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Diffstat (limited to 'npc/re/merchants/enchan_mal.txt')
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diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt deleted file mode 100644 index e921a7336..000000000 --- a/npc/re/merchants/enchan_mal.txt +++ /dev/null @@ -1,668 +0,0 @@ -//================= 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; - } -} |