//================= 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;
}