(.@equip); 
	.@refinerycnt = getequiprefinerycnt(.@equip); 
	.@price = getequiprefinecost(.@equip, REFINE_COST_NORMAL, REFINE_ZENY_COST);
	.@itemtype = getiteminfo(.@refineitemid, ITEMINFO_TYPE);
	.@equipLvl = (.@itemtype == IT_WEAPON) ? getequipweaponlv(.@equip) : getequiparmorlv(.@equip);

	mes "[Suhnbi]";
	if (.@itemtype == IT_WEAPON)
        mes "You want to refine a level " + .@equipLvl + " weapon?";
    mes "To refine that, you'll need to have " + .itemCostAmount + " ^ff9999" + ((.@refinerycnt > 0) ? "+" + .@refinerycnt + " " : "") + getitemname(.@refineitemid) +  "^000000 and " + callfunc("F_InsertComma", .@price) + " zeny.";
	mes "Would you like to continue?";
	next;
	
    if(select("Yes:No") == 2) {
        mes "[Suhnbi]";
        mes "I can't help it even if you're not happy about it...";
        close;
    }

    .@idx = 0;
    getinventorylist(getcharid(0));
    for(.@i = 0; .@i < @inventorylist_count; .@i++) {
        if(@inventorylist_id[.@i] == .@refineitemid && @inventorylist_refine[.@i] == .@refinerycnt && @inventorylist_equip[.@i] == 0) {
            .@itemReqIdxs[.@idx] = @inventorylist_idx[.@i];
            .@idx++;
        }

        if(.@idx == .itemCostAmount) break;
    }

    if (getarraysize(.@itemReqIdxs) < .itemCostAmount || Zeny < .@price) {
        mes "[Suhnbi]";
        mes "Are these all you have?";
        mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
        close;
    }

    Zeny -= .@price;
    for(.@i = 0; .@i < getarraysize(.@itemReqIdxs); .@i++)
        delitemidx(.@itemReqIdxs[.@i], 1);

    if (callfunc("F_IsEquipIDHack", .@equip, .@refineitemid) ||
        callfunc("F_IsEquipRefineHack", .@equip, .@refinerycnt) || callfunc("F_IsEquipCardHack", .@equip,  getequipcardid(.@equip, 0),  getequipcardid(.@equip, 1),  getequipcardid(.@equip, 2),  getequipcardid(.@equip, 3))) {
        mes "[Suhnbi]";
        emotion(ET_FRET);
        mes "Wait a second...";
        mes "Do you think I'm stupid?!";
        mes "You switched the item while I wasn't looking! Get out of here!";
        close;
    }

	mes "[Suhnbi]";
	mes "Clang! Clang! Clang!";
    successrefitem(.@equip);
    next;
    emotion(ET_BEST);
    mes "[Suhnbi]";
    mes "There you go! It's done.";
    mes "It's been a while since I've made such a fine " + ((.@itemtype == IT_WEAPON) ? "weapon" : "armor") + ". You must be happy because it has become stronger!";
    close;

    OnInit:
        .itemCostAmount = 2;
}

 

Edited by Winterfox
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prontera,156,179,6	script	Suhnbi#custom	85,{
	disable_items;
	mes "[Suhnbi]";
	mes "I am the Armsmith.";
	mes "I can refine all kinds of weapons,";
	mes "armor and equipment, so let me";
	mes "know what you want to refine.";
	next;

	setarray(.@indices[0], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW);
	for(.@i = 0; .@i < 10; .@i++) {
		if (getequipisequiped(.@indices[.@i])) {
			.@menu$[.@i] = F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
			.@equipped = 1;
		}
	}

	if (.@equipped == 0) {
		mes "[Suhnbi]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	
    .@equip = .@indices[select(implode(.@menu$, ":")) - 1];

	if (!getequipisequiped(.@equip)) 
		end;

	if (!getequipisenableref(.@equip)) {
		mes "[Suhnbi]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}

	if (getequiprefinerycnt(.@equip) >= 20) {
		mes "[Suhnbi]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}

	.@refineitemid = getequipid(.@equip); 
	.@refinerycnt = getequiprefinerycnt(.@equip); 
	.@price = getequiprefinecost(.@equip, REFINE_COST_NORMAL, REFINE_ZENY_COST);
	.@itemtype = getiteminfo(.@refineitemid, ITEMINFO_TYPE);
	.@equipLvl = (.@itemtype == IT_WEAPON) ? getequipweaponlv(.@equip) : getequiparmorlv(.@equip);

	mes "[Suhnbi]";
	if (.@itemtype == IT_WEAPON)
        mes "You want to refine a level " + .@equipLvl + " weapon?";
    mes "To refine that, you'll need to have two ^ff9999" + ((.@refinerycnt > 0) ? "+" + .@refinerycnt + " " : "") + getitemname(.@refineitemid) +  "^000000 and " + callfunc("F_InsertComma", .@price) + " zeny.";
	mes "Would you like to continue?";
	next;
	
    if(select("Yes:No") == 2) {
        mes "[Suhnbi]";
        mes "I can't help it even if you're not happy about it...";
        close;
    }

    if (getequippercentrefinery(.@equip) < 100) {
        if (.@itemtype == IT_WEAPON) {
            mes "[Suhnbi]";
            mes "Wow!!";
            mes "This weapon probably";
            mes "looks like it's been refined...";
            mes "many times...";
            mes "It may break if";
            mes "you refine it again.";
            next;
            mes "And if it breaks,";
            mes "you can't use it anymore!";
            mes "All the cards in it and the properties ^ff0000will be lost^000000!";
            mes "^ff0000Besides, the equipment will break!^000000";
            mes "Are you sure you still want to continue?";
            next;
            if(select("Yes:No") == 2) {
                mes "[Suhnbi]";
                mes "Good.";
                mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
                close;
            }
        } else {
            mes "[Suhnbi]";
            mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
            mes "You know it's pretty risky, don't you?";
            next;
            mes "If your defensive equipment is broken, you'll never be able to use it again.";
            mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
            mes "Do you really wish to continue?";
            next;
            if(select("Yes:No") == 2) {
                mes "[Suhnbi]";
                mes "What nonsense. You waste my precious time.";
                mes "Get lost, punk.";
                close;
            }
        }
    }

    .@idx = 0;
    getinventorylist(getcharid(0));
    for(.@i = 0; .@i < @inventorylist_count; .@i++) {
        if(@inventorylist_id[.@i] == .@refineitemid && @inventorylist_refine[.@i] == .@refinerycnt && @inventorylist_equip[.@i] == 0) {
            .@itemReqIdxs[.@idx] = @inventorylist_idx[.@i];
            .@idx++;
        }

        if(.@idx == .itemCostAmount) break;
    }

    if (getarraysize(.@itemReqIdxs) < .itemCostAmount || Zeny < .@price) {
        mes "[Suhnbi]";
        mes "Are these all you have?";
        mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
        close;
    }

    Zeny -= .@price;
    for(.@i = 0; .@i < getarraysize(.@itemReqIdxs); .@i++)
        delitemidx(.@itemReqIdxs[.@i], 1);

    if (callfunc("F_IsEquipIDHack", .@equip, .@refineitemid) ||
        callfunc("F_IsEquipRefineHack", .@equip, .@refinerycnt) || callfunc("F_IsEquipCardHack", .@equip,  getequipcardid(.@equip, 0),  getequipcardid(.@equip, 1),  getequipcardid(.@equip, 2),  getequipcardid(.@equip, 3))) {
        mes "[Suhnbi]";
        emotion(ET_FRET);
        mes "Wait a second...";
        mes "Do you think I'm stupid?!";
        mes "You switched the item while I wasn't looking! Get out of here!";
        close;
    }

	mes "[Suhnbi]";
	mes "Clang! Clang! Clang!";
	if (getequippercentrefinery(.@equip) > rand(100)) {
		successrefitem(.@equip);
		next;
		emotion(ET_BEST);
		mes "[Suhnbi]";
		mes "There you go! It's done.";
		mes "It's been a while since I've made such a fine " + ((.@itemtype == IT_WEAPON) ? "weapon" : "armor") + ". You must be happy because it has become stronger!";
		close;
	}

	failedrefitem(.@equip);
	next;
	emotion (!rand(5)) ? ET_MONEY : ET_HUK;
	mes "[Suhnbi]";
	mes "Uuuuuuuuuummmmmph!!!";
	next;
	mes "[Suhnbi]";
	mes "...";
	mes ".....";
	mes ".......Huhuhuhuhu~";
	mes "........It was your choice and my ability, no regret.";
	close;

    OnInit:
        .itemCostAmount = 2;
}

 

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5 hours ago, Winterfox said:
prontera,156,179,6	script	Suhnbi#custom	85,{
	disable_items;
	mes "[Suhnbi]";
	mes "I am the Armsmith.";
	mes "I can refine all kinds of weapons,";
	mes "armor and equipment, so let me";
	mes "know what you want to refine.";
	next;

	setarray(.@indices[0], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW);
	for(.@i = 0; .@i < 10; .@i++) {
		if (getequipisequiped(.@indices[.@i])) {
			.@menu$[.@i] = F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
			.@equipped = 1;
		}
	}

	if (.@equipped == 0) {
		mes "[Suhnbi]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	
    .@equip = .@indices[select(implode(.@menu$, ":")) - 1];

	if (!getequipisequiped(.@equip)) 
		end;

	if (!getequipisenableref(.@equip)) {
		mes "[Suhnbi]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}

	if (getequiprefinerycnt(.@equip) >= 20) {
		mes "[Suhnbi]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}

	.@refineitemid = getequipid(.@equip); 
	.@refinerycnt = getequiprefinerycnt(.@equip); 
	.@price = getequiprefinecost(.@equip, REFINE_COST_NORMAL, REFINE_ZENY_COST);
	.@itemtype = getiteminfo(.@refineitemid, ITEMINFO_TYPE);
	.@equipLvl = (.@itemtype == IT_WEAPON) ? getequipweaponlv(.@equip) : getequiparmorlv(.@equip);

	mes "[Suhnbi]";
	if (.@itemtype == IT_WEAPON)
        mes "You want to refine a level " + .@equipLvl + " weapon?";
    mes "To refine that, you'll need to have two ^ff9999" + ((.@refinerycnt > 0) ? "+" + .@refinerycnt + " " : "") + getitemname(.@refineitemid) +  "^000000 and " + callfunc("F_InsertComma", .@price) + " zeny.";
	mes "Would you like to continue?";
	next;
	
    if(select("Yes:No") == 2) {
        mes "[Suhnbi]";
        mes "I can't help it even if you're not happy about it...";
        close;
    }

    if (getequippercentrefinery(.@equip) < 100) {
        if (.@itemtype == IT_WEAPON) {
            mes "[Suhnbi]";
            mes "Wow!!";
            mes "This weapon probably";
            mes "looks like it's been refined...";
            mes "many times...";
            mes "It may break if";
            mes "you refine it again.";
            next;
            mes "And if it breaks,";
            mes "you can't use it anymore!";
            mes "All the cards in it and the properties ^ff0000will be lost^000000!";
            mes "^ff0000Besides, the equipment will break!^000000";
            mes "Are you sure you still want to continue?";
            next;
            if(select("Yes:No") == 2) {
                mes "[Suhnbi]";
                mes "Good.";
                mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
                close;
            }
        } else {
            mes "[Suhnbi]";
            mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
            mes "You know it's pretty risky, don't you?";
            next;
            mes "If your defensive equipment is broken, you'll never be able to use it again.";
            mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
            mes "Do you really wish to continue?";
            next;
            if(select("Yes:No") == 2) {
                mes "[Suhnbi]";
                mes "What nonsense. You waste my precious time.";
                mes "Get lost, punk.";
                close;
            }
        }
    }

    .@idx = 0;
    getinventorylist(getcharid(0));
    for(.@i = 0; .@i < @inventorylist_count; .@i++) {
        if(@inventorylist_id[.@i] == .@refineitemid && @inventorylist_refine[.@i] == .@refinerycnt && @inventorylist_equip[.@i] == 0) {
            .@itemReqIdxs[.@idx] = @inventorylist_idx[.@i];
            .@idx++;
        }

        if(.@idx == .itemCostAmount) break;
    }

    if (getarraysize(.@itemReqIdxs) < .itemCostAmount || Zeny < .@price) {
        mes "[Suhnbi]";
        mes "Are these all you have?";
        mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
        close;
    }

    Zeny -= .@price;
    for(.@i = 0; .@i < getarraysize(.@itemReqIdxs); .@i++)
        delitemidx(.@itemReqIdxs[.@i], 1);

    if (callfunc("F_IsEquipIDHack", .@equip, .@refineitemid) ||
        callfunc("F_IsEquipRefineHack", .@equip, .@refinerycnt) || callfunc("F_IsEquipCardHack", .@equip,  getequipcardid(.@equip, 0),  getequipcardid(.@equip, 1),  getequipcardid(.@equip, 2),  getequipcardid(.@equip, 3))) {
        mes "[Suhnbi]";
        emotion(ET_FRET);
        mes "Wait a second...";
        mes "Do you think I'm stupid?!";
        mes "You switched the item while I wasn't looking! Get out of here!";
        close;
    }

	mes "[Suhnbi]";
	mes "Clang! Clang! Clang!";
	if (getequippercentrefinery(.@equip) > rand(100)) {
		successrefitem(.@equip);
		next;
		emotion(ET_BEST);
		mes "[Suhnbi]";
		mes "There you go! It's done.";
		mes "It's been a while since I've made such a fine " + ((.@itemtype == IT_WEAPON) ? "weapon" : "armor") + ". You must be happy because it has become stronger!";
		close;
	}

	failedrefitem(.@equip);
	next;
	emotion (!rand(5)) ? ET_MONEY : ET_HUK;
	mes "[Suhnbi]";
	mes "Uuuuuuuuuummmmmph!!!";
	next;
	mes "[Suhnbi]";
	mes "...";
	mes ".....";
	mes ".......Huhuhuhuhu~";
	mes "........It was your choice and my ability, no regret.";
	close;

    OnInit:
        .itemCostAmount = 2;
}

 

Thank you it work.

But i need to refine succes 100% every level.

How to change Percent to refine.

Thank you very much.

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39 minutes ago, Winterfox said:
prontera,156,179,6	script	Suhnbi#custom	85,{
	disable_items;
	mes "[Suhnbi]";
	mes "I am the Armsmith.";
	mes "I can refine all kinds of weapons,";
	mes "armor and equipment, so let me";
	mes "know what you want to refine.";
	next;

	setarray(.@indices[0], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW);
	for(.@i = 0; .@i < 10; .@i++) {
		if (getequipisequiped(.@indices[.@i])) {
			.@menu$[.@i] = F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
			.@equipped = 1;
		}
	}

	if (.@equipped == 0) {
		mes "[Suhnbi]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	
    .@equip = .@indices[select(implode(.@menu$, ":")) - 1];

	if (!getequipisequiped(.@equip)) 
		end;

	if (!getequipisenableref(.@equip)) {
		mes "[Suhnbi]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}

	if (getequiprefinerycnt(.@equip) >= 20) {
		mes "[Suhnbi]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}

	.@refineitemid = getequipid(.@equip); 
	.@refinerycnt = getequiprefinerycnt(.@equip); 
	.@price = getequiprefinecost(.@equip, REFINE_COST_NORMAL, REFINE_ZENY_COST);
	.@itemtype = getiteminfo(.@refineitemid, ITEMINFO_TYPE);
	.@equipLvl = (.@itemtype == IT_WEAPON) ? getequipweaponlv(.@equip) : getequiparmorlv(.@equip);

	mes "[Suhnbi]";
	if (.@itemtype == IT_WEAPON)
        mes "You want to refine a level " + .@equipLvl + " weapon?";
    mes "To refine that, you'll need to have " + .itemCostAmount + " ^ff9999" + ((.@refinerycnt > 0) ? "+" + .@refinerycnt + " " : "") + getitemname(.@refineitemid) +  "^000000 and " + callfunc("F_InsertComma", .@price) + " zeny.";
	mes "Would you like to continue?";
	next;
	
    if(select("Yes:No") == 2) {
        mes "[Suhnbi]";
        mes "I can't help it even if you're not happy about it...";
        close;
    }

    .@idx = 0;
    getinventorylist(getcharid(0));
    for(.@i = 0; .@i < @inventorylist_count; .@i++) {
        if(@inventorylist_id[.@i] == .@refineitemid && @inventorylist_refine[.@i] == .@refinerycnt && @inventorylist_equip[.@i] == 0) {
            .@itemReqIdxs[.@idx] = @inventorylist_idx[.@i];
            .@idx++;
        }

        if(.@idx == .itemCostAmount) break;
    }

    if (getarraysize(.@itemReqIdxs) < .itemCostAmount || Zeny < .@price) {
        mes "[Suhnbi]";
        mes "Are these all you have?";
        mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
        close;
    }

    Zeny -= .@price;
    for(.@i = 0; .@i < getarraysize(.@itemReqIdxs); .@i++)
        delitemidx(.@itemReqIdxs[.@i], 1);

    if (callfunc("F_IsEquipIDHack", .@equip, .@refineitemid) ||
        callfunc("F_IsEquipRefineHack", .@equip, .@refinerycnt) || callfunc("F_IsEquipCardHack", .@equip,  getequipcardid(.@equip, 0),  getequipcardid(.@equip, 1),  getequipcardid(.@equip, 2),  getequipcardid(.@equip, 3))) {
        mes "[Suhnbi]";
        emotion(ET_FRET);
        mes "Wait a second...";
        mes "Do you think I'm stupid?!";
        mes "You switched the item while I wasn't looking! Get out of here!";
        close;
    }

	mes "[Suhnbi]";
	mes "Clang! Clang! Clang!";
    successrefitem(.@equip);
    next;
    emotion(ET_BEST);
    mes "[Suhnbi]";
    mes "There you go! It's done.";
    mes "It's been a while since I've made such a fine " + ((.@itemtype == IT_WEAPON) ? "weapon" : "armor") + ". You must be happy because it has become stronger!";
    close;

    OnInit:
        .itemCostAmount = 2;
}

 

Thank you very much.

I Love you very very much.

How to Press vote or like on you?

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The circle with the arrow in it at the right bottom of the post you want to like.

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28 minutes ago, Winterfox said:

The circle with the arrow in it at the right bottom of the post you want to like.

OK.
I can vote now.

Thank you.

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On 7/14/2023 at 6:35 AM, ooGubAoo said:

Thank you it work.

But i need to refine succes 100% every level.

How to change Percent to refine.

Thank you very much.

try change this part

if (getequippercentrefinery(.@equip) > rand(100)) {

into

if (getequippercentrefinery(.@equip) > 0) {

 

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