summaryrefslogtreecommitdiff
path: root/npc
diff options
context:
space:
mode:
authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-20 19:07:14 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-20 19:07:14 +0000
commit40066aec2e23c2b3c204e4a72de67d7f74d0536e (patch)
tree4a7a06b7dd6eb47d9516eecb98a688c7c7e5e27e /npc
parent3e13249b4d6433452900ff2f56c408a57d5d6a83 (diff)
downloadhercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.gz
hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.bz2
hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.xz
hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.zip
* Some cleaning of "Eden Group Quests" script, fixes include bugreport:6510 (re\quests\eden\eden_quests.txt)
* Other misc. cleaning... git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16671 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/re/jobs/3-2/shadow_chaser.txt34
-rw-r--r--npc/re/jobs/novice/supernovice_ex.txt2
-rw-r--r--npc/re/quests/eden/eden_quests.txt1647
3 files changed, 405 insertions, 1278 deletions
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt
index 2792134e2..796281466 100644
--- a/npc/re/jobs/3-2/shadow_chaser.txt
+++ b/npc/re/jobs/3-2/shadow_chaser.txt
@@ -20,23 +20,23 @@ morocc,156,70,3 script Girl#H-1 93,{
if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) {
if (BaseLevel == 99 && JobLevel > 49) {
if (job_sha == 0) {
- mes "Hey! Stop!";
- mes "Are you interested in hearing a funny story?";
- next;
- select("What story?");
- mes "[Girl]";
- mes "Have you been to the guild recently?";
- mes "Some interesting things have happened lately.";
- mes "Maybe new guests...";
- next;
- mes "[Girl]";
- mes "I heard it has to do with something called a Shadow Chaser.";
- mes "You should go and check it out.";
- next;
- mes "[Girl]";
- mes "Everytime they visit us, they are on new missions.";
- mes "What missions are they doing I wonder?";
- set job_sha,1;
+ mes "Hey! Stop!";
+ mes "Are you interested in hearing a funny story?";
+ next;
+ select("What story?");
+ mes "[Girl]";
+ mes "Have you been to the guild recently?";
+ mes "Some interesting things have happened lately.";
+ mes "Maybe new guests...";
+ next;
+ mes "[Girl]";
+ mes "I heard it has to do with something called a Shadow Chaser.";
+ mes "You should go and check it out.";
+ next;
+ mes "[Girl]";
+ mes "Everytime they visit us, they are on new missions.";
+ mes "What missions are they doing I wonder?";
+ set job_sha,1;
} else if (job_sha == 1) {
mes "If you have any interest... just go! Do you know where the guild is?";
next;
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
index ec23fea16..5687c0768 100644
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ b/npc/re/jobs/novice/supernovice_ex.txt
@@ -383,7 +383,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 567,{
mes "[Nodor]";
mes "Have you visited already?";
next;
- select("How much money shoud I give?");
+ select("How much money should I give?");
mes "[Nodor]";
mes "Oh, you didn't go there yet?";
mes "Give him a little, ya~";
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index dc8cacf9c..5a28e650f 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -15,6 +15,7 @@
//= 1.2 Some little optimization here and there. [Masao]
//= 1.3 Added Instructor Ur and the new Quests which come
//= alongside him. Special thanks to Chilly for the base. [Masao]
+//= 1.4 Partial cleaning and bug fixing. [Euphy]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
@@ -3840,266 +3841,119 @@ moc_para01,179,44,3 script Chef 820,{
}
moc_para01,23,35,4 script Instructor Ur 468,{
+ mes "[Instructor Ur]";
if (countitem(6219) > 0) {
if (BaseLevel < 60) {
- mes "[Instructor Ur]";
mes "Umm. You should raise your level more!";
mes "You need to be at least level 60!";
mes "I'm sorry but those are the rules.";
close;
}
if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ callsub L_GiveQuest;
+ mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
- next;
- set para_suv01,39;
- setquest 7214;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
+ set para_suv01,39;
+ setquest 7214;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ close;
}
if ((para_suv01 == 39) && (romeo < 4)) {
- mes "[Instructor Ur]";
mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
next;
mes "[Instructor Ur]";
mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
close;
}
- if ((para_suv01 == 40) && (romeo == 4)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
+ if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
+ if (para_suv01 == 41) callsub L_Toren;
+ if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
+ if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
+ callsub L_GiveQuest;
+ mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
next;
- set para_suv01,41;
- completequest 7218;
- if (para_suv02 < 5) {
- set para_suv02,5;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if (para_suv01 == 41) {
+ set para_suv01,43;
+ setquest 7219;
mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((para_suv01 == 42) && (BaseLevel < 70)) {
- mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000.";
+ mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
close;
}
- if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
- next;
- set para_suv01,43;
- setquest 7219;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
if ((para_suv01 == 43) && (johan < 3)) {
- mes "[Instructor Ur]";
mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
next;
mes "[Instructor Ur]";
mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
close;
}
- if ((para_suv01 == 43) && (johan == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
+ if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
+ if (para_suv01 == 44) callsub L_Toren;
+ if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
+ if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
+ callsub L_GiveQuest;
+ mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
next;
- set para_suv01,44;
- completequest 7222;
- if (para_suv02 < 7) {
- set para_suv02,7;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((para_suv01 == 45) && (BaseLevel < 80)) {
+ set para_suv01,46;
+ setquest 7223;
mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000.";
+ mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
close;
}
- if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
- next;
- set para_suv01,46;
- setquest 7223;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
if ((para_suv01 == 46) && (kiren < 3)) {
- mes "[Instructor Ur]";
mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
next;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
close;
}
- if ((para_suv01 == 46) && (kiren == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
+ if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
+ if (para_suv01 == 47) callsub L_Toren;
+ if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
+ if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
+ callsub L_GiveQuest;
+ mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
next;
- set para_suv01,47;
- completequest 7228;
- if (para_suv02 < 9) {
- set para_suv02,9;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 47) {
+ set para_suv01,49;
+ setquest 7229;
mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
close;
}
- if ((para_suv01 == 48) && (BaseLevel < 90)) {
- mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000.";
- close;
- }
- if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- set para_suv01,49;
- setquest 7229;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
if ((para_suv01 == 49) && (naomi < 3)) {
- mes "[Instructor Ur]";
mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
+ mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
close;
}
- if ((para_suv01 == 49) && (naomi == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
+ if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
+ if (para_suv01 == 50) callsub L_Toren;
+ if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
+ if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
+ callsub L_GiveQuest;
+ mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
next;
- set para_suv01,50;
- completequest 7232;
- if (para_suv02 < 11) {
- set para_suv02,11;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 50) {
+ set para_suv01,52;
+ setquest 7233;
mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
close;
}
- if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- set para_suv01,52;
- setquest 7233;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats too bad. I had some nice rewards to give you.";
- close;
- }
- }
if ((para_suv01 == 52) && (margaret < 7)) {
- mes "[Instructor Ur]";
mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
next;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
close;
}
- if ((para_suv01 == 52) && (margaret == 7)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,53;
- completequest 7237;
- if (para_suv02 < 13) {
- set para_suv02,13;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 53) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
+ if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
+ if (para_suv01 == 53) callsub L_Toren;
if (para_suv01 > 53) {
mes "[Instructor Ur]";
mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
close;
}
}
- mes "[Instructor Ur]";
mes "You are not in my group are you?";
mes "I don't have anything to say to outsiders.";
mes "If you want something register with my group.";
@@ -4107,6 +3961,30 @@ moc_para01,23,35,4 script Instructor Ur 468,{
mes "[Instructor Ur]";
mes "To register with the Eden Group ask Laime Evenor next to me.";
close;
+
+L_GiveQuest:
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ if(select("Yes!:No, thanks.") == 2) {
+ mes "[Instructor Ur]";
+ mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
+ close;
+ }
+ mes "[Instructor Ur]";
+ return;
+L_CompleteQuest:
+ mes "Done already? Great work!";
+ next;
+ set para_suv01, getarg(1);
+ completequest getarg(0);
+ if (para_suv02 < getarg(2)) set para_suv02, getarg(2);
+ mes "[Instructor Ur]";
+L_Toren:
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+L_Level:
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
+ close;
}
comodo,173,354,6 script Romeo#01 55,{
@@ -4567,446 +4445,150 @@ moc_para01,111,83,3 script Toren 813,{
case 1:
if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
mes "[Toren]";
- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
+ mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
next;
mes "[Toren]";
mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
next;
- if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
- mes "[Toren]";
+ mes "[Toren]";
+ if (BaseClass == Job_Swordman) {
mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- next;
- mes "[Toren]";
- mes "Slayer: Two-handed Sword, 200 Atk.";
- mes " ";
- mes "Saber: One-handed Sword, 185 Atk.";
- mes " ";
- mes "Spear: One-handed, 165 Atk.";
- next;
- switch(select("Slayer.:Saber.:Spear.")) {
- case 1:
- getitem 1197,1; //P.Slayer III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- case 3:
- getitem 1434,1; //P.Spear I
- break;
- }
+ callsub L_Select,
+ 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
+ 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
+ 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
}
- if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
- mes "[Toren]";
- mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Axe: Two-handed, 195 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Axe.:Dagger.:Sword.")) {
- case 1:
- getitem 1391,1; //P.Two-Handed Axe I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
+ else if (BaseClass == Job_Merchant) {
+ mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
+ callsub L_Select,
+ 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
- if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "[Toren]";
+ else if (BaseJob == Job_Assassin) {
mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Katar: Two-handed, 155 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Katar.:Dagger.:Sword.")) {
- case 1:
- getitem 1289,1; //P.Katar I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
+ callsub L_Select,
+ 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
- if (BaseJob == Job_Rogue || Class == Job_Stalker) {
- mes "[Toren]";
+ else if (BaseJob == Job_Rogue) {
mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- next;
- mes "[Toren]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Bow.:Sword")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
+ callsub L_Select,
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
- if (BaseJob == Job_Thief) {
- mes "[Toren]";
+ else if (BaseJob == Job_Thief) {
mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Sword.")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- }
+ callsub L_Select,
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
- if (BaseJob == Job_Bard || Class == Job_Clown) {
- mes "[Toren]";
+ else if (BaseJob == Job_Bard) {
mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Guitar: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Guitar.:Bow.:Dagger.")) {
- case 1:
- getitem 1931,1; //P.Guitar I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
+ callsub L_Select,
+ 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
- if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
- mes "[Toren]";
+ else if (BaseJob == Job_Dancer) {
mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Whip: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Whip.:Bow.:Dagger.")) {
- case 1:
- getitem 1986,1; //P.Tail I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
+ callsub L_Select,
+ 1986,"Whip","One-handed, 125 Atk", //P.Tail I
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
- if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
- mes "[Toren]";
+ else if (BaseClass == Job_Archer) {
mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Bow.:Dagger.")) {
- case 1:
- getitem 18106,1; //P.Bow III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
+ callsub L_Select,
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
- if (BaseJob == Job_Priest || Class == Job_High_Priest) {
- mes "[Toren]";
+ else if (BaseJob == Job_Priest) {
mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Book: One-handed, 135 Atk, Matk 110.";
- next;
- switch(select("Staff.:Mace.:Book.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1583,1; //P.Book I
- break;
- }
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 16014,"Mace","One-handed, 172 Atk", //P.Mace III
+ 1583,"Book: One-handed, 135 Atk, 110 Matk"; //P.Book I
}
- if (BaseJob == Job_Monk || Class == Job_Champion) {
- mes "[Toren]";
+ else if (BaseJob == Job_Monk) {
mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- next;
- mes "[Toren]";
- mes "Knuckle: One-handed, 120 Atk.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- next;
- switch(select("Knuckle.:Mace.:Staff.")) {
- case 1:
- getitem 1831,1; //P.Knuckle I
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1658,1; //P.Staff III
- break;
- }
+ callsub L_Select,
+ 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
+ 16014,"Mace","One-handed, 172 Atk", //P.Mace III
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
}
- if (BaseJob == Job_Acolyte) {
- mes "[Toren]";
- mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- next;
- switch(select("Staff.:Mace.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- }
+ else if (BaseJob == Job_Acolyte) {
+ mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
}
- if (BaseJob == Job_Sage || Class == Job_Professor) {
- mes "[Toren]";
+ else if (BaseJob == Job_Sage) {
mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Book: One-handed, 135 Atk, 110 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Book.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 1583,1; //P.Book I
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 1583,"Book: One-handed, 135 Atk, 110 Matk", //P.Book I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
- if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
- mes "[Toren]";
+ else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
- if (Class == Job_Ninja) {
- mes "[Toren]";
+ else if (Class == Job_Ninja) {
mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- next;
- mes "[Toren]";
- mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Huuma Suriken.:Dagger.")) {
- case 1:
- getitem 13310,1; //P.Huuma Suriken I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
- getitem 1583,1; //P.Book I
- }
- if (Class == Job_Gunslinger) {
- getitem 13114,1; //P.Revolver III
- }
- if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
- getitem 13066,1; //P.Dagger III
+ callsub L_Select,
+ 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
+ else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
+ else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
+ else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
getitem 18514,1; //Paradise Hat II
getitem 2571,1; //Paradise Mantle II
getitem 2473,1; //Paradise Boots IV
getitem 15031,1; //Paradise Uniform IV
- if(para_suv02 == 5){
- set para_suv02,6;
- }
- if(para_suv02 == 7){
- set para_suv02,8;
- }
- if(para_suv02 == 9){
- set para_suv02,10;
- }
- if(para_suv02 == 11){
- set para_suv02,12;
- }
- if(para_suv02 == 13){
- set para_suv02,14;
- }
+ if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13)
+ set para_suv02, para_suv02+1;
+ if (para_suv01 > 40)
+ set para_suv01, para_suv01+1;
if (Class == Job_Taekwon) {
- mes "[Toren]";
mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
next;
}
- mes "[Toren]";
mes "See you later, and good luck on your adventures!";
close;
}
- if ((para_suv02 == 14) && (countitem(18514) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Hat I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 18514,1; //Paradise Hat II
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(2571) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Mantle I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 2571,1; //Paradise Mantle II
+ if (para_suv02 == 14) {
+ setarray .@Check[0],18514,2571,2473,15031;
+ setarray .@Item$[0],"Hat","Mantle","Boots","Uniform";
+ for(set .@i,0; .@i<4; set .@i,.@i+1)
+ if (countitem(.@Check[.@i]) < 1) {
mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(2473) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Boots I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 2473,1; //Paradise Boots IV
+ mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?";
+ next;
mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(15031) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Uniform I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
+ mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ if(select("Ok.:No, thanks.") == 2) {
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ if (Zeny < 250000) {
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ }
set Zeny, Zeny - 250000;
- getitem 15031,1; //Paradise Uniform IV
+ getitem .@Check[.@i],1;
mes "[Toren]";
mes "These advanced gears are not easy to make, please take better care of this one.";
close;
}
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if (para_suv02 == 14) {
mes "[Toren]";
mes "I already gave you the most advanced gears we have to offer.";
close;
@@ -5080,120 +4662,40 @@ moc_para01,111,83,3 script Toren 813,{
mes "[Toren]";
mes "Now pick which gear you would like me to enchant.";
next;
- switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) {
- case 1:
- if (countitem(2571) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,2571;
- }
- break;
- case 2:
- if (countitem(2473) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,2473;
- }
- break;
- case 3:
- if (countitem(15031) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,15031;
- }
- break;
+ setarray .@Item[0],2571,2473,15031;
+ set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
+ if (countitem(.@Item[.@i]) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
}
+ set .@paragearcount, .@Item[.@i];
mes "[Toren]";
mes "Here we go!";
close2;
specialeffect2 EF_MAPPILLAR;
progressbar "ffff00",4;
set .@enc_paragear,rand(1,42);
- if (.@enc_paragear == 1) {
- set .@addpart,4763;
- }
- else if (.@enc_paragear == 2) {
- set .@addpart,4765;
- }
- else if (.@enc_paragear == 3) {
- set .@addpart,4790;
- }
- else if (.@enc_paragear == 4) {
- set .@addpart,4794;
- }
- else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) {
- set .@addpart,4762;
- }
- else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) {
- set .@addpart,4764;
- }
- else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) {
- set .@addpart,4789;
- }
- else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) {
- set .@addpart,4793;
- }
- else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) {
- set .@addpart,4701;
- }
- else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) {
- set .@addpart,4711;
- }
- else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) {
- set .@addpart,4721;
- }
- else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) {
- set .@addpart,4731;
- }
- else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) {
- set .@addpart,4741;
- }
- else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) {
- set .@addpart,4751;
- }
- else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) {
- set .@addpart,4788;
- }
- else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) {
- set .@addpart,4792;
- }
- else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) {
- set .@addpart,4787;
- }
- else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) {
- set .@addpart,4791;
- }
- else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) {
- set .@addpart,4786;
- }
- set .@enc_paragear2,rand(1,6);
- if (.@enc_paragear2 == 1) {
- set .@addpart2,4701;
- }
- else if (.@enc_paragear2 == 2) {
- set .@addpart2,4711;
- }
- else if (.@enc_paragear2 == 3) {
- set .@addpart2,4721;
- }
- else if (.@enc_paragear2 == 4) {
- set .@addpart2,4731;
- }
- else if (.@enc_paragear2 == 5) {
- set .@addpart2,4741;
- }
- else if (.@enc_paragear2 == 6) {
- set .@addpart2,4751;
- }
+ if (.@enc_paragear == 1) set .@addpart,4763;
+ else if (.@enc_paragear == 2) set .@addpart,4765;
+ else if (.@enc_paragear == 3) set .@addpart,4790;
+ else if (.@enc_paragear == 4) set .@addpart,4794;
+ else if (.@enc_paragear < 7) set .@addpart,4762;
+ else if (.@enc_paragear < 9) set .@addpart,4764;
+ else if (.@enc_paragear < 11) set .@addpart,4789;
+ else if (.@enc_paragear < 13) set .@addpart,4793;
+ else if (.@enc_paragear < 15) set .@addpart,4701;
+ else if (.@enc_paragear < 17) set .@addpart,4711;
+ else if (.@enc_paragear < 19) set .@addpart,4721;
+ else if (.@enc_paragear < 21) set .@addpart,4731;
+ else if (.@enc_paragear < 23) set .@addpart,4741;
+ else if (.@enc_paragear < 25) set .@addpart,4751;
+ else if (.@enc_paragear < 28) set .@addpart,4788;
+ else if (.@enc_paragear < 31) set .@addpart,4792;
+ else if (.@enc_paragear < 35) set .@addpart,4787;
+ else if (.@enc_paragear < 39) set .@addpart,4791;
+ else if (.@enc_paragear < 43) set .@addpart,4786;
+ set .@enc_paragear2,4701+(10*rand(6));
delitem .@paragearcount,1;
getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
set paragearenchant,4;
@@ -5215,6 +4717,21 @@ moc_para01,111,83,3 script Toren 813,{
close;
}
}
+ end;
+L_Select:
+ next;
+ mes "[Toren]";
+ set .@menu$,"";
+ for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
+ set .@menu$, .@menu$+getarg(.@i+1)+".:";
+ mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
+ mes " ";
+ }
+ next;
+ set .@i, select(.@menu$)-1;
+ getitem getarg(.@i*3),1;
+ mes "[Toren]";
+ return;
}
moc_para01,112,79,3 script Weapons Expert 851,{
@@ -5237,329 +4754,117 @@ moc_para01,112,79,3 script Weapons Expert 851,{
mes "Where is the Paradise Weapon I gave you?";
next;
mes "[Weapons Expert]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
next;
switch(select("Ok.","No, thanks.")) {
case 1:
- if (Zeny >= 250000) {
- if (Class == Job_Taekwon) {
- mes "[Weapons Expert]";
- mes "Wait... Your Class doesn't have a weapon.";
- close;
- }
- set Zeny, Zeny - 250000;
- if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
- mes "[Weapons Expert]";
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- next;
- mes "[Weapons Expert]";
- mes "Slayer: Two-handed Sword, 200 Atk.";
- mes " ";
- mes "Saber: One-handed Sword, 185 Atk.";
- mes " ";
- mes "Spear: One-handed, 165 Atk.";
- next;
- switch(select("Slayer.:Saber.:Spear.")) {
- case 1:
- getitem 1197,1; //P.Slayer III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- case 3:
- getitem 1434,1; //P.Spear I
- break;
- }
- }
- if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
- mes "[Weapons Expert]";
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Axe: Two-handed, 195 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Axe.:Dagger.:Sword.")) {
- case 1:
- getitem 1391,1; //P.Two-Handed Axe I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "[Weapons Expert]";
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Katar: Two-handed, 155 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Katar.:Dagger.:Sword.")) {
- case 1:
- getitem 1289,1; //P.Katar I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Rogue || Class == Job_Stalker) {
- mes "[Weapons Expert]";
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Bow.:Sword")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Thief) {
- mes "[Weapons Expert]";
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Sword.")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Bard || Class == Job_Clown) {
- mes "[Weapons Expert]";
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Guitar: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Guitar.:Bow.:Dagger.")) {
- case 1:
- getitem 1931,1; //P.Guitar I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
- mes "[Weapons Expert]";
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Whip: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Whip.:Bow.:Dagger.")) {
- case 1:
- getitem 1986,1; //P.Tail I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
- mes "[Weapons Expert]";
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Bow.:Dagger.")) {
- case 1:
- getitem 18106,1; //P.Bow III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Priest || Class == Job_High_Priest) {
- mes "[Weapons Expert]";
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Book: One-handed, 135 Atk, Matk 110.";
- next;
- switch(select("Staff.:Mace.:Book.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1583,1; //P.Book I
- break;
- }
- }
- if (BaseJob == Job_Monk || Class == Job_Champion) {
- mes "[Weapons Expert]";
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- next;
- mes "[Weapons Expert]";
- mes "Knuckle: One-handed, 120 Atk.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- next;
- switch(select("Knuckle.:Mace.:Staff.")) {
- case 1:
- getitem 1831,1; //P.Knuckle I
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1658,1; //P.Staff III
- break;
- }
- }
- if (BaseJob == Job_Acolyte) {
- mes "[Weapons Expert]";
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- next;
- switch(select("Staff.:Mace.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- }
- }
- if (BaseJob == Job_Sage || Class == Job_Professor) {
- mes "[Weapons Expert]";
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Book: One-handed, 135 Atk, 110 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Book.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 1583,1; //P.Book I
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
- mes "[Weapons Expert]";
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Ninja) {
- mes "[Weapons Expert]";
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Huuma Suriken.:Dagger.")) {
- case 1:
- getitem 13310,1; //P.Huuma Suriken I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
- getitem 1583,1; //P.Book I
- }
- if (Class == Job_Gunslinger) {
- getitem 13114,1; //P.Revolver III
- }
- if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
- getitem 13066,1; //P.Dagger III
- }
- mes "[Weapons Expert]";
- mes "These weapons aren't easy to make, please take better care of this one.";
+ mes "[Weapons Expert]";
+ if (Zeny < 250000) {
+ mes "You dont have enough zeny.";
close;
}
- mes "[Weapons Expert]";
- mes "You dont have enough zeny.";
+ if (Class == Job_Taekwon) {
+ mes "Wait... Your Class doesn't have a weapon.";
+ close;
+ }
+ set Zeny, Zeny - 250000;
+ if (BaseClass == Job_Swordman) {
+ mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
+ callsub L_Select,
+ 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
+ 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
+ 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
+ }
+ else if (BaseClass == Job_Merchant) {
+ mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
+ callsub L_Select,
+ 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
+ callsub L_Select,
+ 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (BaseJob == Job_Rogue) {
+ mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
+ callsub L_Select,
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (BaseJob == Job_Thief) {
+ mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
+ callsub L_Select,
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
+ 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (BaseJob == Job_Bard) {
+ mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
+ callsub L_Select,
+ 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (BaseJob == Job_Dancer) {
+ mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
+ callsub L_Select,
+ 1986,"Whip","One-handed, 125 Atk", //P.Tail I
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
+ callsub L_Select,
+ 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (BaseJob == Job_Priest) {
+ mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 16014,"Mace","One-handed, 172 Atk", //P.Mace III
+ 1583,"Book: One-handed, 135 Atk, 110 Matk"; //P.Book I
+ }
+ else if (BaseJob == Job_Monk) {
+ mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
+ callsub L_Select,
+ 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
+ 16014,"Mace","One-handed, 172 Atk", //P.Mace III
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
+ }
+ else if (BaseJob == Job_Acolyte) {
+ mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
+ }
+ else if (BaseJob == Job_Sage) {
+ mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 1583,"Book: One-handed, 135 Atk, 110 Matk", //P.Book I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
+ mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
+ callsub L_Select,
+ 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (Class == Job_Ninja) {
+ mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
+ callsub L_Select,
+ 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
+ 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ }
+ else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
+ else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
+ else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
+ mes "These weapons aren't easy to make, please take better care of this one.";
close;
case 2:
mes "[Weapons Expert]";
@@ -5599,59 +4904,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
+ if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
+ else set paraweaponenchant,4806;
+ callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "OK, gimmy a sec.";
close2;
@@ -5675,59 +4930,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
+ if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
+ else set paraweaponenchant,4806;
+ callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "Gotcha, now for the second enchantment.";
next;
@@ -5740,44 +4945,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4472;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
break;
case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4470;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
break;
case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4476;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
break;
case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4469;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
break;
case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4471;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
break;
case 6:
set paraweaponenchant2,4805;
@@ -5806,59 +4991,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
+ if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
+ else set paraweaponenchant,4806;
+ callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "Gotcha, on to the next one.";
next;
@@ -5875,44 +5010,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4472;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
break;
case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4470;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
break;
case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4476;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
break;
case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4469;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
break;
case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4471;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
+ if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
break;
case 6:
set paraweaponenchant2,4805;
@@ -5930,44 +5045,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4472;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant3,4060;
+ if (paraweaponenchant == 4806) set paraweaponenchant3,4472;
break;
case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4470;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant3,4068;
+ if (paraweaponenchant == 4806) set paraweaponenchant3,4470;
break;
case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4476;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant3,4063;
+ if (paraweaponenchant == 4806) set paraweaponenchant3,4476;
break;
case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4469;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant3,4080;
+ if (paraweaponenchant == 4806) set paraweaponenchant3,4469;
break;
case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4471;
- }
+ if (paraweaponenchant == 4767) set paraweaponenchant3,4118;
+ if (paraweaponenchant == 4806) set paraweaponenchant3,4471;
break;
case 6:
set paraweaponenchant3,4805;
@@ -5994,6 +5089,38 @@ moc_para01,112,79,3 script Weapons Expert 851,{
mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
close;
}
+ end;
+L_Select:
+ next;
+ mes "[Weapons Expert]";
+ set .@menu$,"";
+ for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
+ set .@menu$, .@menu$+getarg(.@i+1)+".:";
+ mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
+ mes " ";
+ }
+ next;
+ set .@i, select(.@menu$)-1;
+ getitem getarg(.@i*3),1;
+ mes "[Weapons Expert]";
+ return;
+L_GetWeapon:
+ if (countitem(1197)) set paraweaponcount,1197;
+ else if (countitem(1289)) set paraweaponcount,1289;
+ else if (countitem(1391)) set paraweaponcount,1391;
+ else if (countitem(1434)) set paraweaponcount,1434;
+ else if (countitem(1583)) set paraweaponcount,1583;
+ else if (countitem(1658)) set paraweaponcount,1658;
+ else if (countitem(1831)) set paraweaponcount,1831;
+ else if (countitem(1931)) set paraweaponcount,1931;
+ else if (countitem(1986)) set paraweaponcount,1986;
+ else if (countitem(13066)) set paraweaponcount,13066;
+ else if (countitem(13114)) set paraweaponcount,13114;
+ else if (countitem(13310)) set paraweaponcount,13310;
+ else if (countitem(13434)) set paraweaponcount,13434;
+ else if (countitem(16014)) set paraweaponcount,16014;
+ else if (countitem(18106)) set paraweaponcount,18106;
+ return;
}
/* sec_in02,25,33,4 script Assistant 422,{