summaryrefslogblamecommitdiff
path: root/npc/re/merchants/enchan_ko.txt
blob: 130a5cf4e267581da64f9cdfc66bd023d1cfb2fc (plain) (tree)
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576


























                                                                           
                               
                                                                           
                                            


                                                                           
 
                                                            
                                                  



























































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                            
//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Kagerou/Oboro Gear Enchants
//================= Description ===========================================
//= Adds enchantments to Kagerou/Oboro gear.
//================= Current Version =======================================
//= 1.0
//=========================================================================

//== Main NPC :: job_ko ====================================
que_ng,75,20,3	script	Artisan Tene#ko	4_M_JPN2,{
	disable_items;
	mes "[Artisan Tene]";
	mes "Hello? I'm Artisan Tene, the most respectful blacksmith of them all.";
	next;
	mes "[Artisan Tene]";
	mes "How may I help you?";
	next;
	switch (select("Which blacksmith?:I want to add option.:I want to remove option.")) {
	case 1: // Which blacksmith?
		mes "[Artisan Tene]";
		mes "Oh! Sorry, I didn't introduce myself.";
		next;
		mes "[Artisan Tene]";
		mes "I can add or remove options from some weapons and armor at a small price.";
		next;
		mes "[Artisan Tene]";
		mes "Oh! Do you want to know the list of weapons and armor I work on?";
		next;
		switch (select("Take a look at the weapon list.:Take a look at the armor list.")) {
		case 1: // Take a look at the weapon list
			mes "[Artisan Tene]";
			mes "Are you interested in the weapon list?";
			next;
			mes "[Artisan Tene]";
			mes "The weapons I work on are ";
			mes "^ff0000Raksasa Dagger [1]^000000";
			mes "^ff0000Mikatsuki[1]^000000";
			mes "^ff0000Huuma Swirling Petal [2]^000000";
			mes "^ff0000Huuma Fluttering Snow^000000";
			mes "^ff0000Huuma Thunderstorm^000000";
			break;
		case 2: // Take a look at the armor list
			mes "[Artisan Tene]";
			mes "Are you interested in the armor list?";
			next;
			mes "[Artisan Tene]";
			mes "The armor I work on is";
			mes "^ff0000Wolf Armguard [1]^000000";
			mes "^ff0000Crescent Armguard [1]^000000";
			mes "^ff0000Ninja Scale Armor [1]^000000";
			mes "^ff0000Tenebris Latitantes [1]^000000";
			mes "^ff0000Special Ninja Suit [1]^000000";
			break;
		}
		next;
		mes "[Artisan Tene]";
		mes "This is it. I'm still in practice to learn and handle more battlegear.";
		next;
		mes "[Artisan Tene]";
		mes "If you'd like, I can add options to your 4th and 3rd Slots at a small cost.";
		close;
	case 2: // I want to add option
		mes "[Artisan Tene]";
		mes "Oh! You need to add an option.";
		mes "I use the method of adding options to your 4th and 3rd slots of battlegear equipped.";
		next;
		mes "[Artisan Tene]";
		mes "Since I use a stable and unique way of adding options, there are no risks of ^ff0000'Reset Refine'^000000 or ^ff0000'Losing Cards'^000000 equipped.";
		next;
		mes "[Artisan Tene]";
		mes "But since the costs of materials are high, I only ask for a ^5565AA small cost^000000 for my services with the exception of the material expenses.";
		next;
		mes "[Artisan Tene]";
		mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?";
		next;
		switch (select("Weapon...:Armor...")) {
		case 1:
			mes "[Artisan Tene]";
			mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
			next;
			mes "[Artisan Tene]";
			mes "^FF0000Ah! I can add an additional option if you equip a one-handed weapon on your right hand because it is easier for me to work on.^000000";
			next;
			mes "[Artisan Tene]";
			mes "Which weapon do you want to add an option to?";
			next;
			switch (select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm")) {
			case 1:
				mes "[Artisan Tene]";
				mes "Changed your mind? Very well. Hope to see you later.";
				close;
			case 2:
				.@equip_id = Raksasa_Dagger;
				break;
			case 3:
				.@equip_id = Mikatsuki;
				break;
			case 4:
				.@equip_id = Huuma_Swirling_Petal;
				break;
			case 5:
				.@equip_id = Huuma_Fluttering_Snow;
				break;
			case 6:
				.@equip_id = Huuma_Thunderstorm;
				break;
			}
			.@part = EQI_HAND_R;
			break;
		case 2:
			mes "[Artisan Tene]";
			mes "So you want to add an option to your armor. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
			next;
			mes "[Artisan Tene]";
			mes "Which armor do you want to add an option to?";
			next;
			switch (select("Later...:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) {
			case 1:
				mes "[Artisan Tene]";
				mes "Changed your mind? Very well. Hope to see you later.";
				close;
			case 2:
				.@part = EQI_HAND_L;
				.@equip_id = Wolf_Armguard;
				break;
			case 3:
				.@part = EQI_HAND_L;
				.@equip_id = Crescent_Armguard;
				break;
			case 4:
				.@part = EQI_ARMOR;
				.@equip_id = Ninja_Scale_Armor;
				break;
			case 5:
				.@part = EQI_ARMOR;
				.@equip_id = Tenebris_Latitantes;
				break;
			case 6:
				.@part = EQI_ARMOR;
				.@equip_id = Special_Ninja_Suit_;
				break;
			}
			break;
		}
		break;
	case 3: // I want to remove option
		mes "[Artisan Tene]";
		mes "You want to remove an option from your item. You didn't like the option?";
		next;
		mes "[Artisan Tene]";
		mes "Sorry but I'm not experienced enough. You've paid me for nothing.";
		next;
		mes "[Artisan Tene]";
		mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?";
		next;
		switch(select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) {
		case 1:
			mes "[Artisan Tene]";
			mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well.";
			close;
		case 2:
			.@part = EQI_HAND_R;
			.@equip_id = Raksasa_Dagger;
			break;
		case 3:
			.@part = EQI_HAND_R;
			.@equip_id = Mikatsuki;
			break;
		case 4:
			.@part = EQI_HAND_R;
			.@equip_id = Huuma_Swirling_Petal;
			break;
		case 5:
			.@part = EQI_HAND_R;
			.@equip_id = Huuma_Fluttering_Snow;
			break;
		case 6:
			.@part = EQI_HAND_R;
			.@equip_id = Huuma_Thunderstorm;
			break;
		case 7:
			.@part = EQI_HAND_L;
			.@equip_id = Wolf_Armguard;
			break;
		case 8:
			.@part = EQI_HAND_L;
			.@equip_id = Crescent_Armguard;
			break;
		case 9:
			.@part = EQI_ARMOR;
			.@equip_id = Ninja_Scale_Armor;
			break;
		case 10:
			.@part = EQI_ARMOR;
			.@equip_id = Tenebris_Latitantes;
			break;
		case 11:
			.@part = EQI_ARMOR;
			.@equip_id = Special_Ninja_Suit_;
			break;
		}
		mes "[Artisan Tene]";
		mes "You want to reset ^44B7BC" + getitemname(.@equip_id) + "^000000?";
		next;
		mes "[Artisan Tene]";
		mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?";
		next;
		switch (select("Reset only the 3rd Slot.:Reset all.")) {
		case 1:
			mes "[Artisan Tene]";
			mes "Very well. I will reset only your 3rd slot.";
			next;
			.@only_3rd = true;
			break;
		case 2:
			mes "[Artisan Tene]";
			mes "Very well. I will reset all slots.";
			next;
			break;
		}
		.@remove = true;
		break;
	}
	if (getequipisequiped(.@part) == 0) {
		mes "[Artisan Tene]";
		mes "You will have to equip all items before ^44B7BC" + getitemname(.@equip_id) + "^000000.";
		close;
	}
	if (Zeny < 100000) { // Custom Translation
		mes "[Artisan Tene]";
		mes "I'm sorry, but you don't have enough Zeny!";
		next;
		mes "[Artisan Tene]";
		mes "Our charge is very low, so please bear with me.";
		close;
	}
	if (getequipid(.@part) != .@equip_id) {
		mes "[Artisan Tene]";
		mes "I don't think this is the equipment you requested.";
		next;
		mes "[Artisan Tene]";
		mes "I cannot work on equipment other than those from my list.";
		close;
	}

	.@equip_refine = getequiprefinerycnt(.@part);
	setarray .@equip_card, getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);

	.@enchants = callsub(S_IsEnchanted, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
	// Initialization
	if (.@remove) {
		if (!.@enchants) {
			mes "[Artisan Tene]";
			mes "This equipment is is not enchanted. Please check again."; //custom translation
			close;
		}
		if (.@only_3rd && .@enchants < 2) {
			mes "[Artisan Tene]";
			mes "The third slot is is not enchanted. Please check again."; //custom translation
			close;
		}
		.@equip_card[2] = 0;
		if (!.@only_3rd)
			.@equip_card[3] = 0;
		progressbar "ffff00",2;
		Zeny -= 100000;
		delequip .@part;
		getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];

		mes "[Artisan Tene]";
		mes "Initialization complete.";
		close;
	}

	// Enchantment
	if (.@equip_refine <= 4)       .@ko_type01 = 1;
	else if (.@equip_refine <= 7)  .@ko_type01 = 2;
	else if (.@equip_refine <= 9)  .@ko_type01 = 3;
	else if (.@equip_refine <= 12) .@ko_type01 = 4;
	else                           .@ko_type01 = 5;

	//custom translations
	.@available_slots = callsub(S_CanEnchant, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
	if (!.@available_slots) {
		mes "[Artisan Tene]";
		mes "This equipment cannot be further enchanted.";
		next;
		mes "[Artisan Tene]";
		mes "If you are not satisfied with the enchantments, I suggest that you initialize.";
		close;
	}
	mes "[Artisan Tene]";
	if (.@available_slots < 2)
		mes "The fourth slot has already been enchanted. Shall I enchant the third slot as well?";
	else
		mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?";
	next;
	if (select("Do it later:Do it now") == 1) {
		mes "[Artisan Tene]";
		mes "Very well. Hope to see you later.";
		close;
	}
	mes "[Artisan Tene]";
	if (.@available_slots < 2)
		mes "Starting to enchant the third slot.";
	else
		mes "Starting to enchant the fourth slot.";
	next;
	if (.@available_slots >= 2) { // slot 4
		.@r = rand(1,1000);
		switch (.@ko_type01) {
		case 1:
			if (.@r <= 200)      .@e_socket04 = Mdef2;
			else if (.@r <= 350) .@e_socket04 = Mdef4;
			else if (.@r <= 450) .@e_socket04 = Mdef6;
			else if (.@r <= 500) .@e_socket04 = Mdef8;
			else if (.@r <= 700) .@e_socket04 = Def3;
			else if (.@r <= 850) .@e_socket04 = Def6;
			else if (.@r <= 950) .@e_socket04 = Def9;
			else                 .@e_socket04 = Def12;
			.@enchant = .@e_socket04;
			break;
		case 2:
			if (.@r <= 90)       .@d_socket04 = Mdef2;
			else if (.@r <= 170) .@d_socket04 = Mdef4;
			else if (.@r <= 240) .@d_socket04 = Mdef6;
			else if (.@r <= 300) .@d_socket04 = Mdef8;
			else if (.@r <= 390) .@d_socket04 = Def3;
			else if (.@r <= 470) .@d_socket04 = Def6;
			else if (.@r <= 540) .@d_socket04 = Def9;
			else if (.@r <= 600) .@d_socket04 = Def12;
			else if (.@r <= 660) .@d_socket04 = Strength1;
			else if (.@r <= 720) .@d_socket04 = Inteligence1;
			else if (.@r <= 780) .@d_socket04 = Vitality1;
			else if (.@r <= 840) .@d_socket04 = Dexterity1;
			else if (.@r <= 900) .@d_socket04 = Agility1;
			else                 .@d_socket04 = Luck1;
			.@enchant = .@d_socket04;
			break;
		case 3:
			if (.@r <= 90)       .@c_socket04 = Strength1;
			else if (.@r <= 180) .@c_socket04 = Inteligence1;
			else if (.@r <= 270) .@c_socket04 = Vitality1;
			else if (.@r <= 360) .@c_socket04 = Dexterity1;
			else if (.@r <= 450) .@c_socket04 = Agility1;
			else if (.@r <= 600) .@c_socket04 = Luck1;
			else if (.@r <= 660) .@c_socket04 = Strength2;
			else if (.@r <= 720) .@c_socket04 = Inteligence2;
			else if (.@r <= 780) .@c_socket04 = Vitality2;
			else if (.@r <= 840) .@c_socket04 = Dexterity2;
			else if (.@r <= 900) .@c_socket04 = Agility2;
			else                 .@c_socket04 = Luck2;
			.@enchant = .@c_socket04;
			break;
		case 4:
			if (.@r <= 70)       .@b_socket04 = Strength1;
			else if (.@r <= 140) .@b_socket04 = Inteligence1;
			else if (.@r <= 210) .@b_socket04 = Vitality1;
			else if (.@r <= 280) .@b_socket04 = Dexterity1;
			else if (.@r <= 350) .@b_socket04 = Agility1;
			else if (.@r <= 440) .@b_socket04 = Luck1;
			else if (.@r <= 495) .@b_socket04 = Strength2;
			else if (.@r <= 550) .@b_socket04 = Inteligence2;
			else if (.@r <= 605) .@b_socket04 = Vitality2;
			else if (.@r <= 660) .@b_socket04 = Dexterity2;
			else if (.@r <= 715) .@b_socket04 = Agility2;
			else if (.@r <= 800) .@b_socket04 = Luck2;
			else if (.@r <= 860) .@b_socket04 = HP100;
			else if (.@r <= 910) .@b_socket04 = HP200;
			else if (.@r <= 950) .@b_socket04 = HP300;
			else if (.@r <= 980) .@b_socket04 = SP50;
			else                 .@b_socket04 = SP100;
			.@enchant = .@b_socket04;
			break;
		case 5:
			if (.@r <= 59)       .@a_socket04 = Strength2;
			else if (.@r <= 118) .@a_socket04 = Inteligence2;
			else if (.@r <= 177) .@a_socket04 = Vitality2;
			else if (.@r <= 236) .@a_socket04 = Dexterity2;
			else if (.@r <= 295) .@a_socket04 = Agility2;
			else if (.@r <= 354) .@a_socket04 = Luck2;
			else if (.@r <= 413) .@a_socket04 = HP100;
			else if (.@r <= 472) .@a_socket04 = HP200;
			else if (.@r <= 530) .@a_socket04 = HP300;
			else if (.@r <= 589) .@a_socket04 = SP50;
			else if (.@r <= 648) .@a_socket04 = SP100;
			else if (.@r <= 707) .@a_socket04 = Strength3;
			else if (.@r <= 765) .@a_socket04 = Inteligence3;
			else if (.@r <= 824) .@a_socket04 = Vitality3;
			else if (.@r <= 883) .@a_socket04 = Dexterity3;
			else if (.@r <= 942) .@a_socket04 = Agility3;
			else                 .@a_socket04 = Luck3;
			.@enchant = .@a_socket04;
			break;
		}
		.@equip_card[2] = .@enchant;
	} else if (.@available_slots == 1) { // slot 3
		.@r = rand(1,1000);
		switch (.@ko_type01) {
		case 1:
			if (.@r <= 125)      .@e_socket03 = Mdef2;
			else if (.@r <= 250) .@e_socket03 = Mdef4;
			else if (.@r <= 375) .@e_socket03 = Mdef6;
			else if (.@r <= 500) .@e_socket03 = Mdef8;
			else if (.@r <= 625) .@e_socket03 = Def3;
			else if (.@r <= 750) .@e_socket03 = Def6;
			else if (.@r <= 875) .@e_socket03 = Def9;
			else                 .@e_socket03 = Def12;
			.@enchant = .@e_socket03;
			break;
		case 2:
			if (.@r <= 100)      .@d_socket03 = Mdef2;
			else if (.@r <= 190) .@d_socket03 = Mdef4;
			else if (.@r <= 270) .@d_socket03 = Mdef6;
			else if (.@r <= 340) .@d_socket03 = Mdef8;
			else if (.@r <= 440) .@d_socket03 = Def3;
			else if (.@r <= 530) .@d_socket03 = Def6;
			else if (.@r <= 610) .@d_socket03 = Def9;
			else if (.@r <= 680) .@d_socket03 = Def12;
			else if (.@r <= 720) .@d_socket03 = Strength1;
			else if (.@r <= 760) .@d_socket03 = Inteligence1;
			else if (.@r <= 800) .@d_socket03 = Vitality1;
			else if (.@r <= 850) .@d_socket03 = Dexterity1;
			else if (.@r <= 880) .@d_socket03 = Agility1;
			else                 .@d_socket03 = Luck1;
			.@enchant = .@d_socket03;
			break;
		case 3:
			if (.@r <= 100)      .@c_socket03 = Strength1;
			else if (.@r <= 200) .@c_socket03 = Inteligence1;
			else if (.@r <= 305) .@c_socket03 = Vitality1;
			else if (.@r <= 410) .@c_socket03 = Dexterity1;
			else if (.@r <= 500) .@c_socket03 = Agility1;
			else if (.@r <= 700) .@c_socket03 = Luck1;
			else if (.@r <= 750) .@c_socket03 = Strength2;
			else if (.@r <= 780) .@c_socket03 = Inteligence2;
			else if (.@r <= 830) .@c_socket03 = Vitality2;
			else if (.@r <= 880) .@c_socket03 = Dexterity2;
			else if (.@r <= 900) .@c_socket03 = Agility2;
			else                 .@c_socket03 = Luck2;
			.@enchant = .@c_socket03;
			break;
		case 4:
			if (.@r <= 70)       .@b_socket03 = Strength1;
			else if (.@r <= 160) .@b_socket03 = Inteligence1;
			else if (.@r <= 250) .@b_socket03 = Vitality1;
			else if (.@r <= 340) .@b_socket03 = Dexterity1;
			else if (.@r <= 400) .@b_socket03 = Agility1;
			else if (.@r <= 500) .@b_socket03 = Luck1;
			else if (.@r <= 540) .@b_socket03 = Strength2;
			else if (.@r <= 580) .@b_socket03 = Inteligence2;
			else if (.@r <= 625) .@b_socket03 = Vitality2;
			else if (.@r <= 670) .@b_socket03 = Dexterity2;
			else if (.@r <= 700) .@b_socket03 = Agility2;
			else if (.@r <= 800) .@b_socket03 = Luck2;
			else if (.@r <= 860) .@b_socket03 = HP100;
			else if (.@r <= 900) .@b_socket03 = HP200;
			else if (.@r <= 920) .@b_socket03 = HP300;
			else if (.@r <= 965) .@b_socket03 = SP50;
			else                 .@b_socket03 = SP100;
			.@enchant = .@b_socket03;
			break;
		case 5:
			if (.@r <= 59)       .@a_socket03 = Strength2;
			else if (.@r <= 118) .@a_socket03 = Inteligence2;
			else if (.@r <= 177) .@a_socket03 = Vitality2;
			else if (.@r <= 236) .@a_socket03 = Dexterity2;
			else if (.@r <= 295) .@a_socket03 = Agility2;
			else if (.@r <= 354) .@a_socket03 = Luck2;
			else if (.@r <= 413) .@a_socket03 = HP100;
			else if (.@r <= 472) .@a_socket03 = HP200;
			else if (.@r <= 530) .@a_socket03 = HP300;
			else if (.@r <= 589) .@a_socket03 = SP50;
			else if (.@r <= 648) .@a_socket03 = SP100;
			else if (.@r <= 707) .@a_socket03 = Strength3;
			else if (.@r <= 765) .@a_socket03 = Inteligence3;
			else if (.@r <= 824) .@a_socket03 = Vitality3;
			else if (.@r <= 883) .@a_socket03 = Dexterity3;
			else if (.@r <= 942) .@a_socket03 = Agility3;
			else                 .@a_socket03 = Luck3;
			.@enchant = .@a_socket03;
			break;
		}
		.@equip_card[2] = .@equip_card[3];
		.@equip_card[3] = .@enchant;
	} else {
		mes "[Artisan Tene]";
		mes "An unknown error has occurred. Please contact customer service. *^_^*";
		close;
	}
	progressbar "0xFFFF00",2;
	Zeny -= 100000;
	delequip .@part;

	getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];

	mes "[Artisan Tene]";
	mes "^44B7BC" + getitemname(.@equip_id) + "^000000";
	mes "The equipment has been enchanted."; //custom translation
	close;

/**
 * Checks if the item having the given card set is enchanted
 *
 * callsub(S_IsEnchanted, <card1>, <card2>, <card3>, <card4>)
 *
 * @param card1, card2, card3, card4: card IDs in the respective slots
 * @return the amount of enchants ({0, 1, 2})
 */
S_IsEnchanted:
	.@card1 = getarg(0);
	.@card2 = getarg(1);
	.@card3 = getarg(2);
	.@card4 = getarg(3);
	if (.@card1 == -256 || .@card1 == 254 || .@card1 == 255)
		return 0;
	if (.@card3 >= 4700 && .@card3 < 5000) {
		if (.@card4 >= 4700 && .@card4 < 5000) {
			return 2;
		}
		return 1;
	}
	return 0;

/**
 * Checks if the item can be enchanted
 *
 * callsub(S_CanEnchant, <card1>, <card2>, <card3>, <card4>)
 *
 * @param card1, card2, card3, card4: card IDs in the respective slots
 * @return the amount of available enchant slots ({2, 1, 0})
 */
S_CanEnchant:
	.@card1 = getarg(0);
	.@card2 = getarg(1);
	.@card3 = getarg(2);
	.@card4 = getarg(3);
	if (.@card1 != 0)
		return 0;
	if (.@card2 != 0)
		return 0;
	if (.@card3 != 0)
		return 0;
	if (.@card4 != 0) {
		if (.@card4 < 4700 || .@card4 >= 5000)
			return 0;
		return 1;
	}
	return 2;
}