//===== Hercules Script ======================================
//= Sample: Setiteminfo & Setitemscript
//===== By: ==================================================
//= Lupus
//===== Current Version: =====================================
//= 20131225
//===== Description: =========================================
//= Demonstrates 'setiteminfo' and 'setitemscript' commands.
//============================================================
prontera,164,161,5 script Lupus WOLF,{
mes "Please choose an option:";
next;
switch (select("Make Knife[3] Edible", "Make Apple Equippable", "Edible Knife = Full SP", "Knife = Weapon + 3 Notes")) {
case 1:
mes "Ok. We made Knife[3] edible.";
setiteminfo(Knife, 2, IT_HEALING); //type = 0 : potion
setitemscript(Knife, "{dispbottom \"* You used Knife[3]\";}");
break;
case 2:
mes "Ok. We made Apple equippable.";
setiteminfo(Apple, 2, IT_ARMOR); //item type -> headgear (type = 5 -> IT_ARMOR)
setiteminfo(Apple, 5, 512); //where to equip to (equip = 512)
setiteminfo(Apple, 11, 256); //set as headgear location (loc = 256)
setiteminfo(Apple, 14, 85); //set Headgear Sprite ID (view id = 85)
setitemscript(Apple, "{dispbottom \"* Other item's changed\";}", 0);
setitemscript(Apple, "{dispbottom \"* Equipped\";}", 1);
setitemscript(Apple, "{dispbottom \"* Unequipped\";}", 2);
break;
case 3:
mes "Ok. Now edible Knife[3] restores your SP.";
setitemscript(Knife, 2, 0);
setitemscript(Knife, "{dispbottom \"* You ate Knife[3] + Full SP\"; percentheal 0,100;}");
break;
case 4:
mes "Ok. We made Knife a weapon, but added 3 notes.";
setiteminfo(Knife, 2, IT_WEAPON); //type = 4 -> IT_WEAPON
setitemscript(Knife, "{dispbottom \"* 1 Used\";}", 0);
setitemscript(Knife, "{dispbottom \"* 2 Equipped\";}", 1);
setitemscript(Knife, "{dispbottom \"* 3 Unequipped\";}", 2);
break;
}
close;
}