diff options
Diffstat (limited to 'npc/re/merchants/enchan_ko.txt')
-rw-r--r-- | npc/re/merchants/enchan_ko.txt | 556 |
1 files changed, 556 insertions, 0 deletions
diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt new file mode 100644 index 000000000..c162b4be6 --- /dev/null +++ b/npc/re/merchants/enchan_ko.txt @@ -0,0 +1,556 @@ +//===== Hercules Script ====================================== +//= Kagerou/Oboro Gear Enchants +//===== By: ================================================== +//= Euphy +//===== Current Version: ===================================== +//= 1.0 +//===== Description: ========================================= +//= [Official Conversion] +//= Adds enchantments to Kagerou/Oboro gear. +//===== Additional Comments: ================================= +//= 1.0 First version. [Euphy] +//============================================================ + +// Main NPC :: job_ko +//============================================================ +que_ng,75,20,3 script Artisan Tene#ko 762,{ + disable_items; + mes "[Artisan Tene]"; + mes "Hello? I'm Artisan Tene, the most respectful blacksmith of them all."; + next; + mes "[Artisan Tene]"; + mes "How may I help you?"; + next; + switch (select("Which blacksmith?:I want to add option.:I want to remove option.")) { + case 1: // Which blacksmith? + mes "[Artisan Tene]"; + mes "Oh! Sorry, I didn't introduce myself."; + next; + mes "[Artisan Tene]"; + mes "I can add or remove options from some weapons and armor at a small price."; + next; + mes "[Artisan Tene]"; + mes "Oh! Do you want to know the list of weapons and armor I work on?"; + next; + switch (select("Take a look at the weapon list.:Take a look at the armor list.")) { + case 1: // Take a look at the weapon list + mes "[Artisan Tene]"; + mes "Are you interested in the weapon list?"; + next; + mes "[Artisan Tene]"; + mes "The weapons I work on are "; + mes "^ff0000Raksasa Dagger [1]^000000"; + mes "^ff0000Mikatsuki[1]^000000"; + mes "^ff0000Huuma Swirling Petal [2]^000000"; + mes "^ff0000Huuma Fluttering Snow^000000"; + mes "^ff0000Huuma Thunderstorm^000000"; + break; + case 2: // Take a look at the armor list + mes "[Artisan Tene]"; + mes "Are you interested in the armor list?"; + next; + mes "[Artisan Tene]"; + mes "The armor I work on is"; + mes "^ff0000Wolf Armguard [1]^000000"; + mes "^ff0000Crescent Armguard [1]^000000"; + mes "^ff0000Ninja Scale Armor [1]^000000"; + mes "^ff0000Tenebris Latitantes [1]^000000"; + mes "^ff0000Special Ninja Suit [1]^000000"; + break; + } + next; + mes "[Artisan Tene]"; + mes "This is it. I'm still in practice to learn and handle more battlegear."; + next; + mes "[Artisan Tene]"; + mes "If you'd like, I can add options to your 4th and 3rd Slots at a small cost."; + close; + case 2: // I want to add option + mes "[Artisan Tene]"; + mes "Oh! You need to add an option."; + mes "I use the method of adding options to your 4th and 3rd slots of battlegear equipped."; + next; + mes "[Artisan Tene]"; + mes "Since I use a stable and unique way of adding options, there are no risks of ^ff0000'Reset Refine'^000000 or ^ff0000'Losing Cards'^000000 equipped."; + next; + mes "[Artisan Tene]"; + mes "But since the costs of materials are high, I only ask for a ^5565AA small cost^000000 for my services with the exception of the material expenses."; + next; + mes "[Artisan Tene]"; + mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?"; + next; + switch (select("Weapon...:Armor...")) { + case 1: + mes "[Artisan Tene]"; + mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000"; + next; + mes "[Artisan Tene]"; + mes "^FF0000Ah! I can add an additional option if you equip a one-handed weapon on your right hand because it is easier for me to work on.^000000"; + next; + mes "[Artisan Tene]"; + mes "Which weapon do you want to add an option to?"; + next; + switch (select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm")) { + case 1: + mes "[Artisan Tene]"; + mes "Changed your mind? Very well. Hope to see you later."; + close; + case 2: + .@equip_id = Raksasa_Dagger; + break; + case 3: + .@equip_id = Mikatsuki; + break; + case 4: + .@equip_id = Huuma_Swirling_Petal; + break; + case 5: + .@equip_id = Huuma_Fluttering_Snow; + break; + case 6: + .@equip_id = Huuma_Thunderstorm; + break; + } + .@part = EQI_HAND_R; + break; + case 2: + mes "[Artisan Tene]"; + mes "So you want to add an option to your armor. That will be ^ff0000100,000 Zeny for a 1 time service.^000000"; + next; + mes "[Artisan Tene]"; + mes "Which armor do you want to add an option to?"; + next; + switch (select("Later...:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + case 1: + mes "[Artisan Tene]"; + mes "Changed your mind? Very well. Hope to see you later."; + close; + case 2: + .@part = EQI_HAND_L; + .@equip_id = Wolf_Armguard; + break; + case 3: + .@part = EQI_HAND_L; + .@equip_id = Crescent_Armguard; + break; + case 4: + .@part = EQI_ARMOR; + .@equip_id = Ninja_Scale_Armor; + break; + case 5: + .@part = EQI_ARMOR; + .@equip_id = Tenebris_Latitantes; + break; + case 6: + .@part = EQI_ARMOR; + .@equip_id = Special_Ninja_Suit_; + break; + } + break; + } + break; + case 3: // I want to remove option + mes "[Artisan Tene]"; + mes "You want to remove an option from your item. You didn't like the option?"; + next; + mes "[Artisan Tene]"; + mes "Sorry but I'm not experienced enough. You've paid me for nothing."; + next; + mes "[Artisan Tene]"; + mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?"; + next; + switch(select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + case 1: + mes "[Artisan Tene]"; + mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well."; + close; + case 2: + .@part = EQI_HAND_R; + .@equip_id = Raksasa_Dagger; + break; + case 3: + .@part = EQI_HAND_R; + .@equip_id = Mikatsuki; + break; + case 4: + .@part = EQI_HAND_R; + .@equip_id = Huuma_Swirling_Petal; + break; + case 5: + .@part = EQI_HAND_R; + .@equip_id = Huuma_Fluttering_Snow; + break; + case 6: + .@part = EQI_HAND_R; + .@equip_id = Huuma_Thunderstorm; + break; + case 7: + .@part = EQI_HAND_L; + .@equip_id = Wolf_Armguard; + break; + case 8: + .@part = EQI_HAND_L; + .@equip_id = Crescent_Armguard; + break; + case 9: + .@part = EQI_ARMOR; + .@equip_id = Ninja_Scale_Armor; + break; + case 10: + .@part = EQI_ARMOR; + .@equip_id = Tenebris_Latitantes; + break; + case 11: + .@part = EQI_ARMOR; + .@equip_id = Special_Ninja_Suit_; + break; + } + mes "[Artisan Tene]"; + mes "You want to reset ^44B7BC" + getitemname(.@equip_id) + "^000000?"; + next; + mes "[Artisan Tene]"; + mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?"; + next; + switch (select("Reset only the 3rd Slot.:Reset all.")) { + case 1: + mes "[Artisan Tene]"; + mes "Very well. I will reset only your 3rd slot."; + next; + .@only_3rd = true; + break; + case 2: + mes "[Artisan Tene]"; + mes "Very well. I will reset all slots."; + next; + break; + } + .@remove = true; + break; + } + if (getequipisequiped(.@part) == 0) { + mes "[Artisan Tene]"; + mes "You will have to equip all items before ^44B7BC" + getitemname(.@equip_id) + "^000000."; + close; + } + if (Zeny < 100000) { // Custom Translation + mes "[Artisan Tene]"; + mes "I'm sorry, but you don't have enough Zeny!"; + next; + mes "[Artisan Tene]"; + mes "Our charge is very low, so please bear with me."; + close; + } + if (getequipid(.@part) != .@equip_id) { + mes "[Artisan Tene]"; + mes "I don't think this is the equipment you requested."; + next; + mes "[Artisan Tene]"; + mes "I cannot work on equipment other than those from my list."; + close; + } + + .@equip_refine = getequiprefinerycnt(.@part); + setarray .@equip_card, getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3); + + .@enchants = callsub(S_IsEnchanted, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]); + // Initialization + if (.@remove) { + if (!.@enchants) { + mes "[Artisan Tene]"; + mes "This equipment is is not enchanted. Please check again."; //custom translation + close; + } + if (.@only_3rd && .@enchants < 2) { + mes "[Artisan Tene]"; + mes "The third slot is is not enchanted. Please check again."; //custom translation + close; + } + .@equip_card[2] = 0; + if (!.@only_3rd) + .@equip_card[3] = 0; + progressbar "ffff00",2; + Zeny -= 100000; + delequip .@part; + getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + + mes "[Artisan Tene]"; + mes "Initialization complete."; + close; + } + + // Enchantment + if (.@equip_refine <= 4) .@ko_type01 = 1; + else if (.@equip_refine <= 7) .@ko_type01 = 2; + else if (.@equip_refine <= 9) .@ko_type01 = 3; + else if (.@equip_refine <= 12) .@ko_type01 = 4; + else .@ko_type01 = 5; + + //custom translations + .@available_slots = callsub(S_CanEnchant, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]); + if (!.@available_slots) { + mes "[Artisan Tene]"; + mes "This equipment cannot be further enchanted."; + next; + mes "[Artisan Tene]"; + mes "If you are not satisfied with the enchantments, I suggest that you initialize."; + close; + } + mes "[Artisan Tene]"; + if (.@available_slots < 2) + mes "The fourth slot has already been enchanted. Shall I enchant the third slot as well?"; + else + mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?"; + next; + if (select("Do it later:Do it now") == 1) { + mes "[Artisan Tene]"; + mes "Very well. Hope to see you later."; + close; + } + mes "[Artisan Tene]"; + if (.@available_slots < 2) + mes "Starting to enchant the third slot."; + else + mes "Starting to enchant the fourth slot."; + next; + if (.@available_slots >= 2) { // slot 4 + .@r = rand(1,1000); + switch (.@ko_type01) { + case 1: + if (.@r <= 200) .@e_socket04 = Mdef2; + else if (.@r <= 350) .@e_socket04 = Mdef4; + else if (.@r <= 450) .@e_socket04 = Mdef6; + else if (.@r <= 500) .@e_socket04 = Mdef8; + else if (.@r <= 700) .@e_socket04 = Def3; + else if (.@r <= 850) .@e_socket04 = Def6; + else if (.@r <= 950) .@e_socket04 = Def9; + else .@e_socket04 = Def12; + .@enchant = .@e_socket04; + break; + case 2: + if (.@r <= 90) .@d_socket04 = Mdef2; + else if (.@r <= 170) .@d_socket04 = Mdef4; + else if (.@r <= 240) .@d_socket04 = Mdef6; + else if (.@r <= 300) .@d_socket04 = Mdef8; + else if (.@r <= 390) .@d_socket04 = Def3; + else if (.@r <= 470) .@d_socket04 = Def6; + else if (.@r <= 540) .@d_socket04 = Def9; + else if (.@r <= 600) .@d_socket04 = Def12; + else if (.@r <= 660) .@d_socket04 = Strength1; + else if (.@r <= 720) .@d_socket04 = Inteligence1; + else if (.@r <= 780) .@d_socket04 = Vitality1; + else if (.@r <= 840) .@d_socket04 = Dexterity1; + else if (.@r <= 900) .@d_socket04 = Agility1; + else .@d_socket04 = Luck1; + .@enchant = .@d_socket04; + break; + case 3: + if (.@r <= 90) .@c_socket04 = Strength1; + else if (.@r <= 180) .@c_socket04 = Inteligence1; + else if (.@r <= 270) .@c_socket04 = Vitality1; + else if (.@r <= 360) .@c_socket04 = Dexterity1; + else if (.@r <= 450) .@c_socket04 = Agility1; + else if (.@r <= 600) .@c_socket04 = Luck1; + else if (.@r <= 660) .@c_socket04 = Strength2; + else if (.@r <= 720) .@c_socket04 = Inteligence2; + else if (.@r <= 780) .@c_socket04 = Vitality2; + else if (.@r <= 840) .@c_socket04 = Dexterity2; + else if (.@r <= 900) .@c_socket04 = Agility2; + else .@c_socket04 = Luck2; + .@enchant = .@c_socket04; + break; + case 4: + if (.@r <= 70) .@b_socket04 = Strength1; + else if (.@r <= 140) .@b_socket04 = Inteligence1; + else if (.@r <= 210) .@b_socket04 = Vitality1; + else if (.@r <= 280) .@b_socket04 = Dexterity1; + else if (.@r <= 350) .@b_socket04 = Agility1; + else if (.@r <= 440) .@b_socket04 = Luck1; + else if (.@r <= 495) .@b_socket04 = Strength2; + else if (.@r <= 550) .@b_socket04 = Inteligence2; + else if (.@r <= 605) .@b_socket04 = Vitality2; + else if (.@r <= 660) .@b_socket04 = Dexterity2; + else if (.@r <= 715) .@b_socket04 = Agility2; + else if (.@r <= 800) .@b_socket04 = Luck2; + else if (.@r <= 860) .@b_socket04 = HP100; + else if (.@r <= 910) .@b_socket04 = HP200; + else if (.@r <= 950) .@b_socket04 = HP300; + else if (.@r <= 980) .@b_socket04 = SP50; + else .@b_socket04 = SP100; + .@enchant = .@b_socket04; + break; + case 5: + if (.@r <= 59) .@a_socket04 = Strength2; + else if (.@r <= 118) .@a_socket04 = Inteligence2; + else if (.@r <= 177) .@a_socket04 = Vitality2; + else if (.@r <= 236) .@a_socket04 = Dexterity2; + else if (.@r <= 295) .@a_socket04 = Agility2; + else if (.@r <= 354) .@a_socket04 = Luck2; + else if (.@r <= 413) .@a_socket04 = HP100; + else if (.@r <= 472) .@a_socket04 = HP200; + else if (.@r <= 530) .@a_socket04 = HP300; + else if (.@r <= 589) .@a_socket04 = SP50; + else if (.@r <= 648) .@a_socket04 = SP100; + else if (.@r <= 707) .@a_socket04 = Strength3; + else if (.@r <= 765) .@a_socket04 = Inteligence3; + else if (.@r <= 824) .@a_socket04 = Vitality3; + else if (.@r <= 883) .@a_socket04 = Dexterity3; + else if (.@r <= 942) .@a_socket04 = Agility3; + else .@a_socket04 = Luck3; + .@enchant = .@a_socket04; + break; + } + .@equip_card[2] = .@enchant; + } else if (.@available_slots == 1) { // slot 3 + .@r = rand(1,1000); + switch (.@ko_type01) { + case 1: + if (.@r <= 125) .@e_socket03 = Mdef2; + else if (.@r <= 250) .@e_socket03 = Mdef4; + else if (.@r <= 375) .@e_socket03 = Mdef6; + else if (.@r <= 500) .@e_socket03 = Mdef8; + else if (.@r <= 625) .@e_socket03 = Def3; + else if (.@r <= 750) .@e_socket03 = Def6; + else if (.@r <= 875) .@e_socket03 = Def9; + else .@e_socket03 = Def12; + .@enchant = .@e_socket03; + break; + case 2: + if (.@r <= 100) .@d_socket03 = Mdef2; + else if (.@r <= 190) .@d_socket03 = Mdef4; + else if (.@r <= 270) .@d_socket03 = Mdef6; + else if (.@r <= 340) .@d_socket03 = Mdef8; + else if (.@r <= 440) .@d_socket03 = Def3; + else if (.@r <= 530) .@d_socket03 = Def6; + else if (.@r <= 610) .@d_socket03 = Def9; + else if (.@r <= 680) .@d_socket03 = Def12; + else if (.@r <= 720) .@d_socket03 = Strength1; + else if (.@r <= 760) .@d_socket03 = Inteligence1; + else if (.@r <= 800) .@d_socket03 = Vitality1; + else if (.@r <= 850) .@d_socket03 = Dexterity1; + else if (.@r <= 880) .@d_socket03 = Agility1; + else .@d_socket03 = Luck1; + .@enchant = .@d_socket03; + break; + case 3: + if (.@r <= 100) .@c_socket03 = Strength1; + else if (.@r <= 200) .@c_socket03 = Inteligence1; + else if (.@r <= 305) .@c_socket03 = Vitality1; + else if (.@r <= 410) .@c_socket03 = Dexterity1; + else if (.@r <= 500) .@c_socket03 = Agility1; + else if (.@r <= 700) .@c_socket03 = Luck1; + else if (.@r <= 750) .@c_socket03 = Strength2; + else if (.@r <= 780) .@c_socket03 = Inteligence2; + else if (.@r <= 830) .@c_socket03 = Vitality2; + else if (.@r <= 880) .@c_socket03 = Dexterity2; + else if (.@r <= 900) .@c_socket03 = Agility2; + else .@c_socket03 = Luck2; + .@enchant = .@c_socket03; + break; + case 4: + if (.@r <= 70) .@b_socket03 = Strength1; + else if (.@r <= 160) .@b_socket03 = Inteligence1; + else if (.@r <= 250) .@b_socket03 = Vitality1; + else if (.@r <= 340) .@b_socket03 = Dexterity1; + else if (.@r <= 400) .@b_socket03 = Agility1; + else if (.@r <= 500) .@b_socket03 = Luck1; + else if (.@r <= 540) .@b_socket03 = Strength2; + else if (.@r <= 580) .@b_socket03 = Inteligence2; + else if (.@r <= 625) .@b_socket03 = Vitality2; + else if (.@r <= 670) .@b_socket03 = Dexterity2; + else if (.@r <= 700) .@b_socket03 = Agility2; + else if (.@r <= 800) .@b_socket03 = Luck2; + else if (.@r <= 860) .@b_socket03 = HP100; + else if (.@r <= 900) .@b_socket03 = HP200; + else if (.@r <= 920) .@b_socket03 = HP300; + else if (.@r <= 965) .@b_socket03 = SP50; + else .@b_socket03 = SP100; + .@enchant = .@b_socket03; + break; + case 5: + if (.@r <= 59) .@a_socket03 = Strength2; + else if (.@r <= 118) .@a_socket03 = Inteligence2; + else if (.@r <= 177) .@a_socket03 = Vitality2; + else if (.@r <= 236) .@a_socket03 = Dexterity2; + else if (.@r <= 295) .@a_socket03 = Agility2; + else if (.@r <= 354) .@a_socket03 = Luck2; + else if (.@r <= 413) .@a_socket03 = HP100; + else if (.@r <= 472) .@a_socket03 = HP200; + else if (.@r <= 530) .@a_socket03 = HP300; + else if (.@r <= 589) .@a_socket03 = SP50; + else if (.@r <= 648) .@a_socket03 = SP100; + else if (.@r <= 707) .@a_socket03 = Strength3; + else if (.@r <= 765) .@a_socket03 = Inteligence3; + else if (.@r <= 824) .@a_socket03 = Vitality3; + else if (.@r <= 883) .@a_socket03 = Dexterity3; + else if (.@r <= 942) .@a_socket03 = Agility3; + else .@a_socket03 = Luck3; + .@enchant = .@a_socket03; + break; + } + .@equip_card[2] = .@equip_card[3]; + .@equip_card[3] = .@enchant; + } else { + mes "[Artisan Tene]"; + mes "An unknown error has occurred. Please contact customer service. *^_^*"; + close; + } + progressbar "0xFFFF00",2; + Zeny -= 100000; + delequip .@part; + + getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; + + mes "[Artisan Tene]"; + mes "^44B7BC" + getitemname(.@equip_id) + "^000000"; + mes "The equipment has been enchanted."; //custom translation + close; + +/** + * Checks if the item having the given card set is enchanted + * + * callsub(S_IsEnchanted, <card1>, <card2>, <card3>, <card4>) + * + * @param card1, card2, card3, card4: card IDs in the respective slots + * @return the amount of enchants ({0, 1, 2}) + */ +S_IsEnchanted: + .@card1 = getarg(0); + .@card2 = getarg(1); + .@card3 = getarg(2); + .@card4 = getarg(3); + if (.@card1 == -256 || .@card1 == 254 || .@card1 == 255) + return 0; + if (.@card3 >= 4700 && .@card3 < 5000) { + if (.@card4 >= 4700 && .@card4 < 5000) { + return 2; + } + return 1; + } + return 0; + +/** + * Checks if the item can be enchanted + * + * callsub(S_CanEnchant, <card1>, <card2>, <card3>, <card4>) + * + * @param card1, card2, card3, card4: card IDs in the respective slots + * @return the amount of available enchant slots ({2, 1, 0}) + */ +S_CanEnchant: + .@card1 = getarg(0); + .@card2 = getarg(1); + .@card3 = getarg(2); + .@card4 = getarg(3); + if (.@card1 != 0) + return 0; + if (.@card2 != 0) + return 0; + if (.@card3 != 0) + return 0; + if (.@card4 != 0) { + if (.@card4 < 4700 || .@card4 >= 5000) + return 0; + return 1; + } + return 2; +} |