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-//================= 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) Skorm
-//=
-//= 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/>.
-//=========================================================================
-//= Upgrade Weapon Enchants
-//================= Description ===========================================
-//= Adds enchantments to Upgrade weapons.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
- disable_items;
- if (checkweight(Knife,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(Enchant_Book)) {
- mes "[Devil Enchant Master]";
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- .@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;
- }
- .@select = 2;
- break;
- }
- .@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;
- }
- .@equip_id = getequipid(.@part);
- .@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;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
-
- if (.@select == 1) {
- if (!countitem(Enchant_Book)) {
- 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:
- .@enc_type = 1;
- break;
- case 3:
- .@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
- .@i = rand(1,1300);
- if (.@i < 51) .@enchant = 4734; //Agility5
- else if (.@i < 76) .@enchant = 4735; //Agility6
- else if (.@i < 88) .@enchant = 4736; //Agility7
- else if (.@i < 93) .@enchant = 4737; //Agility8
- else if (.@i < 95) .@enchant = 4738; //Agility9
- else if (.@i < 96) .@enchant = 4739; //Agility10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4704; //Strength5
- else if (.@i < 341) .@enchant = 4705; //Strength6
- else if (.@i < 366) .@enchant = 4706; //Strength7
- else if (.@i < 378) .@enchant = 4707; //Strength8
- else if (.@i < 383) .@enchant = 4708; //Strength9
- else if (.@i < 384) .@enchant = 4709; //Strength10
- else if (.@i < 434) .@enchant = 4754; //Luck5
- else if (.@i < 459) .@enchant = 4755; //Luck6
- else if (.@i < 471) .@enchant = 4756; //Luck7
- else if (.@i < 476) .@enchant = 4757; //Luck8
- else if (.@i < 478) .@enchant = 4758; //Luck9
- else if (.@i < 479) .@enchant = 4759; //Luck10
- else if (.@i < 679) .@enchant = 4744; //Vitality5
- else if (.@i < 779) .@enchant = 4745; //Vitality6
- else if (.@i < 829) .@enchant = 4746; //Vitality7
- else if (.@i < 854) .@enchant = 4747; //Vitality8
- else if (.@i < 866) .@enchant = 4748; //Vitality9
- else if (.@i < 867) .@enchant = 4749; //Vitality10
- else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5
- else .@enchant = 0;
- } else if (.@enc_type == 2) { // Magical Series
- .@i = rand(1,1200);
- if (.@i < 51) .@enchant = 4714; //Inteligence5
- else if (.@i < 76) .@enchant = 4715; //Inteligence6
- else if (.@i < 88) .@enchant = 4716; //Inteligence7
- else if (.@i < 93) .@enchant = 4717; //Inteligence8
- else if (.@i < 95) .@enchant = 4718; //Inteligence9
- else if (.@i < 96) .@enchant = 4719; //Inteligence10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4734; //Agility5
- else if (.@i < 341) .@enchant = 4735; //Agility6
- else if (.@i < 366) .@enchant = 4736; //Agility7
- else if (.@i < 378) .@enchant = 4737; //Agility8
- else if (.@i < 383) .@enchant = 4738; //Agility9
- else if (.@i < 384) .@enchant = 4739; //Agility10
- else if (.@i < 484) .@enchant = 4754; //Luck5
- else if (.@i < 534) .@enchant = 4755; //Luck6
- else if (.@i < 559) .@enchant = 4756; //Luck7
- else if (.@i < 571) .@enchant = 4757; //Luck8
- else if (.@i < 576) .@enchant = 4758; //Luck9
- else if (.@i < 577) .@enchant = 4759; //Luck10
- else if (.@i < 777) .@enchant = 4744; //Vitality5
- else if (.@i < 877) .@enchant = 4745; //Vitality6
- else if (.@i < 927) .@enchant = 4746; //Vitality7
- else if (.@i < 952) .@enchant = 4747; //Vitality8
- else if (.@i < 964) .@enchant = 4748; //Vitality9
- else if (.@i < 969) .@enchant = 4749; //Vitality10
- else if (.@i < 1069) .@enchant = 4812; //Spell4
- else if (.@i < 1094) .@enchant = 4826; //Spell5
- else if (.@i < 1119) .@enchant = 4761; //Matk2
- else if (.@i < 1124) .@enchant = 4806; //Matk3
- else .@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(Enchant_Book)) {
- 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!";
- .@lost_refine = rand(0,.@equip_refine);
- .@equip_refine -= .@lost_refine;
- } else {
- specialeffect EF_REPAIRWEAPON;
- mes "The slot ^9900004^000000 has been enchanted!";
- }
- delitem Enchant_Book,1;
- 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;
- }
-}