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authorDastgir <dastgirpojee@rocketmail.com>2015-06-04 19:14:49 +0530
committerHaru <haru@dotalux.com>2015-07-12 02:07:09 +0200
commitaf40c64bbc64810a73979186edc4c1d3f6de6016 (patch)
tree3c023b17ec13d04dd0ed185b77ea2f2b01ae2c28 /npc/re/merchants/enchan_ko.txt
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Implemented Kagerou/Oboro Gear Enchants.
Reference: rathena/rathena@9b5798dc395cd77e1ac35228c95603f43aa9e94c Signed-off-by: Haru <haru@dotalux.com>
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+//===== 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;
+}