//================= 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 //= Copyright (C) Muad_Dib //= //= 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 . //========================================================================= //= Malangdo Enchants //================= Description =========================================== //= Adds enchantments to many high level weapons in exchange for Malangdo //= coins. //================= Current Version ======================================= //= 1.0a //========================================================================= malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ disable_items; if (checkweight(Knife,1) == 0) { mes "You have too many kinds of objects. Let's try to continue after reducing those objects."; close; } if (MaxWeight - Weight < 10000) { mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight."; close; } mes "[Mayomayo]"; mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons."; next; switch(select("Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)")) { case 1: mes "[Mayomayo]"; mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction."; next; mes "[Mayomayo]"; mes "Have you ever seen a building of person of reinforcement capacity association?"; next; if(select("I've seen it before.", "I haven't seen it before.") == 2) { mes "[Mayomayo]"; mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?"; close; } mes "[Mayomayo]"; mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill."; next; mes "[Mayomayo]"; mes "Every night I became his butler and did odd jobs. That is how I learned to enchant."; next; mes "[Mayomayo]"; mes "Several rules are changed. Well, you better have experience."; close; case 2: @mal_enchant_select = 1; break; case 3: @mal_enchant_select = 2; break; } if (!getequipisequiped(EQI_HAND_R)) { mes "[Mayomayo]"; mes "Did you take off your equipment?"; @mal_enchant_select = 0; close; } @mal_equip_id = getequipid(EQI_HAND_R); .@equip_type = getiteminfo(@mal_equip_id, ITEMINFO_SUBTYPE); //callsub L_Socket,,<4-x enchants possible>; switch(.@equip_type) { // Check weapon type first to speed up the checks. case W_DAGGER: // Daggers switch(@mal_equip_id) { case 1224: callsub L_Socket,1,2; //Sword_Breaker case 1225: callsub L_Socket,1,2; //Mail_Breaker case 1227: callsub L_Socket,1,2; //Weeder_Knife case 1229: callsub L_Socket,1,2; //Mamas_Knife case 1232: callsub L_Socket,1,2; //Assasin_Dagger case 1233: callsub L_Socket,1,2; //Exercise case 1235: callsub L_Socket,1,2; //Azoth case 1236: callsub L_Socket,1,2; //Sucsamad case 1237: callsub L_Socket,1,2; //Grimtooth_ case 1240: callsub L_Socket,1,2; //Princess_Knife case 1241: callsub L_Socket,1,2; //Cursed_Dagger case 1242: callsub L_Socket,1,2; //Counter_Dagger case 1244: callsub L_Socket,1,2; //Holy_Dagger case 13046: callsub L_Socket,1,3; //Krieg case 13047: callsub L_Socket,1,2; //Weihna case 13061: callsub L_Socket,1,2; //Black_Wing case 1223: callsub L_Socket,2,2; //Forturn_Sword case 1228: callsub L_Socket,2,2; //Combat_Knife case 1234: callsub L_Socket,2,2; //Moonlight_Sword case 1230: callsub L_Socket,4,2; //House_Auger case 1231: callsub L_Socket,4,2; //Bazerald case 13062: callsub L_Socket,4,2; //Ancient_Dagger } break; case W_KATAR: // Katars switch(@mal_equip_id) { case 1271: callsub L_Socket,1,2; //Blood_Tears case 1263: callsub L_Socket,1,2; //Unholy_Touch case 1270: callsub L_Socket,1,2; //Drill_Katar case 1284: callsub L_Socket,1,2; //Krishna case 1285: callsub L_Socket,1,2; //Cakram case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw case 1269: callsub L_Socket,2,2; //Inverse_Scale case 1265: callsub L_Socket,2,2; //Bloody_Roar case 1261: callsub L_Socket,4,2; //Infiltrator case 1266: callsub L_Socket,4,2; //Infiltrator_ } break; case W_1HAXE: // 1-H Axes switch(@mal_equip_id) { case 1305: callsub L_Socket,1,2; //Cleaver case 1311: callsub L_Socket,1,2; //Vecer_Axe } break; case W_2HAXE: // 2-H Axes switch(@mal_equip_id) { case 1364: callsub L_Socket,1,2; //Great_Axe case 1365: callsub L_Socket,1,2; //Sabbath case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer case 1367: callsub L_Socket,1,2; //Slaughter case 1368: callsub L_Socket,1,2; //Tomahawk case 1387: callsub L_Socket,2,2; //Giant_Axe case 1369: callsub L_Socket,2,2; //Guillotine case 1363: callsub L_Socket,2,2; //Brood_Axe case 1376: callsub L_Socket,4,2; //Heart_Breaker case 1377: callsub L_Socket,4,2; //Hurricane_Fury case 1366: callsub L_Socket,4,2; //Right_Epsilon case 1370: callsub L_Socket,4,2; //Doom_Slayer case 1371: callsub L_Socket,4,2; //Doom_Slayer_ } break; case W_1HSWORD: // 1-H Swords switch(@mal_equip_id) { case 1131: callsub L_Socket,1,2; //Ice_Falchon case 1133: callsub L_Socket,1,2; //Fire_Brand case 1134: callsub L_Socket,1,2; //Scissores_Sword case 1135: callsub L_Socket,1,2; //Cutlas case 1136: callsub L_Socket,1,2; //Solar_Sword case 1138: callsub L_Socket,1,2; //Mysteltainn_ case 1139: callsub L_Socket,1,2; //Tale_Fing_ case 1140: callsub L_Socket,1,2; //Byeorrun_Gum case 1141: callsub L_Socket,1,2; //Immaterial_Sword case 1148: callsub L_Socket,1,2; //Star_Dust_Blade case 13421: callsub L_Socket,1,2; //Ruber case 13431: callsub L_Socket,2,2; //Chrome_Sword case 1137: callsub L_Socket,2,2; //Excalibur case 1130: callsub L_Socket,2,2; //Nagan case 1132: callsub L_Socket,4,2; //Edge } break; case W_2HSWORD: // 2-H Swords switch(@mal_equip_id) { case 1164: callsub L_Socket,1,2; //Muramasa case 1166: callsub L_Socket,1,2; //Dragon_Slayer case 1167: callsub L_Socket,1,2; //Schweizersabel case 1168: callsub L_Socket,1,2; //Zweihander case 1170: callsub L_Socket,1,2; //Katzbalger case 1171: callsub L_Socket,1,2; //Zweihander_ case 1176: callsub L_Socket,1,2; //Muscle_Cutter case 1178: callsub L_Socket,1,2; //Schweizersabel_ case 1180: callsub L_Socket,1,2; //Dragon_Slayer_ case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon case 1182: callsub L_Socket,1,2; //Bloody_Eater case 1188: callsub L_Socket,1,2; //Veteran_Sword case 1189: callsub L_Socket,1,3; //Krasnaya case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword case 1165: callsub L_Socket,2,2; //Masamune case 1169: callsub L_Socket,2,2; //Executioner_ case 1179: callsub L_Socket,2,2; //Executioner__ case 1175: callsub L_Socket,2,2; //Altas_Weapon case 1185: callsub L_Socket,4,2; //Violet_Fear case 1186: callsub L_Socket,4,2; //Death_Guidance } break; case W_1HSPEAR: // 1-H Spears switch(@mal_equip_id) { case 1420: callsub L_Socket,1,2; //Long_Horn case 1413: callsub L_Socket,1,2; //Gungnir case 1414: callsub L_Socket,1,2; //Gelerdria case 1416: callsub L_Socket,1,2; //Tjungkuletti case 1418: callsub L_Socket,1,2; //Gungnir_ case 1433: callsub L_Socket,2,2; //Imperial_Spear case 1415: callsub L_Socket,2,2; //Skewer case 1421: callsub L_Socket,2,2; //Battle_Hook case 1422: callsub L_Socket,4,2; //Hunting_Spear } break; case W_2HSPEAR: // 2-H Spears switch(@mal_equip_id) { case 1466: callsub L_Socket,1,2; //Crescent_Scythe case 1467: callsub L_Socket,1,2; //Bill_Guisarme case 1468: callsub L_Socket,1,2; //Zephyrus case 1469: callsub L_Socket,1,2; //Longinuss_Spear case 1470: callsub L_Socket,1,2; //Brionac case 1471: callsub L_Socket,1,2; //Hell_Fire case 1474: callsub L_Socket,1,2; //Gae_Bolg case 1477: callsub L_Socket,1,2; //Spectral_Spear case 1478: callsub L_Socket,1,2; //Ahlspiess case 1479: callsub L_Socket,1,2; //Spectral_Spear_ case 1480: callsub L_Socket,1,2; //Gae_Bolg_ case 1481: callsub L_Socket,1,3; //Zephyrus_ case 1484: callsub L_Socket,2,2; //Cardo } break; case W_STAFF: // Staves switch(@mal_equip_id) { case 1616: callsub L_Socket,1,2; //Staff_Of_Wing case 1629: callsub L_Socket,1,2; //Walking_Stick case 1631: callsub L_Socket,1,2; //Holy_Stick case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane case 1654: callsub L_Socket,1,2; //Mental_Stick case 1636: callsub L_Socket,2,2; //Thorn_Staff case 1637: callsub L_Socket,2,2; //Eraser case 1473: callsub L_Socket,1,2; //Wizardy_Staff } break; case W_2HSTAFF: // New 2-H Staves switch(@mal_equip_id) { case 2004: callsub L_Socket,1,2; //Kronos case 2005: callsub L_Socket,1,2; //Dea_Staff case 2001: callsub L_Socket,2,2; //Divine_Cross case 2000: callsub L_Socket,4,2; //Destruction_Rod } break; case W_MACE: // Maces switch(@mal_equip_id) { case 1524: callsub L_Socket,1,2; //Golden_Mace case 1525: callsub L_Socket,1,2; //Long_Mace case 1527: callsub L_Socket,1,2; //Quadrille case 1539: callsub L_Socket,1,2; //Golden_Mace_ case 1541: callsub L_Socket,1,2; //Nemesis case 16000: callsub L_Socket,1,2; //Erde case 16001: callsub L_Socket,1,2; //Red_Square_Bag case 16010: callsub L_Socket,1,2; //Red_Ether_Bag case 1523: callsub L_Socket,2,2; //Spike case 1538: callsub L_Socket,2,2; //Spike_ case 1526: callsub L_Socket,2,2; //Slash case 1528: callsub L_Socket,4,2; //Grand_Cross case 1540: callsub L_Socket,4,2; //Grand_Cross_ } break; case W_BOOK: // Books switch(@mal_equip_id) { case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse case 1558: callsub L_Socket,1,2; //Girls_Diary case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon case 1561: callsub L_Socket,1,2; //Hardback case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield case 1565: callsub L_Socket,4,2; //Death_Note } break; case W_KNUCKLE: // Knuckles switch(@mal_equip_id) { case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle case 1814: callsub L_Socket,1,2; //Berserk case 1815: callsub L_Socket,1,2; //Claw_Of_Garm case 1816: callsub L_Socket,1,2; //Berserk_ case 1830: callsub L_Socket,2,2; //Sura_Rampage } break; case W_BOW: // Bows switch(@mal_equip_id) { case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster case 1722: callsub L_Socket,1,2; //Balistar case 1724: callsub L_Socket,1,2; //Dragon_Wing case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel case 1727: callsub L_Socket,1,2; //Balistar_ case 1737: callsub L_Socket,1,2; //Ixion_Wing case 1740: callsub L_Socket,1,2; //Nepenthes_Bow case 1741: callsub L_Socket,1,2; //Cursed_Lyre case 1745: callsub L_Socket,1,2; //Falken_Blitz case 18103: callsub L_Socket,1,2; //Mystic_Bow case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra } break; case W_MUSICAL: // Musical Instruments switch(@mal_equip_id) { case 1913: callsub L_Socket,1,2; //Electronic_Guitar case 1918: callsub L_Socket,1,2; //Oriental_Lute case 1920: callsub L_Socket,1,2; //Berserk_Guitar case 1922: callsub L_Socket,1,2; //Oriental_Lute_ case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes case 1930: callsub L_Socket,2,2; //Green_Whistle } break; case W_WHIP: // Whips switch(@mal_equip_id) { case 1962: callsub L_Socket,1,2; //Lariat case 1963: callsub L_Socket,1,2; //Rapture_Rose case 1964: callsub L_Socket,1,2; //Chemeti case 1969: callsub L_Socket,1,2; //Bladed_Whip case 1970: callsub L_Socket,1,2; //Queens_Whip case 1972: callsub L_Socket,1,2; //Electric_Eel case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot case 1974: callsub L_Socket,1,2; //Carrot_Whip case 1976: callsub L_Socket,1,2; //Queens_Whip_ case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes case 1984: callsub L_Socket,2,2; //Stem_Whip case 1985: callsub L_Socket,4,2; //Rosebine } break; case W_2HMACE: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_HUUMA: break; } mes "[Mayomayo]"; if (@mal_enchant_select == 1) mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~"; else mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~"; @mal_equip_id = 0; @mal_enchant_select = 0; close; L_Socket: .@select = @mal_enchant_select; .@equip_id = @mal_equip_id; .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); .@equip_refine = getequiprefinerycnt(EQI_HAND_R); setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); @mal_equip_id = 0; @mal_enchant_select = 0; if (.@select == 1) { mes "[Mayomayo]"; mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?"; next; setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier .@menu$ = "Stop:"; for(.@i = 0; .@i= 4700) // Armor Enchant System .@equip_card[.@i] = 0; } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; close; } }