//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2020 Hercules Dev Team //= Copyright (C) Euphy //= //= 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 . //========================================================================= //= Kagerou/Oboro Gear Enchants //================= Description =========================================== //= Adds enchantments to Kagerou/Oboro gear. //================= Current Version ======================================= //= 1.0 //========================================================================= //== Main NPC :: job_ko ==================================== que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ 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, , , , ) * * @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, , , , ) * * @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; }