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author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2019-06-26 21:14:20 +0300 |
commit | 610130172552889d6dfb4c5ebc964bb90fdc73d2 (patch) | |
tree | 79b344a1753308a461c7a27613f92fc7f67a08ee /npc/re/merchants/enchan_ko.txt | |
parent | ba2840f8462390889ad5f3031b5bcc3068e3aba5 (diff) | |
download | hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.gz hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.bz2 hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.xz hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.zip |
Remove conf dir.
Diffstat (limited to 'npc/re/merchants/enchan_ko.txt')
-rw-r--r-- | npc/re/merchants/enchan_ko.txt | 576 |
1 files changed, 0 insertions, 576 deletions
diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt deleted file mode 100644 index 97b307ddd..000000000 --- a/npc/re/merchants/enchan_ko.txt +++ /dev/null @@ -1,576 +0,0 @@ -//================= 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; -} |