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Diffstat (limited to 'npc/re/merchants/enchan_upg.txt')
-rw-r--r-- | npc/re/merchants/enchan_upg.txt | 285 |
1 files changed, 0 insertions, 285 deletions
diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt deleted file mode 100644 index 3193fcf1b..000000000 --- a/npc/re/merchants/enchan_upg.txt +++ /dev/null @@ -1,285 +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) Skorm -//= -//= 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/>. -//========================================================================= -//= Upgrade Weapon Enchants -//================= Description =========================================== -//= Adds enchantments to Upgrade weapons. -//================= Current Version ======================================= -//= 1.1 -//========================================================================= - -prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ - disable_items; - if (checkweight(Knife,1) == 0) { - mes "You are carrying too many items, please reduce it and come back again!"; - close; - } - if (MaxWeight - Weight < 10000) { - mes "You are over the weight limit, please reduce it and come back again!"; - close; - } - mes "[Devil Enchant Master]"; - mes "Yes?"; - mes "You are looking for me?"; - next; - switch(select("This is the first time seeing you!", "I heard that you are the best!", "Please initialize the enchant.")) { - case 1: - mes "[Devil Enchant Master]"; - mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people."; - next; - mes "[Devil Enchant Master]"; - mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!"; - next; - mes "[Devil Enchant Master]"; - mes "Have you seen my title? Very few people have this title for a reason!"; - next; - mes "[Devil Enchant Master]"; - mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!"; - next; - mes "[Devil Enchant Master]"; - mes "Else, I will not enchant for you...."; - close; - case 2: - if (!countitem(Enchant_Book)) { - mes "[Devil Enchant Master]"; - mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; - close; - } - .@select = 1; - break; - case 3: - mes "[Devil Enchant Master]"; - if (Zeny < 100000) { - mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny..."; - close; - } - mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!"; - next; - if (select("Let me think about it.", "Initialize it now!") == 1) { - mes "[Devil Enchant Master]"; - mes "Come back after you have confirmed!"; - close; - } - .@select = 2; - break; - } - .@part = EQI_HAND_R; - - mes "[Devil Enchant Master]"; - if (!getequipisequiped(.@part)) { - mes "Are you trying to remove the enchanted equipment?"; - close; - } - setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); - if (!getequipisequiped(.@part)) { - mes "It is dangerous to remove equipment during enchant process!"; - close; - } - .@equip_id = getequipid(.@part); - .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; - if (!compare(.@item$,"|"+.@equip_id+"|")) { - mes "I don't want to touch your equipment now!"; - close; - } - .@equip_refine = getequiprefinerycnt(.@part); - - if (.@select == 1) { - if (!countitem(Enchant_Book)) { - mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; - close; - } - mes "Which type of effect do you want to enchant?"; - next; - switch(select("Let me think about it.", "Physical Series", "Magical Series")) { - case 1: - mes "[Devil Enchant Master]"; - mes "Come back again after you change your mind!"; - close; - case 2: - .@enc_type = 1; - break; - case 3: - .@enc_type = 2; - break; - } - mes "[Devil Enchant Master]"; - if (.@equip_card[3]) { - mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again."; - close; - } - mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?"; - next; - if (select("Next time!", "Start now!") == 1) { - mes "[Devil Enchant Master]"; - mes "Come back again after you have decided!"; - close; - } - if (.@equip_card[3]) { - mes "[Devil Enchant Master]"; - mes "It seems there's a problem, let me take a look."; - close; - } - - if (.@enc_type == 1) { // Physical Series - .@i = rand(1,1300); - if (.@i < 51) .@enchant = 4734; //Agility5 - else if (.@i < 76) .@enchant = 4735; //Agility6 - else if (.@i < 88) .@enchant = 4736; //Agility7 - else if (.@i < 93) .@enchant = 4737; //Agility8 - else if (.@i < 95) .@enchant = 4738; //Agility9 - else if (.@i < 96) .@enchant = 4739; //Agility10 - else if (.@i < 146) .@enchant = 4724; //Dexterity5 - else if (.@i < 171) .@enchant = 4725; //Dexterity6 - else if (.@i < 183) .@enchant = 4726; //Dexterity7 - else if (.@i < 188) .@enchant = 4727; //Dexterity8 - else if (.@i < 190) .@enchant = 4728; //Dexterity9 - else if (.@i < 191) .@enchant = 4729; //Dexterity10 - else if (.@i < 291) .@enchant = 4704; //Strength5 - else if (.@i < 341) .@enchant = 4705; //Strength6 - else if (.@i < 366) .@enchant = 4706; //Strength7 - else if (.@i < 378) .@enchant = 4707; //Strength8 - else if (.@i < 383) .@enchant = 4708; //Strength9 - else if (.@i < 384) .@enchant = 4709; //Strength10 - else if (.@i < 434) .@enchant = 4754; //Luck5 - else if (.@i < 459) .@enchant = 4755; //Luck6 - else if (.@i < 471) .@enchant = 4756; //Luck7 - else if (.@i < 476) .@enchant = 4757; //Luck8 - else if (.@i < 478) .@enchant = 4758; //Luck9 - else if (.@i < 479) .@enchant = 4759; //Luck10 - else if (.@i < 679) .@enchant = 4744; //Vitality5 - else if (.@i < 779) .@enchant = 4745; //Vitality6 - else if (.@i < 829) .@enchant = 4746; //Vitality7 - else if (.@i < 854) .@enchant = 4747; //Vitality8 - else if (.@i < 866) .@enchant = 4748; //Vitality9 - else if (.@i < 867) .@enchant = 4749; //Vitality10 - else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4 - else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5 - else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4 - else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5 - else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4 - else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5 - else .@enchant = 0; - } else if (.@enc_type == 2) { // Magical Series - .@i = rand(1,1200); - if (.@i < 51) .@enchant = 4714; //Inteligence5 - else if (.@i < 76) .@enchant = 4715; //Inteligence6 - else if (.@i < 88) .@enchant = 4716; //Inteligence7 - else if (.@i < 93) .@enchant = 4717; //Inteligence8 - else if (.@i < 95) .@enchant = 4718; //Inteligence9 - else if (.@i < 96) .@enchant = 4719; //Inteligence10 - else if (.@i < 146) .@enchant = 4724; //Dexterity5 - else if (.@i < 171) .@enchant = 4725; //Dexterity6 - else if (.@i < 183) .@enchant = 4726; //Dexterity7 - else if (.@i < 188) .@enchant = 4727; //Dexterity8 - else if (.@i < 190) .@enchant = 4728; //Dexterity9 - else if (.@i < 191) .@enchant = 4729; //Dexterity10 - else if (.@i < 291) .@enchant = 4734; //Agility5 - else if (.@i < 341) .@enchant = 4735; //Agility6 - else if (.@i < 366) .@enchant = 4736; //Agility7 - else if (.@i < 378) .@enchant = 4737; //Agility8 - else if (.@i < 383) .@enchant = 4738; //Agility9 - else if (.@i < 384) .@enchant = 4739; //Agility10 - else if (.@i < 484) .@enchant = 4754; //Luck5 - else if (.@i < 534) .@enchant = 4755; //Luck6 - else if (.@i < 559) .@enchant = 4756; //Luck7 - else if (.@i < 571) .@enchant = 4757; //Luck8 - else if (.@i < 576) .@enchant = 4758; //Luck9 - else if (.@i < 577) .@enchant = 4759; //Luck10 - else if (.@i < 777) .@enchant = 4744; //Vitality5 - else if (.@i < 877) .@enchant = 4745; //Vitality6 - else if (.@i < 927) .@enchant = 4746; //Vitality7 - else if (.@i < 952) .@enchant = 4747; //Vitality8 - else if (.@i < 964) .@enchant = 4748; //Vitality9 - else if (.@i < 969) .@enchant = 4749; //Vitality10 - else if (.@i < 1069) .@enchant = 4812; //Spell4 - else if (.@i < 1094) .@enchant = 4826; //Spell5 - else if (.@i < 1119) .@enchant = 4761; //Matk2 - else if (.@i < 1124) .@enchant = 4806; //Matk3 - else .@enchant = 0; - } else { - mes "[Devil Enchant Master]"; - mes "Hmm! This item is having a problem, please check it again!"; - close; - } - mes "[Devil Enchant Master]"; - if (.@equip_card[3]) { - mes "This item has been enchanted!"; - close; - } - if (!countitem(Enchant_Book)) { - mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; - close; - } - if (.@enchant == 0) { - specialeffect EF_SHIELDCHARGE; - mes "Oh! Unbelievable!! It failed!! Please come again!"; - .@lost_refine = rand(0,.@equip_refine); - .@equip_refine -= .@lost_refine; - } else { - specialeffect EF_REPAIRWEAPON; - mes "The slot ^9900004^000000 has been enchanted!"; - } - delitem Enchant_Book,1; - delequip .@part; - - // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant - getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; - - if (.@lost_refine) { - next; - mes "[Devil Enchant Master]"; - mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!"; - } - close; - } else if (.@select == 2) { - if (Zeny < 100000) { - mes "You need to bring some money to initialize!!"; - close; - } - if (.@equip_card[3] < 4700) { // Armor Enchant System - mes "This item is not enchanted!"; - close; - } - if (!getequipisequiped(.@part)) { - mes "Are you unequipping now?"; - close; - } - specialeffect EF_REPAIRWEAPON; - mes "I initialized the enchant effects."; - Zeny -= 100000; - delequip .@part; - - // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0 - getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; - - close; - } else { - mes "It seems you have chosen the wrong job??"; - close; - } -} |