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|
//===== Hercules Script ======================================
//= Upgrade Weapon Enchants
//===== By: ==================================================
//= Skorm
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
//= [Official Conversion]
//= Adds enchantments to Upgrade weapons.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Standardizing, grammar and bug fixes. [Euphy]
//============================================================
prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
disable_items;
if (checkweight(1201,1) == 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(6484)) {
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(6484)) {
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(6484)) {
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 6484,1; //Enchant_Book
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;
}
}
|