diff options
Diffstat (limited to 'npc/merchants/enchan_arm.txt')
-rw-r--r-- | npc/merchants/enchan_arm.txt | 81 |
1 files changed, 50 insertions, 31 deletions
diff --git a/npc/merchants/enchan_arm.txt b/npc/merchants/enchan_arm.txt index 60acac1c4..d5f321518 100644 --- a/npc/merchants/enchan_arm.txt +++ b/npc/merchants/enchan_arm.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= @@ -13,15 +13,16 @@ //= 1.0 First version. //= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586) //= 1.2 Optimized. [Euphy] +//= 1.3 Fixed some typos and optimized a little more. [Daegaladh] //============================================================ prontera,165,60,2 script Apprentice Craftsman 73,{ mes "[Apprentice Craftsman]"; if (Zeny > 399999) { - mes "I've been studying ways to enhance an armor to maximize it's capability."; + mes "I've been studying ways to enhance an armor to maximize its capability."; next; mes "[Apprentice Craftsman]"; - mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket."; + mes "Enchanting is an awesome skill that infuses a mysterious status powers into the armor's hidden socket."; next; mes "[Apprentice Craftsman]"; mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory."; @@ -32,7 +33,7 @@ prontera,165,60,2 script Apprentice Craftsman 73,{ mes "[Apprentice Craftsman]"; mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory."; next; - switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) { + switch(select("Armor with no Slots:Armor with Slots:High Grade Armor:Maybe next time")) { case 1: setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396; set .@j,50; @@ -70,7 +71,7 @@ S_EnchantArmor: set .@failrate,getarg(1); mes "[Apprentice Craftsman]"; if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) { - mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor."; + mes "Socket enchant will cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor."; next; mes "[Apprentice Craftsman]"; mes "First and most importantly."; @@ -78,7 +79,7 @@ S_EnchantArmor: mes "and Cards will be GONE.^000000"; mes "Do you still want to try an Enchant?"; next; - if(select("Hmm... Let me think it over.:Go ahead.")==1) { + if(select("Hmm... Let me think it over.:I've made up my mind already. Give it a shot.")==1) { mes "[Apprentice Craftsman]"; mes "Well, I can't blame you. Safety first, eh?"; mes "Now you have a nice day."; @@ -94,33 +95,51 @@ S_EnchantArmor: close; } progressbar "ffff00",7; - set .@enc_ran,rand(1,.@failrate); set zeny,zeny-400000; delitem .@itemid,1; - if (.@enc_ran == 1) set .@addpart,4702; - else if (.@enc_ran == 2) set .@addpart,4712; - else if (.@enc_ran == 3) set .@addpart,4722; - else if (.@enc_ran == 4) set .@addpart,4732; - else if (.@enc_ran == 5) set .@addpart,4742; - else if (.@enc_ran == 6) set .@addpart,4752; - else if ((.@enc_ran > 6) && (.@enc_ran < 9)) set .@addpart,4701; - else if ((.@enc_ran > 8) && (.@enc_ran < 11)) set .@addpart,4711; - else if ((.@enc_ran > 10) && (.@enc_ran < 13)) set .@addpart,4721; - else if ((.@enc_ran > 12) && (.@enc_ran < 15)) set .@addpart,4731; - else if ((.@enc_ran > 14) && (.@enc_ran < 17)) set .@addpart,4741; - else if ((.@enc_ran > 16) && (.@enc_ran < 19)) set .@addpart,4751; - else if ((.@enc_ran > 18) && (.@enc_ran < 22)) set .@addpart,4700; - else if ((.@enc_ran > 21) && (.@enc_ran < 25)) set .@addpart,4710; - else if ((.@enc_ran > 24) && (.@enc_ran < 28)) set .@addpart,4720; - else if ((.@enc_ran > 27) && (.@enc_ran < 31)) set .@addpart,4730; - else if ((.@enc_ran > 30) && (.@enc_ran < 34)) set .@addpart,4740; - else if ((.@enc_ran > 33) && (.@enc_ran < 37)) set .@addpart,4750; - else { - specialeffect2 EF_PHARMACY_FAIL; - mes "[Apprentice Craftsman]"; - mes "Well that's too bad."; - mes "The requested equipment has failed to enchant."; - close; + switch (rand(1,.@failrate)) { + case 1: set .@addpart,4702;break; + case 2: set .@addpart,4712;break; + case 3: set .@addpart,4722;break; + case 4: set .@addpart,4732;break; + case 5: set .@addpart,4742;break; + case 6: set .@addpart,4752;break; + case 7: + case 8: set .@addpart,4701;break; + case 9: + case 10: set .@addpart,4711;break; + case 11: + case 12: set .@addpart,4721;break; + case 13: + case 14: set .@addpart,4731;break; + case 15: + case 16: set .@addpart,4741;break; + case 17: + case 18: set .@addpart,4751;break; + case 19: + case 20: + case 21: set .@addpart,4700;break; + case 22: + case 23: + case 24: set .@addpart,4710;break; + case 25: + case 26: + case 27: set .@addpart,4720;break; + case 28: + case 29: + case 30: set .@addpart,4730;break; + case 31: + case 32: + case 33: set .@addpart,4740;break; + case 34: + case 35: + case 36: set .@addpart,4750;break; + default: + specialeffect2 EF_PHARMACY_FAIL; + mes "[Apprentice Craftsman]"; + mes "Well that's too bad."; + mes "The requested equipment has failed to enchant."; + close; } getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart; } |