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authorStreusel <advance_me@hotmail.de>2013-03-05 13:00:41 -0800
committerStreusel <advance_me@hotmail.de>2013-03-05 13:00:41 -0800
commit3949564603feaf7fead12eacacf1a25031fc6ea3 (patch)
tree35b79b40deacef616ffbe9e3c33a66c3f8beb8f1 /npc/re/merchants
parent3bd3f1a5c0b8fa434538d5036e66b03010df9ef8 (diff)
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-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')
-rw-r--r--npc/re/merchants/enchan_mal.txt648
1 files changed, 648 insertions, 0 deletions
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
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+//===== 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;
+ }
+}