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|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) rAthena Dev Team
//= Copyright (C) Euphy
//= Copyright (C) eAthena Dev Team
//= Copyright (C) Gepard
//= Copyright (C) Kisuka
//= Copyright (C) Samuray22
//= Copyright (C) L0ne_W0lf
//= Copyright (C) ultramage
//= Copyright (C) SinSloth
//= Copyright (C) Evera
//= Copyright (C) Toms
//= Copyright (C) Lupus
//=
//= 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 <http://www.gnu.org/licenses/>.
//=========================================================================
//= Episode 11.1 Socket Enchant NPC
//================= Description ===========================================
//= Adds slots to selected weapons and armor.
//================= Current Version =======================================
//= 2.0a
//=========================================================================
- script Seiyablem#dummy::SocketEnchant -1,{
if (checkweight(Knife,1) == 0)
{
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you lose some weight. -";
close;
}
mes "[Seiyablem]";
mes "I'm an engineer that specializes in adding Slots to normal Weapons and Armor.";
mes "My service fee, the required materials and the chance of success all depend on the specific item I'm working on.";
next;
mes "[Seiyablem]";
mes "Adding Slots may seem simple, but it's far more complicated than it looks.";
mes "If you're interested in my service, let me know.";
next;
switch(select("Add Slot to Weapon:Add Slot to Armor:Slot Attempt Info:Cancel"))
{
case 1:
mes "[Seiyablem]";
mes "You want to add a Slot to a weapon?";
mes "I categorize weapons by their difficulty in adding a Slot, C Class being easiest and S Class the most difficult.";
mes "Which class would you like to try?";
next;
switch(select("C Class:B Class:A Class:S Class"))
{
case 1:
mes "[Seiyablem]";
mes "C Class, eh?";
mes "Now, I can only upgrade certain equipment in that class, so please choose one of the following items, so we can try to add a Slot to it.";
next;
switch(select("Trident:Rope:Violin"))
{
case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10;
case 2: callfunc "Func_Socket",1950,1951,40,66,200,1010,10;
case 3: callfunc "Func_Socket",1901,1902,40,66,200,1010,10;
}
case 2:
mes "[Seiyablem]";
mes "B Class?";
mes "Alright, this is the average equipment category.";
mes "Please choose the weapon to which you'd like me to try to add a Slot.";
next;
switch(select("Chain:Gladius:Gakkung Bow:Pike:Haedonggum:Lute:Wire:Waghnakh:Arbalest Bow"))
{
case 1: callfunc "Func_Socket",1519,1520,40,61,300,1010,10;
case 2: callfunc "Func_Socket",1219,1220,40,61,300, 984, 1,999,5;
case 3: callfunc "Func_Socket",1714,1716,40,61,300, 984, 2,999,5;
case 4: callfunc "Func_Socket",1407,1408,40,61,200,1010,10;
case 5: callfunc "Func_Socket",1123,1128,40,61,300, 984, 2,999,5;
case 6: callfunc "Func_Socket",1905,1906,40,61,300,1011,10;
case 7: callfunc "Func_Socket",1954,1955,40,61,300,1011,10;
case 8: callfunc "Func_Socket",1801,1802,40,61,300,1010,10;
case 9: callfunc "Func_Socket",1713,1715,40,61,300, 984, 2,999,5;
}
case 3:
mes "[Seiyablem]";
mes "Ooh, A Class.";
mes "This is some high risk territory!";
mes "Alright, which weapon would you like me to try adding a Slot?";
next;
switch(select("Hunter Bow:Survivor's Rod(INT):Zweihander:Flamberge:Infiltrator:Ballista:Stunner:Berserk:Claymore"))
{
case 1: callfunc "Func_Socket",1718,1726,40,61,500,984,2,999,10;
case 2: callfunc "Func_Socket",1619,1620,40,61,500,984,5,999,10;
case 3: callfunc "Func_Socket",1168,1171,40,61,800,984,5,999,10;
case 4: callfunc "Func_Socket",1129,1149,40,61,500,984,2,999,10;
case 5: callfunc "Func_Socket",1261,1266,40,61,700,984,5,999,10;
case 6: callfunc "Func_Socket",1722,1727,40,61,500,984,5,999,10;
case 7: callfunc "Func_Socket",1522,1532,40,61,500,984,2,999,10;
case 8: callfunc "Func_Socket",1814,1816,40,61,500,984,5,999,10;
case 9: callfunc "Func_Socket",1163,1172,40,61,500,984,2,999,10; // NPC says "5 Oridecon" (Aegis) but takes only 2
}
case 4:
mes "[Seiyablem]";
mes "Whoa, whoa, whoa...";
mes "S class? Alright...";
mes "It'd be a near miracle if I can actually pull this off.";
mes "Okay... Which weapon shall we try adding a Slot to?";
next;
switch(select("Gungnir:Poison Knife:Ice Pick:Sucsamad:Ginnungagap:Cutlas:Crescent Scythe:Survivor's Rod(DEX)"))
{
case 1: callfunc "Func_Socket", 1413, 1418,40,51,1000,984,5,999,10;
case 2: callfunc "Func_Socket", 1239,13016,40,51,1000,984,5,999,10;
case 3: callfunc "Func_Socket", 1230,13017,40,51,2000,984,5,999,10;
case 4: callfunc "Func_Socket", 1236,13018,40,51,1000,984,5,999,10;
case 5: callfunc "Func_Socket",13002,13019,40,51,1000,984,5,999,10;
case 6: callfunc "Func_Socket", 1135,13400,40,51,1000,984,5,999,10;
case 7: callfunc "Func_Socket", 1466, 1476,40,51,1000,984,5,999,10;
case 8: callfunc "Func_Socket", 1617, 1618,40,51,2000,984,5,999,10;
}
}
case 2:
mes "[Seiyablem]";
mes "Armor, you said?";
mes "Sure, no problem.";
mes "Armor is divided into 4 different classes, depending on the work difficulty.";
mes "C Class is the easiest one, and S Class he hardest one.";
mes "Which class would you like to try?";
next;
switch(select("C Class:B Class:A Class:S Class"))
{
case 1:
mes "[Seiyablem]";
mes "C Class Armor, eh?";
mes "Sounds reasonable.";
mes "Which armor would you like to try adding a Slot?";
next;
switch(select("Mantle:Coat:Circlet:Biretta"))
{
case 1: callfunc "Func_Socket",2307,2308,40,66,200,999,3;
case 2: callfunc "Func_Socket",2309,2310,40,66,200,999,3;
case 3: callfunc "Func_Socket",2232,2233,40,66,200,999,3;
case 4: callfunc "Func_Socket",2216,2217,40,66,200,999,3;
}
case 2:
mes "[Seiyablem]";
mes "You have chosen average B Class.";
mes "So, what kind of armor do you have?";
next;
switch(select("Mirror Shield:Chain Mail:Saint Robe:Silk Robe:Boots:Shoes:Muffler:Guard:Buckler:Shield:Bongun Hat"))
{
case 1: callfunc "Func_Socket",2107,2108,40,61,250,999,5;
case 2: callfunc "Func_Socket",2314,2315,40,61,250,999,5;
case 3: callfunc "Func_Socket",2325,2326,40,61,300,999,5;
case 4: callfunc "Func_Socket",2321,2322,40,61,300,999,5;
case 5: callfunc "Func_Socket",2405,2406,40,61,300,999,5;
case 6: callfunc "Func_Socket",2403,2404,40,61,300,999,5;
case 7: callfunc "Func_Socket",2503,2504,40,61,300,999,5;
case 8: callfunc "Func_Socket",2101,2102,40,61,300,999,5;
case 9: callfunc "Func_Socket",2103,2104,40,61,300,999,5;
case 10: callfunc "Func_Socket",2105,2106,40,61,250,999,5;
case 11: callfunc "Func_Socket",5046,5168,40,61,250,999,5;
}
case 3:
mes "[Seiyablem]";
mes "Ooh, A Class.";
mes "This is some high risk territory!";
mes "Alright, which armor would you like me to try adding a Slot?";
next;
switch(select("Gemmed Sallet:Bucket Hat:Memory Book:Tights:Legion Plate Armor:Full Plate:Thief Clothes:Greaves:Coif:Manteau:Helm:Ninja Suit:Orc Helm:Ancient Cape:Monk Hat:Golden Gear:Brooch:Munak Hat"))
{
case 1: callfunc "Func_Socket",2230,2231,40,61,400,985,1;
case 2: callfunc "Func_Socket",5114,5120,40,61,400,985,1;
case 3: callfunc "Func_Socket",2109,2121,40,61,400,985,1;
case 4: callfunc "Func_Socket",2330,2331,40,61,400,985,1;
case 5: callfunc "Func_Socket",2341,2342,40,61,400,985,1;
case 6: callfunc "Func_Socket",2316,2317,40,61,400,985,1;
case 7: callfunc "Func_Socket",2335,2336,40,61,400,985,1;
case 8: callfunc "Func_Socket",2411,2412,40,61,400,985,1;
case 9: callfunc "Func_Socket",5092,5093,40,61,400,985,1;
case 10: callfunc "Func_Socket",2505,2506,40,61,400,985,1;
case 11: callfunc "Func_Socket",2228,2229,40,61,400,985,1;
case 12: callfunc "Func_Socket",2337,2359,40,61,400,985,1;
case 13: callfunc "Func_Socket",2299,5157,40,61,400,985,1;
case 14: callfunc "Func_Socket",2507,2525,40,61,400,985,1;
case 15: callfunc "Func_Socket",2251,5158,40,61,400,985,1;
case 16: callfunc "Func_Socket",2246,5159,40,61,400,985,1;
case 17: callfunc "Func_Socket",2605,2625,40,61,400,985,1;
case 18: callfunc "Func_Socket",2264,5167,40,61,300,985,1;
}
case 4:
mes "[Seiyablem]";
mes "Um... S Class?";
mes "You sure about this?";
mes "Alright... Let me know the Armor to which you'd like to add a Slot, and I'll tell what I need to try it.";
next;
switch(select("Majestic Goat:Spiky Band:Bone Helm:Corsair:Crown:Tiara:Sphinx Hat:Robe of Cast:Earring:Ring:Bow Thimble"))
{
case 1: callfunc "Func_Socket",2256,5160,40,51,2000,985,2;
case 2: callfunc "Func_Socket",2258,5161,40,51,2000,985,2;
case 3: callfunc "Func_Socket",5017,5162,40,51,2000,985,2;
case 4: callfunc "Func_Socket",5019,5163,40,51,2000,985,2;
case 5: callfunc "Func_Socket",2235,5165,40,51,2000,985,2;
case 6: callfunc "Func_Socket",2234,5164,40,51,2000,985,2;
case 7: callfunc "Func_Socket",5053,5166,40,51,1000,985,2;
case 8: callfunc "Func_Socket",2343,2360,40,51,1000,985,2;
case 9: callfunc "Func_Socket",2602,2622,40,51,1000,985,2;
case 10: callfunc "Func_Socket",2601,2621,40,51,1000,985,2;
case 11: callfunc "Func_Socket",2619,2671,40,51,1000,985,2;
}
}
case 3:
mes "[Seiyablem]";
mes "Well, I haven't really refined the art of Slot Addition.";
mes "It's so complicated that I'd be lying if I told you that I knew every factor that affected the process.";
mes "Still, I do notice a few trends...";
next;
mes "[Seiyablem]";
mes "In some towns, Slot addition attempts are more successful for equipment with fewer upgrades.";
mes "In other towns, the opposite is true.";
mes "isn't that really peculiar?";
next;
mes "[Seiyablem]";
mes "Oh, there's also something really important that you should know.";
mes "If you ask me to add a Slot to something, make sure that you don't have multiples of it in your inventory.";
next;
mes "[Seiyablem]";
mes "Here's an example: if you have a +7 Manteau and a normal Manteau in your inventory, then I will randomly pick one of them for my Slot Addition attempt.";
mes "Just remember to be careful.";
next;
mes "[Seiyablem]";
mes "Again, ^FF0000only carry one of the equipment to which you want me to add a Slot^000000.";
mes "All other equipment with the same name should be placed in your Kafra Storage, got it?";
close;
case 4:
mes "[Seiyablem]";
mes "Take it easy, adventurer.";
mes "If you ever want to try adding a Slot to some of your equipment, come back and let me know.";
mes "Seeya~";
close;
}
}
function script Func_Socket {
disable_items;
mes "[Seiyablem]";
mes "You want to add a Slot to a " + getitemname(getarg(0)) + "?";
mes "Alright, please bring me ^FF0000" + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + "^000000, " + (getarg(7,0) != 0 && getarg(8,0) != 0 ? ("^FF0000" + getarg(8,0) + " " + getitemname(getarg(7,0)) + (getarg(8,0) > 1 && getarg(7,0) != 999 ? "s":"") + "^000000 ") : "") + "and my ^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny^000000 service fee.";
mes "Ah, and don't forget to bring that " + getitemname(getarg(0)) + "!";
next;
mes "[Seiyablem]";
if (getiteminfo(getarg(0),5)&2) // EQP_HAND_R = 2, it's a weapon
{
mes "I can try to add a slot now if you have the required items and zeny.";
mes "However, you should know that there's a chance that I might fail.";
mes "Therefore, I need to give you a fair warning...";
next;
mes "[Seiyablem]";
mes "If this attempt to add a Slot to your Weapon fails, then the ^FF0000Weapon^000000, ^FF0000and any Cards compounded to it will be destroyed^000000.";
}
else // armor
{
mes "If you have all the required materials, my zeny service fee and the Armor, then we can go ahead with the Slot Addition attempt.";
mes "But before that, I must warn you of the risk.";
next;
mes "[Seiyablem]";
mes "If this attempt to add a Slot to your Armor fails, then the ^FF0000Armor^000000, ^FF0000it's upgrades^000000 ^FF0000and any Cards compounded to it will be destroyed^000000.";
}
mes "Do you still want to try to add a Slot?";
next;
switch(select("Attempt Slot Addition:Cancel"))
{
case 1:
if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though)
{
mes "[Seiyablem]";
mes "Alright then, let the work begin!";
mes "You'd better pray for a successful result.";
next;
.@a = rand(1,100);
if ((.@a > getarg(2)) && (.@a < getarg(3)))
{
specialeffect getarg(3) == 51 ? EF_LORD : EF_SANCTUARY; // only S Class items have Lord of Vermillion effect
mes "[Seiyablem]";
mes "Great, it seems to be successful.";
mes "It looks pretty well done. Congratulations!";
delitem getarg(0),1;
delitem getarg(5),getarg(6);
if (getarg(7,0) != 0 && getarg(8,0) != 0)
delitem getarg(7),getarg(8);
Zeny -= getarg(4)*1000;
getitem getarg(1),1;
next;
mes "[Seiyablem]";
mes "See you again, buddy!";
close;
}
else
{
specialeffect EF_SUI_EXPLOSION;
mes "[Seiyablem]";
mes "Wah! ...I am so sorry, it failed.";
mes "However, I am completely innocent.";
mes "This is your luck, and it is destined by god, okay?";
mes "Don't be so disappointed, and try next time.";
delitem getarg(0),1;
delitem getarg(5),getarg(6);
if (getarg(7,0) != 0 && getarg(8,0) != 0)
delitem getarg(7),getarg(8);
Zeny -= getarg(4)*1000;
next;
mes "[Seiyablem]";
mes "I wish you good luck next time!";
close;
}
}
else
{
mes "[Seiyablem]";
mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things.";
mes "You sure that you have the equipment, required materials and the zeny?";
close;
}
case 2:
mes "[Seiyablem]";
mes "Need some time to think about it, huh?";
mes "Alright, I can understand.";
mes "Just remember that life's no fun if you're always playing it safe~";
close;
}
}
payon,140,151,5 duplicate(SocketEnchant) Seiyablem#pay 4_M_02
lhz_in02,281,35,5 duplicate(SocketEnchant) Seiyablem#lhz 4_M_02
prt_in,33,70,5 duplicate(SocketEnchant) Seiyablem#prt 4_M_02
morocc,51,41,4 duplicate(SocketEnchant) Seiyablem#moc 4_M_02
- script Young Man#dummy::SocketMan -1,{
mes "[Young Man]";
mes "I'm considering becoming a Slotting Engineer.";
mes "It's a new field where you can add Slots to equipment, and it'd be cool if I can work in such a lucrative career.";
next;
mes "[Young Man]";
mes "There's a huge element of luck involved in successfully adding Slots from what I can understand.";
mes "You fail sometimes, but if you're super lucky, you can add two Slots.";
mes "Crazy. Huh?";
next;
mes "[Young Man]";
mes "But don't get too excited.";
mes "Only certain equipment can handle the addition of two extra Slots.";
mes "There's so much more I have to learn before I can even be an apprentice...";
close;
}
prt_in,31,57,1 duplicate(SocketMan) Young Man#prt 4W_M_01
payon,143,143,7 duplicate(SocketMan) Young Man#pay 4W_M_01
morocc,60,42,3 duplicate(SocketMan) Young Man#moc 4W_M_01
lhz_in02,269,33,5 duplicate(SocketMan) Young Man#lhz 4W_M_01
|