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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Enchants
-//================= Description ===========================================
-//= Adds enchantments to many high level weapons in exchange for Malangdo
-//= coins.
-//================= Current Version =======================================
-//= 1.0a
-//=========================================================================
-
-malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Mayomayo]";
- mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons.";
- next;
- switch(select("Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)")) {
- case 1:
- mes "[Mayomayo]";
- mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction.";
- next;
- mes "[Mayomayo]";
- mes "Have you ever seen a building of person of reinforcement capacity association?";
- next;
- if(select("I've seen it before.", "I haven't seen it before.") == 2) {
- mes "[Mayomayo]";
- mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?";
- close;
- }
- mes "[Mayomayo]";
- mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
- next;
- mes "[Mayomayo]";
- mes "Every night I became his butler and did odd jobs. That is how I learned to enchant.";
- next;
- mes "[Mayomayo]";
- mes "Several rules are changed. Well, you better have experience.";
- close;
- case 2:
- @mal_enchant_select = 1;
- break;
- case 3:
- @mal_enchant_select = 2;
- break;
- }
-
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off your equipment?";
- @mal_enchant_select = 0;
- close;
- }
- @mal_equip_id = getequipid(EQI_HAND_R);
- .@equip_type = getiteminfo(@mal_equip_id, ITEMINFO_SUBTYPE);
-
- //callsub L_Socket,<cost multiplier>,<4-x enchants possible>;
- switch(.@equip_type) { // Check weapon type first to speed up the checks.
- case W_DAGGER: // Daggers
- switch(@mal_equip_id) {
- case 1224: callsub L_Socket,1,2; //Sword_Breaker
- case 1225: callsub L_Socket,1,2; //Mail_Breaker
- case 1227: callsub L_Socket,1,2; //Weeder_Knife
- case 1229: callsub L_Socket,1,2; //Mamas_Knife
- case 1232: callsub L_Socket,1,2; //Assasin_Dagger
- case 1233: callsub L_Socket,1,2; //Exercise
- case 1235: callsub L_Socket,1,2; //Azoth
- case 1236: callsub L_Socket,1,2; //Sucsamad
- case 1237: callsub L_Socket,1,2; //Grimtooth_
- case 1240: callsub L_Socket,1,2; //Princess_Knife
- case 1241: callsub L_Socket,1,2; //Cursed_Dagger
- case 1242: callsub L_Socket,1,2; //Counter_Dagger
- case 1244: callsub L_Socket,1,2; //Holy_Dagger
- case 13046: callsub L_Socket,1,3; //Krieg
- case 13047: callsub L_Socket,1,2; //Weihna
- case 13061: callsub L_Socket,1,2; //Black_Wing
- case 1223: callsub L_Socket,2,2; //Forturn_Sword
- case 1228: callsub L_Socket,2,2; //Combat_Knife
- case 1234: callsub L_Socket,2,2; //Moonlight_Sword
- case 1230: callsub L_Socket,4,2; //House_Auger
- case 1231: callsub L_Socket,4,2; //Bazerald
- case 13062: callsub L_Socket,4,2; //Ancient_Dagger
- }
- break;
- case W_KATAR: // Katars
- switch(@mal_equip_id) {
- case 1271: callsub L_Socket,1,2; //Blood_Tears
- case 1263: callsub L_Socket,1,2; //Unholy_Touch
- case 1270: callsub L_Socket,1,2; //Drill_Katar
- case 1284: callsub L_Socket,1,2; //Krishna
- case 1285: callsub L_Socket,1,2; //Cakram
- case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw
- case 1269: callsub L_Socket,2,2; //Inverse_Scale
- case 1265: callsub L_Socket,2,2; //Bloody_Roar
- case 1261: callsub L_Socket,4,2; //Infiltrator
- case 1266: callsub L_Socket,4,2; //Infiltrator_
- }
- break;
- case W_1HAXE: // 1-H Axes
- switch(@mal_equip_id) {
- case 1305: callsub L_Socket,1,2; //Cleaver
- case 1311: callsub L_Socket,1,2; //Vecer_Axe
- }
- break;
- case W_2HAXE: // 2-H Axes
- switch(@mal_equip_id) {
- case 1364: callsub L_Socket,1,2; //Great_Axe
- case 1365: callsub L_Socket,1,2; //Sabbath
- case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer
- case 1367: callsub L_Socket,1,2; //Slaughter
- case 1368: callsub L_Socket,1,2; //Tomahawk
- case 1387: callsub L_Socket,2,2; //Giant_Axe
- case 1369: callsub L_Socket,2,2; //Guillotine
- case 1363: callsub L_Socket,2,2; //Brood_Axe
- case 1376: callsub L_Socket,4,2; //Heart_Breaker
- case 1377: callsub L_Socket,4,2; //Hurricane_Fury
- case 1366: callsub L_Socket,4,2; //Right_Epsilon
- case 1370: callsub L_Socket,4,2; //Doom_Slayer
- case 1371: callsub L_Socket,4,2; //Doom_Slayer_
- }
- break;
- case W_1HSWORD: // 1-H Swords
- switch(@mal_equip_id) {
- case 1131: callsub L_Socket,1,2; //Ice_Falchon
- case 1133: callsub L_Socket,1,2; //Fire_Brand
- case 1134: callsub L_Socket,1,2; //Scissores_Sword
- case 1135: callsub L_Socket,1,2; //Cutlas
- case 1136: callsub L_Socket,1,2; //Solar_Sword
- case 1138: callsub L_Socket,1,2; //Mysteltainn_
- case 1139: callsub L_Socket,1,2; //Tale_Fing_
- case 1140: callsub L_Socket,1,2; //Byeorrun_Gum
- case 1141: callsub L_Socket,1,2; //Immaterial_Sword
- case 1148: callsub L_Socket,1,2; //Star_Dust_Blade
- case 13421: callsub L_Socket,1,2; //Ruber
- case 13431: callsub L_Socket,2,2; //Chrome_Sword
- case 1137: callsub L_Socket,2,2; //Excalibur
- case 1130: callsub L_Socket,2,2; //Nagan
- case 1132: callsub L_Socket,4,2; //Edge
- }
- break;
- case W_2HSWORD: // 2-H Swords
- switch(@mal_equip_id) {
- case 1164: callsub L_Socket,1,2; //Muramasa
- case 1166: callsub L_Socket,1,2; //Dragon_Slayer
- case 1167: callsub L_Socket,1,2; //Schweizersabel
- case 1168: callsub L_Socket,1,2; //Zweihander
- case 1170: callsub L_Socket,1,2; //Katzbalger
- case 1171: callsub L_Socket,1,2; //Zweihander_
- case 1176: callsub L_Socket,1,2; //Muscle_Cutter
- case 1178: callsub L_Socket,1,2; //Schweizersabel_
- case 1180: callsub L_Socket,1,2; //Dragon_Slayer_
- case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon
- case 1182: callsub L_Socket,1,2; //Bloody_Eater
- case 1188: callsub L_Socket,1,2; //Veteran_Sword
- case 1189: callsub L_Socket,1,3; //Krasnaya
- case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword
- case 1165: callsub L_Socket,2,2; //Masamune
- case 1169: callsub L_Socket,2,2; //Executioner_
- case 1179: callsub L_Socket,2,2; //Executioner__
- case 1175: callsub L_Socket,2,2; //Altas_Weapon
- case 1185: callsub L_Socket,4,2; //Violet_Fear
- case 1186: callsub L_Socket,4,2; //Death_Guidance
- }
- break;
- case W_1HSPEAR: // 1-H Spears
- switch(@mal_equip_id) {
- case 1420: callsub L_Socket,1,2; //Long_Horn
- case 1413: callsub L_Socket,1,2; //Gungnir
- case 1414: callsub L_Socket,1,2; //Gelerdria
- case 1416: callsub L_Socket,1,2; //Tjungkuletti
- case 1418: callsub L_Socket,1,2; //Gungnir_
- case 1433: callsub L_Socket,2,2; //Imperial_Spear
- case 1415: callsub L_Socket,2,2; //Skewer
- case 1421: callsub L_Socket,2,2; //Battle_Hook
- case 1422: callsub L_Socket,4,2; //Hunting_Spear
- }
- break;
- case W_2HSPEAR: // 2-H Spears
- switch(@mal_equip_id) {
- case 1466: callsub L_Socket,1,2; //Crescent_Scythe
- case 1467: callsub L_Socket,1,2; //Bill_Guisarme
- case 1468: callsub L_Socket,1,2; //Zephyrus
- case 1469: callsub L_Socket,1,2; //Longinuss_Spear
- case 1470: callsub L_Socket,1,2; //Brionac
- case 1471: callsub L_Socket,1,2; //Hell_Fire
- case 1474: callsub L_Socket,1,2; //Gae_Bolg
- case 1477: callsub L_Socket,1,2; //Spectral_Spear
- case 1478: callsub L_Socket,1,2; //Ahlspiess
- case 1479: callsub L_Socket,1,2; //Spectral_Spear_
- case 1480: callsub L_Socket,1,2; //Gae_Bolg_
- case 1481: callsub L_Socket,1,3; //Zephyrus_
- case 1484: callsub L_Socket,2,2; //Cardo
- }
- break;
- case W_STAFF: // Staves
- switch(@mal_equip_id) {
- case 1616: callsub L_Socket,1,2; //Staff_Of_Wing
- case 1629: callsub L_Socket,1,2; //Walking_Stick
- case 1631: callsub L_Socket,1,2; //Holy_Stick
- case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane
- case 1654: callsub L_Socket,1,2; //Mental_Stick
- case 1636: callsub L_Socket,2,2; //Thorn_Staff
- case 1637: callsub L_Socket,2,2; //Eraser
- case 1473: callsub L_Socket,1,2; //Wizardy_Staff
- }
- break;
- case W_2HSTAFF: // New 2-H Staves
- switch(@mal_equip_id) {
- case 2004: callsub L_Socket,1,2; //Kronos
- case 2005: callsub L_Socket,1,2; //Dea_Staff
- case 2001: callsub L_Socket,2,2; //Divine_Cross
- case 2000: callsub L_Socket,4,2; //Destruction_Rod
- }
- break;
- case W_MACE: // Maces
- switch(@mal_equip_id) {
- case 1524: callsub L_Socket,1,2; //Golden_Mace
- case 1525: callsub L_Socket,1,2; //Long_Mace
- case 1527: callsub L_Socket,1,2; //Quadrille
- case 1539: callsub L_Socket,1,2; //Golden_Mace_
- case 1541: callsub L_Socket,1,2; //Nemesis
- case 16000: callsub L_Socket,1,2; //Erde
- case 16001: callsub L_Socket,1,2; //Red_Square_Bag
- case 16010: callsub L_Socket,1,2; //Red_Ether_Bag
- case 1523: callsub L_Socket,2,2; //Spike
- case 1538: callsub L_Socket,2,2; //Spike_
- case 1526: callsub L_Socket,2,2; //Slash
- case 1528: callsub L_Socket,4,2; //Grand_Cross
- case 1540: callsub L_Socket,4,2; //Grand_Cross_
- }
- break;
- case W_BOOK: // Books
- switch(@mal_equip_id) {
- case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse
- case 1558: callsub L_Socket,1,2; //Girls_Diary
- case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon
- case 1561: callsub L_Socket,1,2; //Hardback
- case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield
- case 1565: callsub L_Socket,4,2; //Death_Note
- }
- break;
- case W_KNUCKLE: // Knuckles
- switch(@mal_equip_id) {
- case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle
- case 1814: callsub L_Socket,1,2; //Berserk
- case 1815: callsub L_Socket,1,2; //Claw_Of_Garm
- case 1816: callsub L_Socket,1,2; //Berserk_
- case 1830: callsub L_Socket,2,2; //Sura_Rampage
- }
- break;
- case W_BOW: // Bows
- switch(@mal_equip_id) {
- case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster
- case 1722: callsub L_Socket,1,2; //Balistar
- case 1724: callsub L_Socket,1,2; //Dragon_Wing
- case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel
- case 1727: callsub L_Socket,1,2; //Balistar_
- case 1737: callsub L_Socket,1,2; //Ixion_Wing
- case 1740: callsub L_Socket,1,2; //Nepenthes_Bow
- case 1741: callsub L_Socket,1,2; //Cursed_Lyre
- case 1745: callsub L_Socket,1,2; //Falken_Blitz
- case 18103: callsub L_Socket,1,2; //Mystic_Bow
- case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra
- }
- break;
- case W_MUSICAL: // Musical Instruments
- switch(@mal_equip_id) {
- case 1913: callsub L_Socket,1,2; //Electronic_Guitar
- case 1918: callsub L_Socket,1,2; //Oriental_Lute
- case 1920: callsub L_Socket,1,2; //Berserk_Guitar
- case 1922: callsub L_Socket,1,2; //Oriental_Lute_
- case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes
- case 1930: callsub L_Socket,2,2; //Green_Whistle
- }
- break;
- case W_WHIP: // Whips
- switch(@mal_equip_id) {
- case 1962: callsub L_Socket,1,2; //Lariat
- case 1963: callsub L_Socket,1,2; //Rapture_Rose
- case 1964: callsub L_Socket,1,2; //Chemeti
- case 1969: callsub L_Socket,1,2; //Bladed_Whip
- case 1970: callsub L_Socket,1,2; //Queens_Whip
- case 1972: callsub L_Socket,1,2; //Electric_Eel
- case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot
- case 1974: callsub L_Socket,1,2; //Carrot_Whip
- case 1976: callsub L_Socket,1,2; //Queens_Whip_
- case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes
- case 1984: callsub L_Socket,2,2; //Stem_Whip
- case 1985: callsub L_Socket,4,2; //Rosebine
- }
- break;
- case W_2HMACE:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- case W_HUUMA:
- break;
- }
- mes "[Mayomayo]";
- if (@mal_enchant_select == 1)
- mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
- else
- mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
- close;
-
-L_Socket:
- .@select = @mal_enchant_select;
- .@equip_id = @mal_equip_id;
- .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
- .@equip_refine = getequiprefinerycnt(EQI_HAND_R);
- setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
-
- if (.@select == 1) {
- mes "[Mayomayo]";
- mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?";
- next;
-
- setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID
- setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier
-
- .@menu$ = "Stop:";
- for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) {
- .@count[.@i] = countitem(.@coin[.@i]);
- .@total[.@i] = getarg(0)*.@cost[.@i];
- if (.@count[.@i] < .@total[.@i])
- .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
- else
- .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
- }
- .@coin_select = select(.@menu$)-2;
- if (.@coin_select == -1) {
- mes "[Mayomayo]";
- mes "Come back again if you change your mind.";
- close;
- } else if (.@count[.@coin_select] < .@total[.@coin_select]) {
- mes "[Mayomayo]";
- mes "You don't have enough coins. Do you want to check again?";
- close;
- }
- switch(.@coin_select) {
- case 0: //Egrade_Coin
- .@enchant_type = 10;
- break;
- case 1: //Dgrade_Coin
- .@enchant_type = 9;
- break;
- case 2: //Cgrade_Coin
- .@enchant_type = 8;
- break;
- case 3: //Bgrade_Coin
- .@enchant_type = 7;
- break;
- case 4: //Agrade_Coin
- case 5: //Anger_Seagod
- mes "[Mayomayo]";
- mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type.";
- next;
- switch(select("Stop", "Short Range Type", "Long Range Type", "Caster Type")) {
- case 1:
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, let me know.";
- close;
- case 2:
- .@enchant_type = ((.@coin_select == 4)?4:1);
- break;
- case 3:
- .@enchant_type = ((.@coin_select == 4)?5:2);
- break;
- case 4:
- .@enchant_type = ((.@coin_select == 4)?6:3);
- break;
- }
- break;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) {
- .@socket = 4;
- .@str$ = "1st";
- } else if (.@equip_card[2] == 0 && getarg(1) < 3) {
- .@socket = 3;
- .@str$ = "2nd";
- } else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon.";
- close;
- }
- mes "[Mayomayo]";
- mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?";
- next;
- if(select("I'll come back later.", "Please, continue.") == 1) {
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, come back again.";
- close;
- }
- switch(.@enchant_type) {
- case 10: //Egrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4787; //Mdef4
- else if (.@i < 201) .@enchant = 4792; //Def6
- else if (.@i < 301) .@enchant = 4801; //SP100
- else if (.@i < 351) .@enchant = 4795; //HP100
- else if (.@i < 401) .@enchant = 4796; //HP200
- else if (.@i < 451) .@enchant = 4819; //Atk1
- else if (.@i < 476) .@enchant = 4720; //Dexterity1
- else if (.@i < 501) .@enchant = 4740; //Vitality1
- else if (.@i < 526) .@enchant = 4750; //Luck1
- else if (.@i < 528) .@enchant = 4700; //Strength1
- else if (.@i < 530) .@enchant = 4730; //Agility1
- else if (.@i < 532) .@enchant = 4710; //Inteligence1
- else .@enchant = 9;
- break;
- case 9: //Dgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4795; //HP100
- else if (.@i < 201) .@enchant = 4796; //HP200
- else if (.@i < 301) .@enchant = 4819; //Atk1
- else if (.@i < 351) .@enchant = 4720; //Dexterity1
- else if (.@i < 401) .@enchant = 4740; //Vitality1
- else if (.@i < 451) .@enchant = 4750; //Luck1
- else if (.@i < 476) .@enchant = 4700; //Strength1
- else if (.@i < 501) .@enchant = 4730; //Agility1
- else if (.@i < 526) .@enchant = 4710; //Inteligence1
- else if (.@i < 528) .@enchant = 4701; //Strength2
- else if (.@i < 530) .@enchant = 4731; //Agility2
- else if (.@i < 532) .@enchant = 4711; //Inteligence2
- else .@enchant = 9;
- break;
- case 8: //Cgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4720; //Dexterity1
- else if (.@i < 201) .@enchant = 4740; //Vitality1
- else if (.@i < 301) .@enchant = 4750; //Luck1
- else if (.@i < 351) .@enchant = 4700; //Strength1
- else if (.@i < 401) .@enchant = 4730; //Agility1
- else if (.@i < 451) .@enchant = 4710; //Inteligence1
- else if (.@i < 476) .@enchant = 4701; //Strength2
- else if (.@i < 501) .@enchant = 4731; //Agility2
- else if (.@i < 526) .@enchant = 4711; //Inteligence2
- else if (.@i < 528) .@enchant = 4702; //Strength3
- else if (.@i < 530) .@enchant = 4732; //Agility3
- else if (.@i < 532) .@enchant = 4712; //Inteligence3
- else .@enchant = 9;
- break;
- case 7: //Bgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4700; //Strength1
- else if (.@i < 201) .@enchant = 4730; //Agility1
- else if (.@i < 301) .@enchant = 4710; //Inteligence1
- else if (.@i < 351) .@enchant = 4701; //Strength2
- else if (.@i < 401) .@enchant = 4731; //Agility2
- else if (.@i < 451) .@enchant = 4711; //Inteligence2
- else if (.@i < 476) .@enchant = 4702; //Strength3
- else if (.@i < 501) .@enchant = 4732; //Agility3
- else if (.@i < 526) .@enchant = 4712; //Inteligence3
- else if (.@i < 528) .@enchant = 4703; //Strength4
- else if (.@i < 530) .@enchant = 4733; //Agility4
- else if (.@i < 532) .@enchant = 4713; //Inteligence4
- else .@enchant = 9;
- break;
- case 6: //Agrade_Coin - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4711; //Inteligence2
- else if (.@i < 161) .@enchant = 4721; //Dexterity2
- else if (.@i < 241) .@enchant = 4814; //Spell2
- else if (.@i < 311) .@enchant = 4712; //Inteligence3
- else if (.@i < 371) .@enchant = 4722; //Dexterity3
- else if (.@i < 431) .@enchant = 4813; //Spell3
- else if (.@i < 476) .@enchant = 4713; //Inteligence4
- else if (.@i < 516) .@enchant = 4812; //Spell4
- else if (.@i < 526) .@enchant = 4760; //Matk1
- else if (.@i < 546) .@enchant = 4714; //Inteligence5
- else if (.@i < 551) .@enchant = 4826; //Spell5
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 5: //Agrade_Coin - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 4: //Agrade_Coin - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 3: //Anger_Seagod - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4712; //Inteligence3
- else if (.@i < 161) .@enchant = 4722; //Dexterity3
- else if (.@i < 241) .@enchant = 4813; //Spell3
- else if (.@i < 311) .@enchant = 4713; //Inteligence4
- else if (.@i < 371) .@enchant = 4812; //Spell4
- else if (.@i < 431) .@enchant = 4760; //Matk1
- else if (.@i < 476) .@enchant = 4714; //Inteligence5
- else if (.@i < 516) .@enchant = 4826; //Spell5
- else if (.@i < 526) .@enchant = 4761; //Matk2
- else if (.@i < 546) .@enchant = 4715; //Inteligence6
- else if (.@i < 551) .@enchant = 4827; //Spell6
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 2: //Anger_Seagod - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4837; //Expert_Archer6
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 1: //Anger_Seagod - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- default:
- mes "[Mayomayo]";
- mes "There is something wrong. Please try again.";
- close;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant;
- else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant;
- else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant;
- else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant;
- else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. I provide enchant for two times maximum.";
- next;
- mes "[Mayomayo]";
- mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~";
- close;
- }
- if (.@enchant == 9) { // Should never happen.
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- mes "[Mayomayo]";
- mes "Oh my god!";
- mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Mayomayo]";
- mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- mes "[Mayomayo]";
- mes "I will only initialize the enchant effect without touching previous refined level and cards.";
- next;
- if(select("Stop", "Continue") == 1) {
- mes "[Mayomayo]";
- mes "If you change your mind, come back anytime.";
- close;
- }
- if (countitem(Silvervine) == 0) {
- mes "[Mayomayo]";
- mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?";
- close;
- }
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off the equipment?";
- close;
- }
- if (.@equip_card[3] == 0) {
- mes "[Mayomayo]";
- mes "This equipment has nothing to initialize. Please check again.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Mayomayo]";
- mes "Initialize the enchant effect from the equipment.";
- delitem Silvervine,1;
- delequip EQI_HAND_R;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}