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Hey, guys!

There's a way to give refine chance bonus depending on condition to a player when refining with "NPC X"?

 

Thanks in advance. ❤️

1 answer to this question

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Posted (edited)

Just solved!

Applied any percentage plus getequippercentrefinery(<equipped_slot>).

 

Code Sample:

Be aware that this code is not "NPC Script" structured! It's just a quote sample.

// Example: Increase the Success Refining Chance by +10%
getequippercentrefinery(EQI_ARMOR) + 10;

// Example: Working Refine Chance Applied
if ((getequippercentrefinery(EQI_ARMOR) + 10) > rand(100))
	successrefitem EQI_ARMOR;

// Do the equipped_slot dynamically through:
  setarray .@equippedParts[1],
    EQI_HEAD_TOP,
    EQI_HEAD_MID,
    EQI_HEAD_LOW,
    EQI_ARMOR,
    EQI_HAND_R,
    EQI_HAND_L,
    EQI_GARMENT,
    EQI_SHOES,
    EQI_ACC_R,
    EQI_ACC_L;

  // Create an array with all equipped items, except shadow ones
  for(.@i = 1; .@i <= getarraysize(.@equippedParts); .@i++) {
      if (getequipisequiped(.@equippedParts[.@i])) {
          .@menu$ = .@menu$ + F_getpositionname(.@equippedParts[.@i]);
      }
  }

  // .@selection will be the selected equip from the refine menu (.@selection is the dynamic equipped_slot variable).
  set .@selection, .@equippedParts[ select(.@menu$) ];

 

-- Solved!

Edited by Kouta

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