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//===== Hercules Script =======================================
//= Item Bind Script
//===== By: ==================================================
//= Akinari
//===== Compatible With: =====================================
//= Revision 17351+ (rAthena)
//= Revision 12949+ (Hercules)
//===== Description: =========================================
//= Item Bind Script
//= Allows users to pay a price to make an item bound to
//= Account, Character, or Guild
//============================================================

prontera,144,174,4	script	Bound Items	4_M_JP_MID,{

	mes "I can bind your items to your account, guild, or character"+((.bindprice)?" for a ^0000FF"+.bindprice+"^000000 zeny fee":"")+".";
	next;
	mes "With this, you can rest assured your items are safe.";
	next;
	mes "What would you like to do?";
	if(select("Bind:Unbind") == 1) {
		if(Zeny < .bindprice) {
			mes "You don't have enough zeny to bind an item.";
			close;
		}
		mes "What kind of bind?";
		.@boundtype = 1 << (select("Account:Guild:Character")-1);
		if(.@boundtype == 2 && (!getcharid(2) || getguildmaster(getcharid(2)) != strcharinfo(0))) {
			mes "In order for me to bind an item to a guild you must be the master of one.";
			close;
		}
		getinventorylist();
		for(.@i = 0; .@i < @inventorylist_count; .@i++) {
			//We only show the items that you allow to be bound
			//Allows equipment (default) or non-rental item
			if( @inventorylist_bound[.@i] || @inventorylist_expire[.@i] )
				continue;
			if(((.allowbind & 1) && (getiteminfo(@inventorylist_id[.@i],2) == (4|5))) ||
				((.allowbind & 2) && (getiteminfo(@inventorylist_id[.@i],2) == (0|2|11|18))) ||
				((.allowbind & 4) && (getiteminfo(@inventorylist_id[.@i],2) == (3|6|7|8|10)))
			) {
				set .@bindlist$, .@bindlist$ + ":" + getitemname(@inventorylist_id[.@i]) + " - " + @inventorylist_id[.@i];
				set .@bindlist[.@j],.@i;
				.@j++;
			}
		}
		.@item = .@bindlist[select(.@bindlist$)-2];
		next;
		mes "Before I continue, I want you to know I can't tell the difference between multiple items.  If you have a specific item you want bounded, please remove any duplicates from inventory.";
		if(select("I understand, continue:Wait a minute") == 2) {
			next;
			mes "I'll be here when you're ready.";
			close;
		}
		next;
		mes "Are you sure you'd like to bind your "+ getitemname(@inventorylist_id[.@item]) +" to your "+.boundtypes$[.@boundtype]+"?";
		if(select("Yes:No") == 1) {
			Zeny -= .bindprice;
			delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
			getitembound2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item],.@boundtype;
			mes "All done!";
			if(.logbinds)
				logmes "Bound "+ @inventorylist_amount[.@item]+" "+@inventorylist_id[.@item]+" as "+.boundtypes$[.@boundtype]+" type.";
		}
	} else {
		if(!countbound()) {
			mes "You don't have any bound items in your inventory.  Not much I can do here.";
			close;
		}
		countbound(2);
		if(.unbindprice) {
			mes "Unbinding an item has a fee of ^0000FF"+.unbindprice+"^000000 zeny.";
			if(Zeny < .unbindprice) {
				mes "You don't have enough to unbind an item.";
				close;
			}
		}
		getinventorylist();
		for(.@i = 0; .@i < @inventorylist_count; .@i++) {
			if(@inventorylist_bound[.@i]) {
				set .@bindlist$, .@bindlist$ + ":" + getitemname(@inventorylist_id[.@i]) + " - " + @inventorylist_id[.@i];
				set .@bindlist[.@j],.@i;
				.@j++;
			}
		}
		.@item = .@bindlist[select(.@bindlist$)-2];
		next;
		for(.@i = 0; .@i < getarraysize(@bound_items); .@i++) {
			if(@inventorylist_id[.@item] == @bound_items[.@i] &&
				(!getcharid(2) || getguildmaster(getcharid(2)) != strcharinfo(0))
			) {
				mes "I will only unbind guild bound items that the guild master requests.";
				close;
			}
		}
		mes "Before I continue, I want you to know I can't tell the difference between multiple items.  If you have a specific item you want unbounded, please remove any duplicates from inventory.";
		if(select("I understand, continue:Wait a minute") == 2) {
			next;
			mes "I'll be here when you're ready.";
			close;
		}
		next;
		mes "Are you sure you'd like to unbind your "+ getitemname(@inventorylist_id[.@item]) +"?";
		if(select("Yes:No") == 1) {
			Zeny -= .unbindprice;
			delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
			getitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
			mes "All done!";
			if(.logbinds)
				logmes "Unbound "+ @inventorylist_amount[.@item]+" "+@inventorylist_id[.@item]+".";
		}
	}
	close;

OnInit:
	//* Configuration *\\
	//Price
	.bindprice = 0;
	.unbindprice = 100000;

	//What to allow to be bound - Add as necessary
	//1 = Equipment - 2 = Consumables - 4 = Etc
	.allowbind = 1;

	//Log binds via NPC?
	.logbinds = 1;

	//Other stuff
	.boundtypes$[1] = "account";
	.boundtypes$[2] = "guild";
	.boundtypes$[4] = "character";
	end;
}