//===== Hercules Script ====================================== //= Sample: Setiteminfo & Setitemscript //===== By: ================================================== //= Lupus //===== Current Version: ===================================== //= 20131225 //===== Description: ========================================= //= Demonstrates 'setiteminfo' and 'setitemscript' commands. //============================================================ prontera,164,161,5 script Lupus WOLF,{ mes "Please choose an option:"; next; switch (select("Make Knife[3] Edible", "Make Apple Equippable", "Edible Knife = Full SP", "Knife = Weapon + 3 Notes")) { case 1: mes "Ok. We made Knife[3] edible."; setiteminfo(Knife, 2, IT_HEALING); //type = 0 : potion setitemscript(Knife, "{dispbottom \"* You used Knife[3]\";}"); break; case 2: mes "Ok. We made Apple equippable."; setiteminfo(Apple, 2, IT_ARMOR); //item type -> headgear (type = 5 -> IT_ARMOR) setiteminfo(Apple, 5, 512); //where to equip to (equip = 512) setiteminfo(Apple, 11, 256); //set as headgear location (loc = 256) setiteminfo(Apple, 14, 85); //set Headgear Sprite ID (view id = 85) setitemscript(Apple, "{dispbottom \"* Other item's changed\";}", 0); setitemscript(Apple, "{dispbottom \"* Equipped\";}", 1); setitemscript(Apple, "{dispbottom \"* Unequipped\";}", 2); break; case 3: mes "Ok. Now edible Knife[3] restores your SP."; setitemscript(Knife, 2, 0); setitemscript(Knife, "{dispbottom \"* You ate Knife[3] + Full SP\"; percentheal 0,100;}"); break; case 4: mes "Ok. We made Knife a weapon, but added 3 notes."; setiteminfo(Knife, 2, IT_WEAPON); //type = 4 -> IT_WEAPON setitemscript(Knife, "{dispbottom \"* 1 Used\";}", 0); setitemscript(Knife, "{dispbottom \"* 2 Equipped\";}", 1); setitemscript(Knife, "{dispbottom \"* 3 Unequipped\";}", 2); break; } close; }