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Posted
	function	script	weapon_check	{
	
	if (itemlevel != getequiprefinerycnt(EQI_HAND_R) || itemname$ != getequipname(EQI_HAND_R))
	if (getequiprefinerycnt(EQI_HAND_R)>= 8) {
		announce strcharinfo(0) + " has just upgraded thier " + getequipname(EQI_HAND_R) + " to +" + getequiprefinerycnt(EQI_HAND_R),bc_yellow|bc_all;
		set itemlevel, getequiprefinerycnt(EQI_HAND_R);
		set itemname$, getequipname(EQI_HAND_R);
	}	
	
}

 

I went through the script thoroughly, ran some tests on my test server, it works perfect now, Sorry about that.

Posted (edited)

May i asked? for your example?

my item_db2

1264,Various_Jur,Specialty Jur,4,20,,800,90,,1,4,0x00001000,7,2,34,1,1,1,16,{ callfunc "Testing"; },{},{}
function    script    Testing    {
 
if 8 to +10 it will announce BLA BLA BLA..
an the player gives something specialeffect -.-

 

In script? how to do this one. i don't want to attach this to other refiner NPC's

i want an item attach to this in enables to function the weapon etc. etc.

Edited by Kaze
Posted (edited)

I haven't tested this, But this might work.

 

callfunc "weapon_check";
	function	script	weapon_check	{
	
	if (itemlevel != getequipweaponlv(EQI_HAND_R) || (itemname$ != getequipname(3)) && (getequipweaponlv(EQI_HAND_R) >= 8)){
		announce strcharinfo(0) + " has just upgraded thier " + getitemname(3) + " to " + getequipweaponlv(3),bc_yellow|bc_all;
		set itemlevel, getequipweaponlv(EQI_HAND_R);
		set itemname$, getequipname(EQI_HAND_R);
	}	
	
}
Edited by Metamorphic
Posted (edited)

It does not matter how you upgrade your weapon when using this call function method, since it checks for changes when item is equipped.

 

1 more question, I have try using @refine 0+8 but it doesn't seems to announce?

 

1201,Knife,Knife,4,50,,400,17,,1,3,0xFE9F7EEF,7,2,2,1,1,1,1,{ callfunc "Weapon_Check" ;},{},{}
Edited by Kaze
Posted (edited)
	function	script	weapon_check	{
	
	if (itemlevel != getequipweaponlv(EQI_HAND_R) || (itemname$ != getequipname(EQI_HAND_R)) && (getequipweaponlv(EQI_HAND_R) >= 8)){
		announce strcharinfo(0) + " has just upgraded thier " + getitemname(EQI_HAND_R) + " to " + getequipweaponlv(EQI_HAND_R),bc_yellow|bc_all;
		set itemlevel, getequipweaponlv(EQI_HAND_R);
		set itemname$, getequipname(EQI_HAND_R);
	}	
	
}

 

there was a typo on the announce, but it is announcing. Testing it now..

(Only announcing first time).

Edited by Metamorphic
Posted
	function	script	weapon_check	{
	
	if (itemlevel != getequiprefinerycnt(EQI_HAND_R) || itemname$ != getequipname(EQI_HAND_R))
	if (getequiprefinerycnt(EQI_HAND_R)>= 8) {
		announce strcharinfo(0) + " has just upgraded thier " + getequipname(EQI_HAND_R) + " to +" + getequiprefinerycnt(EQI_HAND_R),bc_yellow|bc_all;
		set itemlevel, getequiprefinerycnt(EQI_HAND_R);
		set itemname$, getequipname(EQI_HAND_R);
	}	
	
}

 

I went through the script thoroughly, ran some tests on my test server, it works perfect now, Sorry about that.

 

How about if the weapon is located on the left hand is >=8? For example : assassins

Posted

i dont think this script suppose to do using the database part....it should be adjust in ur refiner script...since it's an announcement when your characters success to refine a +8 and above equipments....

 

find the successrefitem and add below..

.@refine_count = getequiprefinerycnt(<equipment slot>);
if( .@refine_count >= 8 ){
	announce strcharinfo(0)+" refined a "+.@refine_count+" "+getequipname(<equipment slot>),0;
}

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