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Refine Structure?


PewN

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where can i find the refine structure. i want to edit the weapon per refine = 1% like that where can i find it?

is this?


// Parse equipment.
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
continue;
if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
continue;
if(!sd->inventory_data[index])
continue;

status->def += sd->inventory_data[index]->def;

if(first && sd->inventory_data[index]->equip_script)
 { //Execute equip-script on login
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}

// sanitize the refine level in case someone decreased the value inbetween
if (sd->status.inventory[index].refine > MAX_REFINE)
sd->status.inventory[index].refine = MAX_REFINE;

if(sd->inventory_data[index]->type == IT_WEAPON) {
int r,wlv = sd->inventory_data[index]->wlv;
struct weapon_data *wd;
struct weapon_atk *wa;
if (wlv >= REFINE_TYPE_MAX) 
wlv = REFINE_TYPE_MAX - 1;
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
wd = &sd->left_weapon; // Left-hand weapon
wa = &status->lhw;
} else {
wd = &sd->right_weapon;
wa = &status->rhw;
}
wa->atk += sd->inventory_data[index]->atk;
if ( (r = sd->status.inventory[index].refine) )
wa->atk2 = refine_info[wlv].bonus[r-1] / 100;

bump!

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rAthena/db/(pre-re)re/refine.txt

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rAthena/db/(pre-re)re/refine.txt

oh ok thx for your reply im gonna try to find out there. hmm is refine.txt? or refine_db.txt :)

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refine_db.txt ** sorry lol

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refine_db.txt ** sorry lol

ok thx

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