if(item_id == 我的ID)
{
smithing(user, 我是锻造数量);//锻造
}
function smithing(user, level) {
var inven = CUserCharacInfo_getCurCharacInvenW(user);
var equ = CInventory_GetInvenRef(inven, INVENTORY_TYPE_ITEM, 9);
var itemId = Inven_Item_getKey(equ)
var itemData = CDataManager_find_item(G_CDataManager(), itemId);
var equ_type = itemData.add(141 * 4).readU32();
var characName = api_CUserCharacInfo_getCurCharacName(user);
if (Inven_Item_getKey(equ)) {
if (equ_type == 10) {
var upgrade_level = equ.add(51).readU8();
if (upgrade_level == 30) {
api_CUser_SendNotiPacketMessage(user, "锻造失败:该武器的锻造等级已经为最大限制!", 0);
return;
} else {
equ.add(51).writeU8(level);
CUser_SendUpdateItemList(user, 1, 0, 9);
console.log("success!!!")
api_CUser_SendNotiPacketMessage(user, "恭喜玩家锻造成功!", 0);
return;
}
} else {
api_CUser_SendNotiPacketMessage(user, "锻造失败:该装备不是武器!", 0);
return;
}
}
}
{
smithing(user, 我是锻造数量);//锻造
}
function smithing(user, level) {
var inven = CUserCharacInfo_getCurCharacInvenW(user);
var equ = CInventory_GetInvenRef(inven, INVENTORY_TYPE_ITEM, 9);
var itemId = Inven_Item_getKey(equ)
var itemData = CDataManager_find_item(G_CDataManager(), itemId);
var equ_type = itemData.add(141 * 4).readU32();
var characName = api_CUserCharacInfo_getCurCharacName(user);
if (Inven_Item_getKey(equ)) {
if (equ_type == 10) {
var upgrade_level = equ.add(51).readU8();
if (upgrade_level == 30) {
api_CUser_SendNotiPacketMessage(user, "锻造失败:该武器的锻造等级已经为最大限制!", 0);
return;
} else {
equ.add(51).writeU8(level);
CUser_SendUpdateItemList(user, 1, 0, 9);
console.log("success!!!")
api_CUser_SendNotiPacketMessage(user, "恭喜玩家锻造成功!", 0);
return;
}
} else {
api_CUser_SendNotiPacketMessage(user, "锻造失败:该装备不是武器!", 0);
return;
}
}
}