//===== Hercules Script ====================================== //= Upgrade Weapon Enchants //===== By: ================================================== //= Skorm //===== Current Version: ===================================== //= 1.1 //===== Description: ========================================= //= [Official Conversion] //= Adds enchantments to Upgrade weapons. //===== Additional Comments: ================================= //= 1.0 First version. //= 1.1 Standardizing, grammar and bug fixes. [Euphy] //============================================================ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ disable_items; if (checkweight(1201,1) == 0) { mes "You are carrying too many items, please reduce it and come back again!"; close; } if (MaxWeight - Weight < 10000) { mes "You are over the weight limit, please reduce it and come back again!"; close; } mes "[Devil Enchant Master]"; mes "Yes?"; mes "You are looking for me?"; next; switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) { case 1: mes "[Devil Enchant Master]"; mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people."; next; mes "[Devil Enchant Master]"; mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!"; next; mes "[Devil Enchant Master]"; mes "Have you seen my title? Very few people have this title for a reason!"; next; mes "[Devil Enchant Master]"; mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!"; next; mes "[Devil Enchant Master]"; mes "Else, I will not enchant for you...."; close; case 2: if (!countitem(6484)) { mes "[Devil Enchant Master]"; mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; close; } set .@select,1; break; case 3: mes "[Devil Enchant Master]"; if (Zeny < 100000) { mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny..."; close; } mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!"; next; if (select("Let me think about it.:Initialize it now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back after you have confirmed!"; close; } set .@select,2; break; } set .@part, EQI_HAND_R; mes "[Devil Enchant Master]"; if (!getequipisequiped(.@part)) { mes "Are you trying to remove the enchanted equipment?"; close; } setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); if (!getequipisequiped(.@part)) { mes "It is dangerous to remove equipment during enchant process!"; close; } set .@equip_id, getequipid(.@part); set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; if (!compare(.@item$,"|"+.@equip_id+"|")) { mes "I don't want to touch your equipment now!"; close; } set .@equip_refine, getequiprefinerycnt(.@part); if (.@select == 1) { if (!countitem(6484)) { mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; close; } mes "Which type of effect do you want to enchant?"; next; switch(select("Let me think about it.:Physical Series:Magical Series")) { case 1: mes "[Devil Enchant Master]"; mes "Come back again after you change your mind!"; close; case 2: set .@enc_type,1; break; case 3: set .@enc_type,2; break; } mes "[Devil Enchant Master]"; if (.@equip_card[3]) { mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again."; close; } mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?"; next; if (select("Next time!:Start now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back again after you have decided!"; close; } if (.@equip_card[3]) { mes "[Devil Enchant Master]"; mes "It seems there's a problem, let me take a look."; close; } if (.@enc_type == 1) { // Physical Series set .@i, rand(1,1300); if (.@i < 51) set .@enchant,4734; //Agility5 else if (.@i < 76) set .@enchant,4735; //Agility6 else if (.@i < 88) set .@enchant,4736; //Agility7 else if (.@i < 93) set .@enchant,4737; //Agility8 else if (.@i < 95) set .@enchant,4738; //Agility9 else if (.@i < 96) set .@enchant,4739; //Agility10 else if (.@i < 146) set .@enchant,4724; //Dexterity5 else if (.@i < 171) set .@enchant,4725; //Dexterity6 else if (.@i < 183) set .@enchant,4726; //Dexterity7 else if (.@i < 188) set .@enchant,4727; //Dexterity8 else if (.@i < 190) set .@enchant,4728; //Dexterity9 else if (.@i < 191) set .@enchant,4729; //Dexterity10 else if (.@i < 291) set .@enchant,4704; //Strength5 else if (.@i < 341) set .@enchant,4705; //Strength6 else if (.@i < 366) set .@enchant,4706; //Strength7 else if (.@i < 378) set .@enchant,4707; //Strength8 else if (.@i < 383) set .@enchant,4708; //Strength9 else if (.@i < 384) set .@enchant,4709; //Strength10 else if (.@i < 434) set .@enchant,4754; //Luck5 else if (.@i < 459) set .@enchant,4755; //Luck6 else if (.@i < 471) set .@enchant,4756; //Luck7 else if (.@i < 476) set .@enchant,4757; //Luck8 else if (.@i < 478) set .@enchant,4758; //Luck9 else if (.@i < 479) set .@enchant,4759; //Luck10 else if (.@i < 679) set .@enchant,4744; //Vitality5 else if (.@i < 779) set .@enchant,4745; //Vitality6 else if (.@i < 829) set .@enchant,4746; //Vitality7 else if (.@i < 854) set .@enchant,4747; //Vitality8 else if (.@i < 866) set .@enchant,4748; //Vitality9 else if (.@i < 867) set .@enchant,4749; //Vitality10 else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4 else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5 else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4 else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5 else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4 else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5 else set .@enchant,0; } else if (.@enc_type == 2) { // Magical Series set .@i, rand(1,1200); if (.@i < 51) set .@enchant,4714; //Inteligence5 else if (.@i < 76) set .@enchant,4715; //Inteligence6 else if (.@i < 88) set .@enchant,4716; //Inteligence7 else if (.@i < 93) set .@enchant,4717; //Inteligence8 else if (.@i < 95) set .@enchant,4718; //Inteligence9 else if (.@i < 96) set .@enchant,4719; //Inteligence10 else if (.@i < 146) set .@enchant,4724; //Dexterity5 else if (.@i < 171) set .@enchant,4725; //Dexterity6 else if (.@i < 183) set .@enchant,4726; //Dexterity7 else if (.@i < 188) set .@enchant,4727; //Dexterity8 else if (.@i < 190) set .@enchant,4728; //Dexterity9 else if (.@i < 191) set .@enchant,4729; //Dexterity10 else if (.@i < 291) set .@enchant,4734; //Agility5 else if (.@i < 341) set .@enchant,4735; //Agility6 else if (.@i < 366) set .@enchant,4736; //Agility7 else if (.@i < 378) set .@enchant,4737; //Agility8 else if (.@i < 383) set .@enchant,4738; //Agility9 else if (.@i < 384) set .@enchant,4739; //Agility10 else if (.@i < 484) set .@enchant,4754; //Luck5 else if (.@i < 534) set .@enchant,4755; //Luck6 else if (.@i < 559) set .@enchant,4756; //Luck7 else if (.@i < 571) set .@enchant,4757; //Luck8 else if (.@i < 576) set .@enchant,4758; //Luck9 else if (.@i < 577) set .@enchant,4759; //Luck10 else if (.@i < 777) set .@enchant,4744; //Vitality5 else if (.@i < 877) set .@enchant,4745; //Vitality6 else if (.@i < 927) set .@enchant,4746; //Vitality7 else if (.@i < 952) set .@enchant,4747; //Vitality8 else if (.@i < 964) set .@enchant,4748; //Vitality9 else if (.@i < 969) set .@enchant,4749; //Vitality10 else if (.@i < 1069) set .@enchant,4812; //Spell4 else if (.@i < 1094) set .@enchant,4826; //Spell5 else if (.@i < 1119) set .@enchant,4761; //Matk2 else if (.@i < 1124) set .@enchant,4806; //Matk3 else set .@enchant,0; } else { mes "[Devil Enchant Master]"; mes "Hmm! This item is having a problem, please check it again!"; close; } mes "[Devil Enchant Master]"; if (.@equip_card[3]) { mes "This item has been enchanted!"; close; } if (!countitem(6484)) { mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; close; } if (.@enchant == 0) { specialeffect EF_SHIELDCHARGE; mes "Oh! Unbelievable!! It failed!! Please come again!"; set .@lost_refine, rand(0,.@equip_refine); set .@equip_refine, .@equip_refine - .@lost_refine; } else { specialeffect EF_REPAIRWEAPON; mes "The slot ^9900004^000000 has been enchanted!"; } delitem 6484,1; //Enchant_Book delequip .@part; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; if (.@lost_refine) { next; mes "[Devil Enchant Master]"; mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!"; } close; } else if (.@select == 2) { if (Zeny < 100000) { mes "You need to bring some money to initialize!!"; close; } if (.@equip_card[3] < 4700) { // Armor Enchant System mes "This item is not enchanted!"; close; } if (!getequipisequiped(.@part)) { mes "Are you unequipping now?"; close; } specialeffect EF_REPAIRWEAPON; mes "I initialized the enchant effects."; Zeny -= 100000; delequip .@part; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0 getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; close; } else { mes "It seems you have chosen the wrong job??"; close; } }