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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-12-08 02:39:43 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-12-08 02:39:43 +0000
commit964a2349803bcd6ea6e68cadbd26ee8735e62ed3 (patch)
tree37ddeab883cf45100cbe429c7cf04673d356c795 /npc/merchants/enchan_arm.txt
parentfe8bc2ab4a7d0c1b30127549a0870798cec7246e (diff)
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Implemented official armor enchanting NPC.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14192 54d463be-8e91-2dee-dedb-b68131a5f0ec
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+//===== eAthena Script =======================================
+//= Armor Enchanter
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAhena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Add a +1, 2, or 3, of a random stat to specified armor.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+prontera,165,60,2 script Apprentice Craftsman 73,{
+ if (Zeny > 399999) {
+ mes "[Apprentice Craftsman]";
+ mes "I've been studying ways to enhance an armor to maximize it's capability.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
+ next;
+ switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
+ case 1:
+ switch(select("Mantle:Coat:Chain Mail:Full Plate:Silk Robe:Saint's Robe:Holy Robe:Wooden Mail:Tights:Silver Robe:Mage Coat:Thief Clothes:Legion Plate Armor:Lucius's Fierce Armor of Volcano:Saphien's Armor of Ocean:Aebeccee's Raging Typhoon Armor:Claytos Cracking Earth Armor:Ninja Suit:Chameleon Armor:Glorious Suit:Glorious Popularized Suit:Glorious Mass-Production Suit")) {
+ case 1:
+ callsub S_EnchantArmor,2307,50;
+ case 2:
+ callsub S_EnchantArmor,2309,50;
+ case 3:
+ callsub S_EnchantArmor,2314,50;
+ case 4:
+ callsub S_EnchantArmor,2316,50;
+ case 5:
+ callsub S_EnchantArmor,2321,50;
+ case 6:
+ callsub S_EnchantArmor,2325,50;
+ case 7:
+ callsub S_EnchantArmor,2327,50;
+ case 8:
+ callsub S_EnchantArmor,2328,50;
+ case 9:
+ callsub S_EnchantArmor,2330,50;
+ case 10:
+ callsub S_EnchantArmor,2332,50;
+ case 11:
+ callsub S_EnchantArmor,2334,50;
+ case 12:
+ callsub S_EnchantArmor,2335,50;
+ case 13:
+ callsub S_EnchantArmor,2341,50;
+ case 14:
+ callsub S_EnchantArmor,2344,50;
+ case 15:
+ callsub S_EnchantArmor,2346,50;
+ case 16:
+ callsub S_EnchantArmor,2348,50;
+ case 17:
+ callsub S_EnchantArmor,2350,50;
+ case 18:
+ callsub S_EnchantArmor,2337,50;
+ case 19:
+ callsub S_EnchantArmor,2386,50;
+ case 20:
+ callsub S_EnchantArmor,2394,50;
+ case 21:
+ callsub S_EnchantArmor,2395,50;
+ case 22:
+ callsub S_EnchantArmor,2396,50;
+ }
+ case 2:
+ switch(select("Mink Coat:Lord's Clothes:Glittering Jacket:Formal Suit:Mantle(1):Coat(1):Chain Mail(1):Full Plate(1):Silk Robe(1):Scapulare(1):Saint's Robe(1):Tights(1):Silver Robe(1):Thief Clothes(1):Legion Plate Armor(1):Lucius's Fierce Armor of Volcano(1):Saphien's Armor of Ocean(1):Aebeccee's Raging Typhoon Armor(1):Claytos Cracking Earth Armor(1)")) {
+ case 1:
+ callsub S_EnchantArmor,2311,55;
+ case 2:
+ callsub S_EnchantArmor,2318,55;
+ case 3:
+ callsub S_EnchantArmor,2319,55;
+ case 4:
+ callsub S_EnchantArmor,2320,55;
+ case 5:
+ callsub S_EnchantArmor,2308,55;
+ case 6:
+ callsub S_EnchantArmor,2310,55;
+ case 7:
+ callsub S_EnchantArmor,2315,55;
+ case 8:
+ callsub S_EnchantArmor,2317,55;
+ case 9:
+ callsub S_EnchantArmor,2322,55;
+ case 10:
+ callsub S_EnchantArmor,2324,55;
+ case 11:
+ callsub S_EnchantArmor,2326,55;
+ case 12:
+ callsub S_EnchantArmor,2331,55;
+ case 13:
+ callsub S_EnchantArmor,2333,55;
+ case 14:
+ callsub S_EnchantArmor,2336,55;
+ case 15:
+ callsub S_EnchantArmor,2342,55;
+ case 16:
+ callsub S_EnchantArmor,2345,55;
+ case 17:
+ callsub S_EnchantArmor,2347,55;
+ case 18:
+ callsub S_EnchantArmor,2349,55;
+ case 19:
+ callsub S_EnchantArmor,2351,55;
+ }
+ case 3:
+ switch(select("Meteo Plate Armor:Orlean's Gown:Life Link:Diablos Robe:Diablos Armor:Assaulter Plate:Elite Engineer Armor:Assassin Robe:Warlock's Battle Robe:Medic's Robe:Elite Archer Suit:Elite Shooter Sit:Sprint Mail:Kandura:Armor of Naga:Improved Tights")) {
+ case 1:
+ callsub S_EnchantArmor,2364,60;
+ case 2:
+ callsub S_EnchantArmor,2365,60;
+ case 3:
+ callsub S_EnchantArmor,2391,60;
+ case 4:
+ callsub S_EnchantArmor,2374,60;
+ case 5:
+ callsub S_EnchantArmor,2375,60;
+ case 6:
+ callsub S_EnchantArmor,2376,60;
+ case 7:
+ callsub S_EnchantArmor,2377,60;
+ case 8:
+ callsub S_EnchantArmor,2378,60;
+ case 9:
+ callsub S_EnchantArmor,2379,60;
+ case 10:
+ callsub S_EnchantArmor,2380,60;
+ case 11:
+ callsub S_EnchantArmor,2381,60;
+ case 12:
+ callsub S_EnchantArmor,2382,60;
+ case 13:
+ callsub S_EnchantArmor,2387,60;
+ case 14:
+ callsub S_EnchantArmor,2388,60;
+ case 15:
+ callsub S_EnchantArmor,2389,60;
+ case 16:
+ callsub S_EnchantArmor,2390,60;
+ }
+ case 4:
+ mes "[Apprentice Craftsman]";
+ mes "Please come back when you have any interest in enchanting your armor.";
+ close;
+ }
+ }
+ else {
+ mes "[Apprentice Craftsman]";
+ mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
+ close;
+ }
+
+S_EnchantArmor:
+ set .@itemid,getarg(0);
+ set .@failrate,getarg(1);
+ if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
+ mes "[Apprentice Craftsman]";
+ mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "First and most importantly.";
+ mes "^ff5555Existing Refine Level of the Armor";
+ mes "and Cards will be GONE.^000000";
+ mes "Do you still want to try an Enchant?";
+ next;
+ switch(select("Hmm... Let me think it over.:Go ahead.")) {
+ case 1:
+ mes "[Apprentice Craftsman]";
+ mes "Well, I can't blame you. Safety first, Ey?";
+ mes "Now you have a nice day.";
+ close;
+ case 2:
+ mes "[Apprentice Craftsman]";
+ mes "Quite of an adventurer huh? Well, shall we?";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ if (Zeny < 400000) {
+ mes "[Apprentice Craftsman]";
+ mes "Sorry, but you don't have enough zeny.";
+ close;
+ }
+ progressbar "ffff00",7;
+ set .@enc_ran,rand(1,.@failrate);
+ set zeny,zeny-400000;
+ delitem .@itemid,1;
+ if (.@enc_ran == 1) {
+ set .@addpart,4702;
+ }
+ else if (.@enc_ran == 2) {
+ set .@addpart,4712;
+ }
+ else if (.@enc_ran == 3) {
+ set .@addpart,4722;
+ }
+ else if (.@enc_ran == 4) {
+ set .@addpart,4732;
+ }
+ else if (.@enc_ran == 5) {
+ set .@addpart,4742;
+ }
+ else if (.@enc_ran == 6) {
+ set .@addpart,4752;
+ }
+ else if ((.@enc_ran > 6) && (.@enc_ran < 9)) {
+ set .@addpart,4701;
+ }
+ else if ((.@enc_ran > 8) && (.@enc_ran < 11)) {
+ set .@addpart,4711;
+ }
+ else if ((.@enc_ran > 10) && (.@enc_ran < 13)) {
+ set .@addpart,4721;
+ }
+ else if ((.@enc_ran > 12) && (.@enc_ran < 15)) {
+ set .@addpart,4731;
+ }
+ else if ((.@enc_ran > 14) && (.@enc_ran < 17)) {
+ set .@addpart,4741;
+ }
+ else if ((.@enc_ran > 16) && (.@enc_ran < 19)) {
+ set .@addpart,4751;
+ }
+ else if ((.@enc_ran > 18) && (.@enc_ran < 22)) {
+ set .@addpart,4700;
+ }
+ else if ((.@enc_ran > 21) && (.@enc_ran < 25)) {
+ set .@addpart,4710;
+ }
+ else if ((.@enc_ran > 24) && (.@enc_ran < 28)) {
+ set .@addpart,4720;
+ }
+ else if ((.@enc_ran > 27) && (.@enc_ran < 31)) {
+ set .@addpart,4730;
+ }
+ else if ((.@enc_ran > 30) && (.@enc_ran < 34)) {
+ set .@addpart,4740;
+ }
+ else if ((.@enc_ran > 33) && (.@enc_ran < 37)) {
+ set .@addpart,4750;
+ }
+ else {
+ specialeffect2 EF_PHARMACY_FAIL;
+ mes "[Apprentice Craftsman]";
+ mes "Well that's too bad.";
+ mes "The requested equipment has failed to enchant.";
+ close;
+ }
+ getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
+ }
+ }
+ else {
+ mes "[Apprentice Craftsman]";
+ mes "Hmm? There's nothing to be enchanted!";
+ mes "Please come back with just ONE equipment to be enchanted.";
+ close;
+ }
+} \ No newline at end of file