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author | Streusel <advance_me@hotmail.de> | 2013-03-05 13:00:41 -0800 |
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committer | Streusel <advance_me@hotmail.de> | 2013-03-05 13:00:41 -0800 |
commit | 3949564603feaf7fead12eacacf1a25031fc6ea3 (patch) | |
tree | 35b79b40deacef616ffbe9e3c33a66c3f8beb8f1 /npc/re/merchants/enchan_mal.txt | |
parent | 3bd3f1a5c0b8fa434538d5036e66b03010df9ef8 (diff) | |
download | hercules-3949564603feaf7fead12eacacf1a25031fc6ea3.tar.gz hercules-3949564603feaf7fead12eacacf1a25031fc6ea3.tar.bz2 hercules-3949564603feaf7fead12eacacf1a25031fc6ea3.tar.xz hercules-3949564603feaf7fead12eacacf1a25031fc6ea3.zip |
-Added Malangdo Enchantments, credits to Euphy
-Fixed Guillotine Cross job change, credits to Euphy
-Updated message display of Malangdo NPC's, credits to Euphy
-Updated item_db_re.sql
Diffstat (limited to 'npc/re/merchants/enchan_mal.txt')
-rw-r--r-- | npc/re/merchants/enchan_mal.txt | 648 |
1 files changed, 648 insertions, 0 deletions
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt new file mode 100644 index 000000000..36e8487b5 --- /dev/null +++ b/npc/re/merchants/enchan_mal.txt @@ -0,0 +1,648 @@ +//===== rAthena Script ======================================= +//= Malangdo Enchants +//===== By: ================================================== +//= Muad_Dib +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Adds enchantments to many high level weapons in exchange +//= for Malangdo coins. +//===== Additional Comments: ================================= +//= 1.0 First Version. [Euphy] +//============================================================ + +malangdo,213,167,4 script Mayomayo#mal 555,{ + disable_items; + if (checkweight(1201,1) == 0) { + mes "You have too many kinds of objects. Let's try to continue after reducing those objects."; + close; + } + if (MaxWeight - Weight < 10000) { + mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight."; + close; + } + mes "[Mayomayo]"; + mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons."; + next; + switch(select("Any store policy is changes?:Enhance high ranked weapons:Reset reinforcement capability")) { + case 1: + mes "[Mayomayo]"; + mes "When I enchanted weapons, the slotted cards or refined level sometimes dissipated. I hated it. However, one day I found how to do it without any extinction."; + next; + mes "[Mayomayo]"; + mes "Have you ever seen a building of person of reinforcement capacity association?"; + next; + if(select("I've seen it before.:I haven't seen it before.") == 2) { + mes "[Mayomayo]"; + mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?"; + close; + } + mes "[Mayomayo]"; + mes "If you go the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill."; + next; + mes "[Mayomayo]"; + mes "Every night I became his butler and did odd jobs. That is how I learned to enchant."; + next; + mes "[Mayomayo]"; + mes "Several rules are changed. Well, you better have experience."; + close; + case 2: + set @mal_enchant_select,1; + break; + case 3: + set @mal_enchant_select,2; + break; + } + + if (!getequipisequiped(EQI_HAND_R)) { + mes "[Mayomayo]"; + mes "Did you take off your equipment?"; + set @mal_enchant_select,0; + close; + } + set @mal_equip_id, getequipid(EQI_HAND_R); + set .@equip_type, getiteminfo(@mal_equip_id,11); + + //callsub L_Socket,<cost multiplier>,<type>; + switch(.@equip_type) { // Check weapon type first to speed up the checks. + case 1: // Daggers + switch(@mal_equip_id) { + case 1224: callsub L_Socket,1,2; //Sword_Breaker + case 1225: callsub L_Socket,1,2; //Mail_Breaker + case 1227: callsub L_Socket,1,2; //Weeder_Knife + case 1229: callsub L_Socket,1,2; //Mama's_Knife + case 1232: callsub L_Socket,1,2; //Assasin_Dagger + case 1233: callsub L_Socket,1,2; //Exercise + case 1235: callsub L_Socket,1,2; //Azoth + case 1236: callsub L_Socket,1,2; //Sucsamad + case 1237: callsub L_Socket,1,2; //Grimtooth_ + case 1240: callsub L_Socket,1,2; //Princess_Knife + case 1241: callsub L_Socket,1,2; //Cursed_Dagger + case 1242: callsub L_Socket,1,2; //Counter_Dagger + case 1244: callsub L_Socket,1,2; //Holy_Dagger + case 13046: callsub L_Socket,1,3; //Krieg + case 13047: callsub L_Socket,1,2; //Weihna + case 13061: callsub L_Socket,1,2; //Black_Wing + case 1223: callsub L_Socket,2,2; //Forturn_Sword + case 1228: callsub L_Socket,2,2; //Combat_Knife + case 1234: callsub L_Socket,2,2; //Moonlight_Sword + case 1230: callsub L_Socket,4,2; //House_Auger + case 1231: callsub L_Socket,4,2; //Bazerald + case 13062: callsub L_Socket,4,2; //Ancient_Dagger + } + break; + case 16: // Katars + switch(@mal_equip_id) { + case 1271: callsub L_Socket,1,2; //Blood_Tears + case 1263: callsub L_Socket,1,2; //Unholy_Touch + case 1270: callsub L_Socket,1,2; //Drill_Katar + case 1284: callsub L_Socket,1,2; //Krishna + case 1285: callsub L_Socket,1,2; //Cakram + case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw + case 1269: callsub L_Socket,2,2; //Inverse_Scale + case 1265: callsub L_Socket,2,2; //Bloody_Roar + case 1261: callsub L_Socket,4,2; //Infiltrator + case 1266: callsub L_Socket,4,2; //Infiltrator_ + } + break; + case 6: // 1-H Axes + switch(@mal_equip_id) { + case 1305: callsub L_Socket,1,2; //Cleaver + case 1311: callsub L_Socket,1,2; //Vecer_Axe + } + break; + case 7: // 2-H Axes + switch(@mal_equip_id) { + case 1364: callsub L_Socket,1,2; //Great_Axe + case 1365: callsub L_Socket,1,2; //Sabbath + case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer + case 1367: callsub L_Socket,1,2; //Slaughter + case 1368: callsub L_Socket,1,2; //Tomahawk + case 1387: callsub L_Socket,2,2; //Giant_Axe + case 1369: callsub L_Socket,2,2; //Guillotine + case 1363: callsub L_Socket,2,2; //Brood_Axe + case 1376: callsub L_Socket,4,2; //Heart_Breaker + case 1377: callsub L_Socket,4,2; //Hurricane_Fury + case 1366: callsub L_Socket,4,2; //Right_Epsilon + case 1370: callsub L_Socket,4,2; //Doom_Slayer + case 1371: callsub L_Socket,4,2; //Doom_Slayer_ + } + break; + case 2: // 1-H Swords + switch(@mal_equip_id) { + case 1131: callsub L_Socket,1,2; //Ice_Falchon + case 1133: callsub L_Socket,1,2; //Fire_Brand + case 1134: callsub L_Socket,1,2; //Scissores_Sword + case 1135: callsub L_Socket,1,2; //Cutlas + case 1136: callsub L_Socket,1,2; //Solar_Sword + case 1138: callsub L_Socket,1,2; //Mysteltainn_ + case 1139: callsub L_Socket,1,2; //Tale_Fing_ + case 1140: callsub L_Socket,1,2; //Byeorrun_Gum + case 1141: callsub L_Socket,1,2; //Immaterial_Sword + case 1148: callsub L_Socket,1,2; //Star_Dust_Blade + case 13421: callsub L_Socket,1,2; //Ruber + case 13431: callsub L_Socket,2,2; //Chrome_Sword + case 1137: callsub L_Socket,2,2; //Excalibur + case 1130: callsub L_Socket,2,2; //Nagan + case 1132: callsub L_Socket,4,2; //Edge + } + break; + case 3: // 2-H Swords + switch(@mal_equip_id) { + case 1164: callsub L_Socket,1,2; //Muramasa + case 1166: callsub L_Socket,1,2; //Dragon_Slayer + case 1167: callsub L_Socket,1,2; //Schweizersabel + case 1168: callsub L_Socket,1,2; //Zweihander + case 1170: callsub L_Socket,1,2; //Katzbalger + case 1171: callsub L_Socket,1,2; //Zweihander_ + case 1176: callsub L_Socket,1,2; //Muscle_Cutter + case 1178: callsub L_Socket,1,2; //Schweizersabel_ + case 1180: callsub L_Socket,1,2; //Dragon_Slayer_ + case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon + case 1182: callsub L_Socket,1,2; //Bloody_Eater + case 1188: callsub L_Socket,1,2; //Veteran_Sword + case 1189: callsub L_Socket,1,3; //Krasnaya + case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword + case 1165: callsub L_Socket,2,2; //Masamune + case 1169: callsub L_Socket,2,2; //Executioner_ + case 1179: callsub L_Socket,2,2; //Executioner__ + case 1175: callsub L_Socket,2,2; //Altas_Weapon + case 1185: callsub L_Socket,4,2; //Violet_Fear + case 1186: callsub L_Socket,4,2; //Death_Guidance + } + break; + case 4: // 1-H Spears + switch(@mal_equip_id) { + case 1420: callsub L_Socket,1,2; //Long_Horn + case 1413: callsub L_Socket,1,2; //Gungnir + case 1414: callsub L_Socket,1,2; //Gelerdria + case 1416: callsub L_Socket,1,2; //Tjungkuletti + case 1418: callsub L_Socket,1,2; //Gungnir_ + case 1433: callsub L_Socket,2,2; //Imperial_Spear + case 1415: callsub L_Socket,2,2; //Skewer + case 1421: callsub L_Socket,2,2; //Battle_Hook + case 1422: callsub L_Socket,4,2; //Hunting_Spear + } + break; + case 5: // 2-H Spears + switch(@mal_equip_id) { + case 1466: callsub L_Socket,1,2; //Crescent_Scythe + case 1467: callsub L_Socket,1,2; //Bill_Guisarme + case 1468: callsub L_Socket,1,2; //Zephyrus + case 1469: callsub L_Socket,1,2; //Longinus's_Spear + case 1470: callsub L_Socket,1,2; //Brionac + case 1471: callsub L_Socket,1,2; //Hell_Fire + case 1474: callsub L_Socket,1,2; //Gae_Bolg + case 1477: callsub L_Socket,1,2; //Spectral_Spear + case 1478: callsub L_Socket,1,2; //Ahlspiess + case 1479: callsub L_Socket,1,2; //Spectral_Spear_ + case 1480: callsub L_Socket,1,2; //Gae_Bolg_ + case 1481: callsub L_Socket,1,3; //Zephyrus_ + case 1484: callsub L_Socket,2,2; //Cardo + } + break; + case 10: // Staves + switch(@mal_equip_id) { + case 1616: callsub L_Socket,1,2; //Staff_Of_Wing + case 1629: callsub L_Socket,1,2; //Walking_Stick + case 1631: callsub L_Socket,1,2; //Holy_Stick + case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane + case 1654: callsub L_Socket,1,2; //Mental_Stick + case 1636: callsub L_Socket,2,2; //Thorn_Staff + case 1637: callsub L_Socket,2,2; //Eraser + case 1473: callsub L_Socket,1,2; //Wizardy_Staff + } + break; + case 23: // New 2-H Staves + switch(@mal_equip_id) { + case 2004: callsub L_Socket,1,2; //Kronos + case 2005: callsub L_Socket,1,2; //Dea_Staff + case 2001: callsub L_Socket,2,2; //Divine_Cross + case 2000: callsub L_Socket,4,2; //Destruction_Rod + } + break; + case 8: // Maces + switch(@mal_equip_id) { + case 1524: callsub L_Socket,1,2; //Golden_Mace + case 1525: callsub L_Socket,1,2; //Long_Mace + case 1527: callsub L_Socket,1,2; //Quadrille + case 1539: callsub L_Socket,1,2; //Golden_Mace_ + case 1541: callsub L_Socket,1,2; //Nemesis + case 16000: callsub L_Socket,1,2; //Erde + case 16001: callsub L_Socket,1,2; //Red_Square_Bag + case 16010: callsub L_Socket,1,2; //Red_Ether_Bag + case 1523: callsub L_Socket,2,2; //Spike + case 1538: callsub L_Socket,2,2; //Spike_ + case 1526: callsub L_Socket,2,2; //Slash + case 1528: callsub L_Socket,4,2; //Grand_Cross + case 1540: callsub L_Socket,4,2; //Grand_Cross_ + } + break; + case 15: // Books + switch(@mal_equip_id) { + case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse + case 1558: callsub L_Socket,1,2; //Girl's_Diary + case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon + case 1561: callsub L_Socket,1,2; //Hardback + case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield + case 1565: callsub L_Socket,4,2; //Death_Note + } + break; + case 12: // Knuckles + switch(@mal_equip_id) { + case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle + case 1814: callsub L_Socket,1,2; //Berserk + case 1815: callsub L_Socket,1,2; //Claw_Of_Garm + case 1816: callsub L_Socket,1,2; //Berserk_ + case 1830: callsub L_Socket,2,2; //Sura_Rampage + } + break; + case 11: // Bows + switch(@mal_equip_id) { + case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster + case 1722: callsub L_Socket,1,2; //Balistar + case 1724: callsub L_Socket,1,2; //Dragon_Wing + case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel + case 1727: callsub L_Socket,1,2; //Balistar_ + case 1737: callsub L_Socket,1,2; //Ixion_Wing + case 1740: callsub L_Socket,1,2; //Nepenthes_Bow + case 1741: callsub L_Socket,1,2; //Cursed_Lyre + case 1745: callsub L_Socket,1,2; //Falken_Blitz + case 18103: callsub L_Socket,1,2; //Mystic_Bow + case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra + } + break; + case 13: // Musical Instruments + switch(@mal_equip_id) { + case 1913: callsub L_Socket,1,2; //Electronic_Guitar + case 1918: callsub L_Socket,1,2; //Oriental_Lute + case 1920: callsub L_Socket,1,2; //Berserk_Guitar + case 1922: callsub L_Socket,1,2; //Oriental_Lute_ + case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes + case 1930: callsub L_Socket,2,2; //Green_Whistle + } + break; + case 14: // Whips + switch(@mal_equip_id) { + case 1962: callsub L_Socket,1,2; //Lariat + case 1963: callsub L_Socket,1,2; //Rapture_Rose + case 1964: callsub L_Socket,1,2; //Chemeti + case 1969: callsub L_Socket,1,2; //Bladed_Whip + case 1970: callsub L_Socket,1,2; //Queen's_Whip + case 1972: callsub L_Socket,1,2; //Electric_Eel + case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot + case 1974: callsub L_Socket,1,2; //Carrot_Whip + case 1976: callsub L_Socket,1,2; //Queen's_Whip_ + case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes + case 1984: callsub L_Socket,2,2; //Stem_Whip + case 1985: callsub L_Socket,4,2; //Rosebine + } + break; + } + mes "[Mayomayo]"; + if (@mal_enchant_select == 1) + mes "This is not suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~"; + else + mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~"; + set @mal_equip_id,0; + set @mal_enchant_select,0; + close; + +L_Socket: + set .@select, @mal_enchant_select; + set .@equip_id, @mal_equip_id; + set .@equip_name$, getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); + set .@equip_refine, getequiprefinerycnt(EQI_HAND_R); + setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); + set @mal_equip_id,0; + set @mal_enchant_select,0; + + if (.@select == 1) { + mes "[Mayomayo]"; + mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?"; + next; + + setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID + setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier + + set .@menu$, "Stop:"; + for(set .@i,0; .@i<getarraysize(.@coin); set .@i,.@i+1) { + set .@count[.@i], countitem(.@coin[.@i]); + set .@total[.@i], getarg(0)*.@cost[.@i]; + if (.@count[.@i] < .@total[.@i]) + set .@menu$, .@menu$+"^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:"; + else + set .@menu$, .@menu$+getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):"; + } + set .@coin_select, select(.@menu$)-2; + if (.@coin_select == -1) { + mes "[Mayomayo]"; + mes "Come back again if you change your mind."; + close; + } else if (.@count[.@coin_select] < .@total[.@coin_select]) { + mes "[Mayomayo]"; + mes "You don't have enough coins. Do you want to check again?"; + close; + } + switch(.@coin_select) { + case 0: //Egrade_Coin + set .@enchant_type,10; + break; + case 1: //Dgrade_Coin + set .@enchant_type,9; + break; + case 2: //Cgrade_Coin + set .@enchant_type,8; + break; + case 3: //Bgrade_Coin + set .@enchant_type,7; + break; + case 4: //Agrade_Coin + case 5: //Anger_Seagod + mes "[Mayomayo]"; + mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type."; + next; + switch(select("Stop:Short Range Type:Long Range Type:Caster Type")) { + case 1: + mes "[Mayomayo]"; + mes "Ok. If you change your mind, let me know."; + close; + case 2: + set .@enchant_type,((.@coin_select == 4)?4:1); + break; + case 3: + set .@enchant_type,((.@coin_select == 4)?5:2); + break; + case 4: + set .@enchant_type,((.@coin_select == 4)?6:3); + break; + } + break; + } + if (.@equip_card[3] == 0 && getarg(1) < 4) { + set .@socket,4; + set .@str$,"1st"; + } else if (.@equip_card[2] == 0 && getarg(1) < 3) { + set .@socket,3; + set .@str$,"2nd"; + } else { + mes "[Mayomayo]"; + mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon."; + close; + } + mes "[Mayomayo]"; + mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?"; + next; + if(select("I'll come back later.:Please, continue.") == 1) { + mes "[Mayomayo]"; + mes "Ok. If you change your mind, come back again."; + close; + } + switch(.@enchant_type) { + case 10: //Egrade_Coin + set .@i, rand(1,531); + if (.@i < 101) set .@enchant,4787; //Mdef4 + else if (.@i < 201) set .@enchant,4792; //Def6 + else if (.@i < 301) set .@enchant,4801; //SP100 + else if (.@i < 351) set .@enchant,4795; //HP100 + else if (.@i < 401) set .@enchant,4796; //HP200 + else if (.@i < 451) set .@enchant,4819; //Atk1 + else if (.@i < 476) set .@enchant,4720; //Dexterity1 + else if (.@i < 501) set .@enchant,4740; //Vitality1 + else if (.@i < 526) set .@enchant,4750; //Luck1 + else if (.@i < 528) set .@enchant,4700; //Strength1 + else if (.@i < 530) set .@enchant,4730; //Agility1 + else if (.@i < 532) set .@enchant,4710; //Inteligence1 + else set .@enchant,9; + break; + case 9: //Dgrade_Coin + set .@i, rand(1,531); + if (.@i < 101) set .@enchant,4795; //HP100 + else if (.@i < 201) set .@enchant,4796; //HP200 + else if (.@i < 301) set .@enchant,4819; //Atk1 + else if (.@i < 351) set .@enchant,4720; //Dexterity1 + else if (.@i < 401) set .@enchant,4740; //Vitality1 + else if (.@i < 451) set .@enchant,4750; //Luck1 + else if (.@i < 476) set .@enchant,4700; //Strength1 + else if (.@i < 501) set .@enchant,4730; //Agility1 + else if (.@i < 526) set .@enchant,4710; //Inteligence1 + else if (.@i < 528) set .@enchant,4701; //Strength2 + else if (.@i < 530) set .@enchant,4731; //Agility2 + else if (.@i < 532) set .@enchant,4711; //Inteligence2 + else set .@enchant,9; + break; + case 8: //Cgrade_Coin + set .@i, rand(1,531); + if (.@i < 101) set .@enchant,4720; //Dexterity1 + else if (.@i < 201) set .@enchant,4740; //Vitality1 + else if (.@i < 301) set .@enchant,4750; //Luck1 + else if (.@i < 351) set .@enchant,4700; //Strength1 + else if (.@i < 401) set .@enchant,4730; //Agility1 + else if (.@i < 451) set .@enchant,4710; //Inteligence1 + else if (.@i < 476) set .@enchant,4701; //Strength2 + else if (.@i < 501) set .@enchant,4731; //Agility2 + else if (.@i < 526) set .@enchant,4711; //Inteligence2 + else if (.@i < 528) set .@enchant,4702; //Strength3 + else if (.@i < 530) set .@enchant,4732; //Agility3 + else if (.@i < 532) set .@enchant,4712; //Inteligence3 + else set .@enchant,9; + break; + case 7: //Bgrade_Coin + set .@i, rand(1,531); + if (.@i < 101) set .@enchant,4700; //Strength1 + else if (.@i < 201) set .@enchant,4730; //Agility1 + else if (.@i < 301) set .@enchant,4710; //Inteligence1 + else if (.@i < 351) set .@enchant,4701; //Strength2 + else if (.@i < 401) set .@enchant,4731; //Agility2 + else if (.@i < 451) set .@enchant,4711; //Inteligence2 + else if (.@i < 476) set .@enchant,4702; //Strength3 + else if (.@i < 501) set .@enchant,4732; //Agility3 + else if (.@i < 526) set .@enchant,4712; //Inteligence3 + else if (.@i < 528) set .@enchant,4703; //Strength4 + else if (.@i < 530) set .@enchant,4733; //Agility4 + else if (.@i < 532) set .@enchant,4713; //Inteligence4 + else set .@enchant,9; + break; + case 6: //Agrade_Coin - Caster + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4711; //Inteligence2 + else if (.@i < 161) set .@enchant,4721; //Dexterity2 + else if (.@i < 241) set .@enchant,4814; //Spell2 + else if (.@i < 311) set .@enchant,4712; //Inteligence3 + else if (.@i < 371) set .@enchant,4722; //Dexterity3 + else if (.@i < 431) set .@enchant,4813; //Spell3 + else if (.@i < 476) set .@enchant,4713; //Inteligence4 + else if (.@i < 516) set .@enchant,4812; //Spell4 + else if (.@i < 526) set .@enchant,4760; //Matk1 + else if (.@i < 546) set .@enchant,4714; //Inteligence5 + else if (.@i < 551) set .@enchant,4826; //Spell5 + else if (.@i < 556) set .@enchant,4761; //Matk2 + else set .@enchant,9; + break; + case 5: //Agrade_Coin - Long Range + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4731; //Agility2 + else if (.@i < 161) set .@enchant,4833; //Expert_Archer2 + else if (.@i < 241) set .@enchant,4817; //Sharp2 + else if (.@i < 311) set .@enchant,4732; //Agility3 + else if (.@i < 371) set .@enchant,4834; //Expert_Archer3 + else if (.@i < 431) set .@enchant,4816; //Sharp3 + else if (.@i < 476) set .@enchant,4733; //Agility4 + else if (.@i < 516) set .@enchant,4835; //Expert_Archer4 + else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 + else if (.@i < 546) set .@enchant,4734; //Agility5 + else if (.@i < 551) set .@enchant,4836; //Expert_Archer5 + else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 + else set .@enchant,9; + break; + case 4: //Agrade_Coin - Short Range + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4731; //Agility2 + else if (.@i < 161) set .@enchant,4808; //Fighting_Spirit4 + else if (.@i < 241) set .@enchant,4817; //Sharp2 + else if (.@i < 311) set .@enchant,4732; //Agility3 + else if (.@i < 371) set .@enchant,4820; //Fighting_Spirit5 + else if (.@i < 431) set .@enchant,4816; //Sharp3 + else if (.@i < 476) set .@enchant,4733; //Agility4 + else if (.@i < 516) set .@enchant,4821; //Fighting_Spirit6 + else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 + else if (.@i < 546) set .@enchant,4734; //Agility5 + else if (.@i < 551) set .@enchant,4822; //Fighting_Spirit7 + else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 + else set .@enchant,9; + break; + case 3: //Anger_Seagod - Caster + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4712; //Inteligence3 + else if (.@i < 161) set .@enchant,4722; //Dexterity3 + else if (.@i < 241) set .@enchant,4813; //Spell3 + else if (.@i < 311) set .@enchant,4713; //Inteligence4 + else if (.@i < 371) set .@enchant,4812; //Spell4 + else if (.@i < 431) set .@enchant,4760; //Matk1 + else if (.@i < 476) set .@enchant,4714; //Inteligence5 + else if (.@i < 516) set .@enchant,4826; //Spell5 + else if (.@i < 526) set .@enchant,4761; //Matk2 + else if (.@i < 546) set .@enchant,4715; //Inteligence6 + else if (.@i < 551) set .@enchant,4827; //Spell6 + else if (.@i < 556) set .@enchant,4761; //Matk2 + else set .@enchant,9; + break; + case 2: //Anger_Seagod - Long Range + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4732; //Agility3 + else if (.@i < 161) set .@enchant,4834; //Expert_Archer3 + else if (.@i < 241) set .@enchant,4843; //Sharp4 + else if (.@i < 311) set .@enchant,4733; //Agility4 + else if (.@i < 371) set .@enchant,4835; //Expert_Archer4 + else if (.@i < 431) set .@enchant,4844; //Sharp5 + else if (.@i < 476) set .@enchant,4734; //Agility5 + else if (.@i < 516) set .@enchant,4836; //Expert_Archer5 + else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 + else if (.@i < 546) set .@enchant,4735; //Agility6 + else if (.@i < 551) set .@enchant,4837; //Expert_Archer6 + else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 + else set .@enchant,9; + break; + case 1: //Anger_Seagod - Short Range + set .@i, rand(1,555); + if (.@i < 81) set .@enchant,4732; //Agility3 + else if (.@i < 161) set .@enchant,4820; //Fighting_Spirit5 + else if (.@i < 241) set .@enchant,4843; //Sharp4 + else if (.@i < 311) set .@enchant,4733; //Agility4 + else if (.@i < 371) set .@enchant,4821; //Fighting_Spirit6 + else if (.@i < 431) set .@enchant,4844; //Sharp5 + else if (.@i < 476) set .@enchant,4734; //Agility5 + else if (.@i < 516) set .@enchant,4822; //Fighting_Spirit7 + else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 + else if (.@i < 546) set .@enchant,4735; //Agility6 + else if (.@i < 551) set .@enchant,4823; //Fighting_Spirit8 + else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 + else set .@enchant,9; + break; + default: + mes "[Mayomayo]"; + mes "There is something wrong. Please try again."; + close; + } + if (.@equip_card[3] == 0 && getarg(1) < 4) set .@target,3; + else if (.@equip_card[2] == 0 && getarg(1) < 3) set .@target,2; + else if (.@equip_card[1] == 0 && getarg(1) < 2) set .@target,1; + else if (.@equip_card[0] == 0 && getarg(1) < 1) set .@target,0; + else { + mes "[Mayomayo]"; + mes "This equipment is at the end of enchant. I provide enchant for two times maximum."; + next; + mes "[Mayomayo]"; + mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~"; + close; + } + if (.@enchant == 9) { // Should never happen. + specialeffect2 EF_SUI_EXPLOSION; + mes "[Mayomayo]"; + mes "Oh my god!"; + mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry."; + delitem .@coin[.@coin_select],.@total[.@coin_select]; + +// dropequipitem EQI_HAND_R + unequip EQI_HAND_R; + delitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + close; + } + specialeffect2 EF_REPAIRWEAPON; + mes "[Mayomayo]"; + mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment."; + delitem .@coin[.@coin_select],.@total[.@coin_select]; + +// dropequipitem EQI_HAND_R + unequip EQI_HAND_R; + delitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + +// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] + set .@equip_card[.@target],.@enchant; + getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + close; + } else if (.@select == 2) { + mes "[Mayomayo]"; + mes "I will only initialize the enchant effect without touching previous refined level and cards."; + next; + if(select("Stop:Continue") == 1) { + mes "[Mayomayo]"; + mes "If you change your mind, come back anytime."; + close; + } + if (countitem(6417) == 0) { + mes "[Mayomayo]"; + mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?"; + close; + } + if (!getequipisequiped(EQI_HAND_R)) { + mes "[Mayomayo]"; + mes "Did you take off the equipment?"; + close; + } + if (.@equip_card[3] == 0) { + mes "[Mayomayo]"; + mes "This equipment has nothing to initialize. Please check again."; + close; + } + specialeffect2 EF_REPAIRWEAPON; + mes "[Mayomayo]"; + mes "Initialize the enchant effect from the equipment."; + delitem 6417,1; //Silvervine + +// dropequipitem EQI_HAND_R + unequip EQI_HAND_R; + delitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + +// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] + for(set .@i,0; .@i<4; set .@i,.@i+1) { + if (.@equip_card[.@i] >= 4700) // Armor Enchant System + set .@equip_card[.@i],0; + } + getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + close; + } +} |