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Diffstat (limited to 'npc/merchants/socket_enchant.txt')
-rw-r--r-- | npc/merchants/socket_enchant.txt | 362 |
1 files changed, 362 insertions, 0 deletions
diff --git a/npc/merchants/socket_enchant.txt b/npc/merchants/socket_enchant.txt new file mode 100644 index 000000000..836644a5f --- /dev/null +++ b/npc/merchants/socket_enchant.txt @@ -0,0 +1,362 @@ +//===== rAthena Script ======================================= +//= Episode 11.1 Socket Enchant NPC +//===== By: ================================================== +//= rAthena dev team +//===== Current Version: ===================================== +//= 2.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Adds slots to selected weapons and armor. +//===== Additional Comments: ================================= +//= 0.1a added missing L_No: to 2 funcs [Lupus] +//= 0.1b Removed duplicates [Toms] +//= 0.2 Added missing next;'s [Evera] +//= 0.3 Fixed Zweihander[+] id [Lupus] +//= 1.0 Fixed ingredients check [Lupus] +//= 1.1 Updated to official. [SinSloth] +//= 1.1b Optimized/cleaned [ultramage] +//= 1.2 Fixed some typos and a nasty bug. [SinSloth] +//= 1.3 Fixed a wrong item ID with Sphinx Hat. [SinSloth] +//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] +//= 1.5 Removed Ontouch trigger area from NPCs. [L0ne_W0lf] +//= 1.6 Replaced effect numerics with constants. [Samuray22] +//= 1.7 Adjusted prices on some armor and weapons. [L0ne_W0lf] +//= 1.8 Added missing Gae Bolg and Dragon Slayer. [Kisuka] +//= 1.9 Moved Episode 12 items to separate NPC. +//= Some cleanup & optimization. [Gepard] +//= 2.0 Duplicates now spawn from floating NPCs. [L0ne_W0lf] +//============================================================ + +- script Seiyablem#dummy::SocketEnchant -1,{ + if (checkweight(1201,1) == 0) + { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you lose some weight. -"; + close; + } + mes "[Seiyablem]"; + mes "I'm an engineer that specializes in adding Slots to normal Weapons and Armor."; + mes "My service fee, the required materials and the chance of success all depend on the specific item I'm working on."; + next; + mes "[Seiyablem]"; + mes "Adding Slots may seem simple, but it's far more complicated than it looks."; + mes "If you're interested in my service, let me know."; + next; + switch(select("Add Slot to Weapon:Add Slot to Armor:Slot Attempt Info:Cancel")) + { + case 1: + mes "[Seiyablem]"; + mes "You want to add a Slot to a weapon?"; + mes "I categorize weapons by their difficulty in adding a Slot, C Class being easiest and S Class the most difficult."; + mes "Which class would you like to try?"; + next; + switch(select("C Class:B Class:A Class:S Class")) + { + case 1: + mes "[Seiyablem]"; + mes "C Class, eh?"; + mes "Now, I can only upgrade certain equipment in that class, so please choose one of the following items, so we can try to add a Slot to it."; + next; + switch(select("Trident:Rope:Violin")) + { + case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10; + case 2: callfunc "Func_Socket",1950,1951,40,66,200,1010,10; + case 3: callfunc "Func_Socket",1901,1902,40,66,200,1010,10; + } + case 2: + mes "[Seiyablem]"; + mes "B Class?"; + mes "Alright, this is the average equipment category."; + mes "Please choose the weapon to which you'd like me to try to add a Slot."; + next; + switch(select("Chain:Gladius:Gakkung Bow:Pike:Haedonggum:Lute:Wire:Waghnakh:Arbalest Bow")) + { + case 1: callfunc "Func_Socket",1519,1520,40,61,300,1010,10; + case 2: callfunc "Func_Socket",1219,1220,40,61,300, 984, 1,999,5; + case 3: callfunc "Func_Socket",1714,1716,40,61,300, 984, 2,999,5; + case 4: callfunc "Func_Socket",1407,1408,40,61,200,1010,10; + case 5: callfunc "Func_Socket",1123,1128,40,61,300, 984, 2,999,5; + case 6: callfunc "Func_Socket",1905,1906,40,61,300,1011,10; + case 7: callfunc "Func_Socket",1954,1955,40,61,300,1011,10; + case 8: callfunc "Func_Socket",1801,1802,40,61,300,1010,10; + case 9: callfunc "Func_Socket",1713,1715,40,61,300, 984, 2,999,5; + } + case 3: + mes "[Seiyablem]"; + mes "Ooh, A Class."; + mes "This is some high risk territory!"; + mes "Alright, which weapon would you like me to try adding a Slot?"; + next; + switch(select("Hunter Bow:Survivor's Rod(INT):Zweihander:Flamberge:Infiltrator:Ballista:Stunner:Berserk:Claymore")) + { + case 1: callfunc "Func_Socket",1718,1726,40,61,500,984,2,999,10; + case 2: callfunc "Func_Socket",1619,1620,40,61,500,984,5,999,10; + case 3: callfunc "Func_Socket",1168,1171,40,61,800,984,5,999,10; + case 4: callfunc "Func_Socket",1129,1149,40,61,500,984,2,999,10; + case 5: callfunc "Func_Socket",1261,1266,40,61,700,984,5,999,10; + case 6: callfunc "Func_Socket",1722,1727,40,61,500,984,5,999,10; + case 7: callfunc "Func_Socket",1522,1532,40,61,500,984,2,999,10; + case 8: callfunc "Func_Socket",1814,1816,40,61,500,984,5,999,10; + case 9: callfunc "Func_Socket",1163,1172,40,61,500,984,2,999,10; // NPC says "5 Oridecon" (Aegis) but takes only 2 + } + case 4: + mes "[Seiyablem]"; + mes "Whoa, whoa, whoa..."; + mes "S class? Alright..."; + mes "It'd be a near miracle if I can actually pull this off."; + mes "Okay... Which weapon shall we try adding a Slot to?"; + next; + switch(select("Gungnir:Poison Knife:Ice Pick:Sucsamad:Ginnungagap:Cutlas:Crescent Scythe:Survivor's Rod(DEX)")) + { + case 1: callfunc "Func_Socket", 1413, 1418,40,51,1000,984,5,999,10; + case 2: callfunc "Func_Socket", 1239,13016,40,51,1000,984,5,999,10; + case 3: callfunc "Func_Socket", 1230,13017,40,51,2000,984,5,999,10; + case 4: callfunc "Func_Socket", 1236,13018,40,51,1000,984,5,999,10; + case 5: callfunc "Func_Socket",13002,13019,40,51,1000,984,5,999,10; + case 6: callfunc "Func_Socket", 1135,13400,40,51,1000,984,5,999,10; + case 7: callfunc "Func_Socket", 1466, 1476,40,51,1000,984,5,999,10; + case 8: callfunc "Func_Socket", 1617, 1618,40,51,2000,984,5,999,10; + } + } + case 2: + mes "[Seiyablem]"; + mes "Armor, you said?"; + mes "Sure, no problem."; + mes "Armor is divided into 4 different classes, depending on the work difficulty."; + mes "C Class is the easiest one, and S Class he hardest one."; + mes "Which class would you like to try?"; + next; + switch(select("C Class:B Class:A Class:S Class")) + { + case 1: + mes "[Seiyablem]"; + mes "C Class Armor, eh?"; + mes "Sounds reasonable."; + mes "Which armor would you like to try adding a Slot?"; + next; + switch(select("Mantle:Coat:Circlet:Biretta")) + { + case 1: callfunc "Func_Socket",2307,2308,40,66,200,999,3; + case 2: callfunc "Func_Socket",2309,2310,40,66,200,999,3; + case 3: callfunc "Func_Socket",2232,2233,40,66,200,999,3; + case 4: callfunc "Func_Socket",2216,2217,40,66,200,999,3; + } + case 2: + mes "[Seiyablem]"; + mes "You have chosen average B Class."; + mes "So, what kind of armor do you have?"; + next; + switch(select("Mirror Shield:Chain Mail:Saint Robe:Silk Robe:Boots:Shoes:Muffler:Guard:Buckler:Shield:Bongun Hat")) + { + case 1: callfunc "Func_Socket",2107,2108,40,61,250,999,5; + case 2: callfunc "Func_Socket",2314,2315,40,61,250,999,5; + case 3: callfunc "Func_Socket",2325,2326,40,61,300,999,5; + case 4: callfunc "Func_Socket",2321,2322,40,61,300,999,5; + case 5: callfunc "Func_Socket",2405,2406,40,61,300,999,5; + case 6: callfunc "Func_Socket",2403,2404,40,61,300,999,5; + case 7: callfunc "Func_Socket",2503,2504,40,61,300,999,5; + case 8: callfunc "Func_Socket",2101,2102,40,61,300,999,5; + case 9: callfunc "Func_Socket",2103,2104,40,61,300,999,5; + case 10: callfunc "Func_Socket",2105,2106,40,61,250,999,5; + case 11: callfunc "Func_Socket",5046,5168,40,61,250,999,5; + } + case 3: + mes "[Seiyablem]"; + mes "Ooh, A Class."; + mes "This is some high risk territory!"; + mes "Alright, which armor would you like me to try adding a Slot?"; + next; + switch(select("Gemmed Sallet:Bucket Hat:Memory Book:Tights:Legion Plate Armor:Full Plate:Thief Clothes:Greaves:Coif:Manteau:Helm:Ninja Suit:Orc Helm:Ancient Cape:Monk Hat:Golden Gear:Brooch:Munak Hat")) + { + case 1: callfunc "Func_Socket",2230,2231,40,61,400,985,1; + case 2: callfunc "Func_Socket",5114,5120,40,61,400,985,1; + case 3: callfunc "Func_Socket",2109,2121,40,61,400,985,1; + case 4: callfunc "Func_Socket",2330,2331,40,61,400,985,1; + case 5: callfunc "Func_Socket",2341,2342,40,61,400,985,1; + case 6: callfunc "Func_Socket",2316,2317,40,61,400,985,1; + case 7: callfunc "Func_Socket",2335,2336,40,61,400,985,1; + case 8: callfunc "Func_Socket",2411,2412,40,61,400,985,1; + case 9: callfunc "Func_Socket",5092,5093,40,61,400,985,1; + case 10: callfunc "Func_Socket",2505,2506,40,61,400,985,1; + case 11: callfunc "Func_Socket",2228,2229,40,61,400,985,1; + case 12: callfunc "Func_Socket",2337,2359,40,61,400,985,1; + case 13: callfunc "Func_Socket",2299,5157,40,61,400,985,1; + case 14: callfunc "Func_Socket",2507,2525,40,61,400,985,1; + case 15: callfunc "Func_Socket",2251,5158,40,61,400,985,1; + case 16: callfunc "Func_Socket",2246,5159,40,61,400,985,1; + case 17: callfunc "Func_Socket",2605,2625,40,61,400,985,1; + case 18: callfunc "Func_Socket",2264,5167,40,61,300,985,1; + } + case 4: + mes "[Seiyablem]"; + mes "Um... S Class?"; + mes "You sure about this?"; + mes "Alright... Let me know the Armor to which you'd like to add a Slot, and I'll tell what I need to try it."; + next; + switch(select("Majestic Goat:Spiky Band:Bone Helm:Corsair:Crown:Tiara:Sphinx Hat:Robe of Cast:Earring:Ring:Bow Thimble")) + { + case 1: callfunc "Func_Socket",2256,5160,40,51,2000,985,2; + case 2: callfunc "Func_Socket",2258,5161,40,51,2000,985,2; + case 3: callfunc "Func_Socket",5017,5162,40,51,2000,985,2; + case 4: callfunc "Func_Socket",5019,5163,40,51,2000,985,2; + case 5: callfunc "Func_Socket",2235,5165,40,51,2000,985,2; + case 6: callfunc "Func_Socket",2234,5164,40,51,2000,985,2; + case 7: callfunc "Func_Socket",5053,5166,40,51,1000,985,2; + case 8: callfunc "Func_Socket",2343,2360,40,51,1000,985,2; + case 9: callfunc "Func_Socket",2602,2622,40,51,1000,985,2; + case 10: callfunc "Func_Socket",2601,2621,40,51,1000,985,2; + case 11: callfunc "Func_Socket",2619,2671,40,51,1000,985,2; + } + } + case 3: + mes "[Seiyablem]"; + mes "Well, I haven't really refined the art of Slot Addition."; + mes "It's so complicated that I'd be lying if I told you that I knew every factor that affected the process."; + mes "Still, I do notice a few trends..."; + next; + mes "[Seiyablem]"; + mes "In some towns, Slot addition attempts are more successful for equipment with fewer upgrades."; + mes "In other towns, the opposite is true."; + mes "isn't that really peculiar?"; + next; + mes "[Seiyablem]"; + mes "Oh, there's also something really important that you should know."; + mes "If you ask me to add a Slot to something, make sure that you don't have multiples of it in your inventory."; + next; + mes "[Seiyablem]"; + mes "Here's an example: if you have a +7 Manteau and a normal Manteau in your inventory, then I will randomly pick one of them for my Slot Addition attempt."; + mes "Just remember to be careful."; + next; + mes "[Seiyablem]"; + mes "Again, ^FF0000only carry one of the equipment to which you want me to add a Slot^000000."; + mes "All other equipment with the same name should be placed in your Kafra Storage, got it?"; + close; + case 4: + mes "[Seiyablem]"; + mes "Take it easy, adventurer."; + mes "If you ever want to try adding a Slot to some of your equipment, come back and let me know."; + mes "Seeya~"; + close; + } +} + +function script Func_Socket { + + mes "[Seiyablem]"; + mes "You want to add a Slot to a " + getitemname(getarg(0)) + "?"; + mes "Alright, please bring me ^FF0000" + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + "^000000, " + (getarg(7,0) != 0 && getarg(8,0) != 0 ? ("^FF0000" + getarg(8,0) + " " + getitemname(getarg(7,0)) + (getarg(8,0) > 1 && getarg(7,0) != 999 ? "s":"") + "^000000 ") : "") + "and my ^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny^000000 service fee."; + mes "Ah, and don't forget to bring that " + getitemname(getarg(0)) + "!"; + next; + mes "[Seiyablem]"; + if (getiteminfo(getarg(0),5)&2) // EQP_HAND_R = 2, it's a weapon + { + mes "I can try to add a slot now if you have the required items and zeny."; + mes "However, you should know that there's a chance that I might fail."; + mes "Therefore, I need to give you a fair warning..."; + next; + mes "[Seiyablem]"; + mes "If this attempt to add a Slot to your Weapon fails, then the ^FF0000Weapon^000000, ^FF0000and any Cards compounded to it will be destroyed^000000."; + } + else // armor + { + mes "If you have all the required materials, my zeny service fee and the Armor, then we can go ahead with the Slot Addition attempt."; + mes "But before that, I must warn you of the risk."; + next; + mes "[Seiyablem]"; + mes "If this attempt to add a Slot to your Armor fails, then the ^FF0000Armor^000000, ^FF0000it's upgrades^000000 ^FF0000and any Cards compounded to it will be destroyed^000000."; + } + mes "Do you still want to try to add a Slot?"; + next; + switch(select("Attempt Slot Addition:Cancel")) + { + case 1: + if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though) + { + mes "[Seiyablem]"; + mes "Alright then, let the work begin!"; + mes "You'd better pray for a successful result."; + next; + set .@a, rand(1,100); + if ((.@a > getarg(2)) && (.@a < getarg(3))) + { + specialeffect getarg(3) == 51 ? EF_LORD : EF_SANCTUARY; // only S Class items have Lord of Vermillion effect + mes "[Seiyablem]"; + mes "Great, it seems to be successful."; + mes "It looks pretty well done. Congratulations!"; + delitem getarg(0),1; + delitem getarg(5),getarg(6); + if (getarg(7,0) != 0 && getarg(8,0) != 0) + delitem getarg(7),getarg(8); + set Zeny, Zeny - getarg(4)*1000; + getitem getarg(1),1; + next; + mes "[Seiyablem]"; + mes "See you again, buddy!"; + close; + } + else + { + specialeffect EF_SUI_EXPLOSION; + mes "[Seiyablem]"; + mes "Wah! ...I am so sorry, it failed."; + mes "However, I am completely innocent."; + mes "This is your luck, and it is destined by god, okay?"; + mes "Don't be so disappointed, and try next time."; + delitem getarg(0),1; + delitem getarg(5),getarg(6); + if (getarg(7,0) != 0 && getarg(8,0) != 0) + delitem getarg(7),getarg(8); + set Zeny, Zeny - getarg(4)*1000; + next; + mes "[Seiyablem]"; + mes "I wish you good luck next time!"; + close; + } + } + else + { + mes "[Seiyablem]"; + mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things."; + mes "You sure that you have the equipment, required materials and the zeny?"; + close; + } + case 2: + mes "[Seiyablem]"; + mes "Need some time to think about it, huh?"; + mes "Alright, I can understand."; + mes "Just remember that life's no fun if you're always playing it safe~"; + close; + } +} + +payon,140,151,5 duplicate(SocketEnchant) Seiyablem#pay 84 +lhz_in02,281,35,5 duplicate(SocketEnchant) Seiyablem#lhz 84 +prt_in,33,70,5 duplicate(SocketEnchant) Seiyablem#prt 84 +morocc,51,41,4 duplicate(SocketEnchant) Seiyablem#moc 84 + +- script Young Man#dummy::SocketMan -1,{ + mes "[Young Man]"; + mes "I'm considering becoming a Slotting Engineer."; + mes "It's a new field where you can add Slots to equipment, and it'd be cool if I can work in such a lucrative career."; + next; + mes "[Young Man]"; + mes "There's a huge element of luck involved in successfully adding Slots from what I can understand."; + mes "You fail sometimes, but if you're super lucky, you can add two Slots."; + mes "Crazy. Huh?"; + next; + mes "[Young Man]"; + mes "But don't get too excited."; + mes "Only certain equipment can handle the addition of two extra Slots."; + mes "There's so much more I have to learn before I can even be an apprentice..."; + close; +} + +prt_in,31,57,1 duplicate(SocketMan) Young Man#prt 97 +payon,143,143,7 duplicate(SocketMan) Young Man#pay 97 +morocc,60,42,3 duplicate(SocketMan) Young Man#moc 97 +lhz_in02,269,33,5 duplicate(SocketMan) Young Man#lhz 97 |