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  1. Yes you can do this . I made a simple twek to work this inside fluxcp by alter and adding a "server" column to feth all account that are using for certain server
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  2. found this guide, maybe this can help you [Tutorial] Multi Servers - Installation Support - rAthena
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  3. Hi. It is possible. Here's a example for you. //===== Script for rAthena by Racaae ========================= //= https://rathena.org/board/topic/142357-question-about-transfer-enchant-npc-random-option/ //===== Additional Comments: ================================= //= Modified from Sader1992' enchant npc //============================================================ prontera,165,215,5 script Costume Enchant Transfer 4_BULL,{ disable_items; mes "[Costume Enchant Transferer]"; mes "Hello!"; mes "Do you want to transfer enchantment from your equipped costume to another item?"; if (.ZenyCost) mes "This will cost ^0000FF" + F_InsertComma(.ZenyCost) + "z^000000 only!"; next; if (select("Random Option Transfer", "Enchant Socket Transfer") == 1) .@mode = true; for(.@i = 0; .@i < getarraysize(.s_all$); .@i++) { if (getequipid(.s_all_loc[.@i])>-1) set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^E81B02" + getitemname(getequipid(.s_all_loc[.@i])) + "^000000 ]:"; else set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^D6C4E8" + "No Equip" + "^000000 ]:"; } .@input_loc = select(.@armor_menu$) -1; mes "[Costume Enchant Transferer]"; if (getequipid(.s_all_loc[.@input_loc]) < 0){ mes "You don't have item equipped there."; close; } .@item = getequipid(.s_all_loc[.@input_loc]); .@refine = getequiprefinerycnt(.s_all_loc[.@input_loc]); .@card0 = getequipcardid(.s_all_loc[.@input_loc],0); .@card1 = getequipcardid(.s_all_loc[.@input_loc],1); .@card2 = getequipcardid(.s_all_loc[.@input_loc],2); .@card3 = getequipcardid(.s_all_loc[.@input_loc],3); for(.@i=0; .@i < (MAX_ITEM_RDM_OPT); .@i++) { .@r_id[.@i] = getequiprandomoption(.s_all_loc[.@input_loc],.@i,ROA_ID); .@r_v[.@i] = getequiprandomoption(.s_all_loc[.@input_loc],.@i,ROA_VALUE); .@r_p[.@i] = getequiprandomoption(.s_all_loc[.@input_loc],.@i,ROA_PARAM); } if (.@mode) { if (getarraysize(.@r_id) == 0) { mes "This costume has no Random Options..."; close; } } else if (!.@card0 && !.@card1 && !.@card2 && !.@card3) { mes "This costume has no enchants..."; close; } mes "Which enchantment to transfer?"; if (.@mode) { for(.@i=0; .@i < 5; .@i++) { if (.@r_id[.@i]) .@slot_menu$ += F_RDMOPT_Name(.@r_id[.@i],.@r_v[.@i]); .@slot_menu$ += ":"; } .@input_slot = select(.@slot_menu$) -1; } else { for(.@i=0; .@i < 4; .@i++) { if (getequipcardid(.s_all_loc[.@input_loc], .@i)) .@slot_menu$ += "[ ^E81B02" + getitemname(getequipcardid(.s_all_loc[.@input_loc],.@i)) + "^000000 ]:"; else .@slot_menu$ += ":"; } .@input_slot = select(.@slot_menu$) -1; } set .@item, getequipid(.s_all_loc[.@input_loc]); clear; mes "[Costume Enchant Transferer]"; mes "To what costume in your inventory you want to transfer?"; next; .@armor_menu$ = ""; for(.@i=0; .@i < getarraysize(.s_all$); .@i++) .@armor_menu$ += .s_all$[.@i] + ":"; .@output_type = select(.@armor_menu$) -1; getinventorylist; for(.@i = 0; .@i < @inventorylist_count; .@i++) { .@item_type = getiteminfo(@inventorylist_id[.@i], ITEMINFO_LOCATIONS); .@item_id = @inventorylist_id[.@i]; if (.@item_type & .s_all_loc2[.@output_type] && !@inventorylist_equip[.@i]) { .@item_ref = getarraysize(.@equipment_id_list); if (countinarray(.@equipment_id_list, .@item_id)) continue; .@equipment_id_list[.@item_ref] = @inventorylist_id[.@i]; .@menu_labels$[.@item_ref] = getitemname(@inventorylist_id[.@i]); } } if (!getarraysize(.@equipment_id_list[0])) { mes "[Costume Enchant Transferer]"; mes "There are no items of this category in your inventory."; close; } .@index = select(implode(.@menu_labels$, ":")) - 1; .@output_id = .@equipment_id_list[.@index]; mes "[Costume Enchant Transferer]"; mes "You selected " + getitemname(.@output_id) + "."; if (countitem(.@output_id) > 1) { mes "You have more than one of this item."; close; } getinventorylist; .@i2 = inarray(@inventorylist_id, .@output_id); .@output_refine = @inventorylist_refine[.@i2]; .@output_card0 = @inventorylist_card1[.@i2]; .@output_card1 = @inventorylist_card2[.@i2]; .@output_card2 = @inventorylist_card3[.@i2]; .@output_card3 = @inventorylist_card4[.@i2]; for(.@i = 0; .@i < (MAX_ITEM_RDM_OPT); .@i++) { .@output_r_id[.@i] = getd("@inventorylist_option_id" + (.@i + 1) + "[" + .@i2 + "]"); .@output_r_v[.@i] = getd("@inventorylist_option_value" + (.@i + 1) + "[" + .@i2 + "]"); .@output_r_p[.@i] = getd("@inventorylist_option_parameter" + (.@i + 1) + "[" + .@i2 + "]"); } if (.@mode) { for(.@i = 0; .@i < MAX_ITEM_RDM_OPT; .@i++) { if (.@output_r_id[.@i] == 0) { .@output_slot = .@i; .@ok = true; break; } } if (!.@ok) { mes "You already have full Random Options in this item."; close; } } else { mes "Transfer to which slot?"; .@slot_menu$ = ""; for(.@i = 0; .@i < 4; .@i++) { if (getd(".@output_card" + .@i)) .@slot_menu$ += "[^E81B02" + getitemname(getd(".@output_card" + .@i)) + "^000000 ]:"; else .@slot_menu$ += "[^D6C4E8" + "Empty" + "^000000 ]:"; } .@output_slot = select(.@slot_menu$) -1; if (!.Overwrite) { if(getd(".@output_card" + .@output_slot)) { mes "You already have enchant in this slot."; close; } } } clear; mes "[Costume Enchant Transferer]"; if (.@mode) mes "Transfer: ^FF7700" + F_RDMOPT_Name(.@r_id[.@input_slot],.@r_v[.@input_slot]) + "^000000"; else mes "Transfer: " + mesitemlink(getequipcardid(.s_all_loc[.@input_loc], .@input_slot)); mes "^FF0000From: " + getitemname(getequipid(.s_all_loc[.@input_loc])) + "^000000"; mes "^0000FFTo: " + getitemname(.@output_id) + "^000000"; mes "Are you sure?"; next; if(select("Cancel.", "Confirm") == 1) close; mes "[Costume Enchant Transferer]"; if (.ZenyCost && Zeny < .ZenyCost) { mes "Sorry, but you don't have enough zeny."; close; } mes "Stay put while the process is ongoing."; close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00", .progress_time; // anti-hack if (callfunc("F_IsEquipIDHack", .s_all_loc[.@input_loc], .@item) || callfunc("F_IsEquipCardHack", .s_all_loc[.@input_loc], .@card0, .@card1, .@card2, .@card3) || callfunc("F_IsEquipRefineHack", .s_all_loc[.@input_loc], .@refine) || countitem(.@output_id) != 1) { mes "[Costume Enchant Transferer]"; mes "You switched the item while I wasn't looking! Get out of here!"; close; } if (.ZenyCost && Zeny < .ZenyCost) { mes "Sorry, but you don't have enough zeny."; close; } Zeny -= .ZenyCost; if (.@mode) { .@output_r_id[.@output_slot] = .@r_id[.@input_slot]; .@output_r_v[.@output_slot] = .@r_v[.@input_slot]; .@output_r_p[.@output_slot] = .@r_p[.@input_slot]; deletearray .@r_id[.@input_slot], 1; deletearray .@r_v[.@input_slot], 1; deletearray .@r_p[.@input_slot], 1; } else { setd(".@output_card" + .@output_slot, getd(".@card" + .@input_slot)); setd(".@card" + .@input_slot, 0); } delequip .s_all_loc[.@input_loc]; delitem .@output_id, 1; getitem3 .@item, 1, 1, .@input_refine, 0, .@card0, .@card1, .@card2, .@card3,.@r_id,.@r_v,.@r_p; getitem3 .@output_id, 1, 1, .@output_refine, 0, .@output_card0, .@output_card1, .@output_card2, .@output_card3,.@output_r_id,.@output_r_v,.@output_r_p; equip .@item; npctalk "Enchant Transfer successful!", strnpcinfo(0), bc_self; end; OnInit: //--------------------------------------------------------------// //-------------------- configuration -----------------------// //--------------------------------------------------------------// //--------------------------------------------------------------// //if you want to remove one from the menu you need to remove it down too!! /or add //--------------------------------------------------------------// setarray .s_all$,"Upper","Middle","Lower","Garment"; setarray .s_all_loc,EQI_COSTUME_HEAD_TOP,EQI_COSTUME_HEAD_MID,EQI_COSTUME_HEAD_LOW,EQI_COSTUME_GARMENT; setarray .s_all_loc2,EQP_COSTUME_HEAD_TOP,EQp_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_GARMENT; //--------------------------------------------------------------// //other configuration //--------------------------------------------------------------// .ZenyCost = 1000000; //if you don't want zeny requirment set it to 0 .Overwrite = true; //if true then you can overwrite the enchant .progress_time = 4; //the time that needed to wait until the socket end end; } You need to use this function to display random options in the NPC. ////////////////////////////////////////////////////////////////////////////////// // Returns Random Option name and value // -- callfunc "F_RDMOPT_Name",<ROA_ID>{,<Value>{,<2nd value>}}; ////////////////////////////////////////////////////////////////////////////////// function script F_RDMOPT_Name { if (getargcount() > 2) .@s$ = getarg(1) + "~" + getarg(2); else if (getargcount() > 1) .@s$ = getarg(1); else .@s$ = "?"; if (#langtype = 8) { //POR switch(getarg(0)){ case 3: return "FOR +" + .@s$; case 6: return "INT +" + .@s$; case 7: return "DES +" + .@s$; case 8: return "SOR +" + .@s$; case 232: return "EXP ganha de Amorfos +" + .@s$ + "%"; case 233: return "EXP ganha de Morto-Vivos +" + .@s$ + "%"; case 234: return "EXP ganha de Brutos +" + .@s$ + "%"; case 235: return "EXP ganha de Plantas +" + .@s$ + "%"; case 236: return "EXP ganha de Insetos +" + .@s$ + "%"; case 237: return "EXP ganha de Peixes +" + .@s$ + "%"; case 238: return "EXP ganha de Demônios +" + .@s$ + "%"; case 239: return "EXP ganha de Humanoides +" + .@s$ + "%"; case 240: return "EXP ganha de Anjos +" + .@s$ + "%"; case 241: return "EXP ganha de Dragões +" + .@s$ + "%"; case 242: return "EXP ganha de todas raças +" + .@s$ + "%"; } } switch(getarg(0)){ case 1: return "MaxHP +" + .@s$; case 2: return "MaxSP +" + .@s$; case 3: return "STR +" + .@s$; case 4: return "AGI +" + .@s$; case 5: return "VIT +" + .@s$; case 6: return "INT +" + .@s$; case 7: return "DEX +" + .@s$; case 8: return "LUK +" + .@s$; case 9: return "MaxHP +" + .@s$ + "%"; case 10: return "MaxSP +" + .@s$ + "%"; case 11: return "HP regen +" + .@s$ + "%"; case 12: return "SP regen +" + .@s$ + "%"; case 13: return "ATK +" + .@s$ + "%"; case 14: return "MATK +" + .@s$ + "%"; case 15: return "ASPD +" + .@s$; case 16: return "Delay after attack -" + .@s$ + "%"; case 17: return "ATK +" + .@s$; case 18: return "HIT +" + .@s$; case 19: return "MATK +" + .@s$; case 20: return "DEF +" + .@s$; case 21: return "MDEF +" + .@s$; case 22: return "FLEE +" + .@s$; case 23: return "Perfect dodge +" + .@s$; case 24: return "CRIT +" + .@s$; case 25: return "Neutral elemental resistance +" + .@s$ + "%"; case 26: return "Water elemental resistance +" + .@s$ + "%"; case 27: return "Earth elemental resistance +" + .@s$ + "%"; case 28: return "Fire elemental resistance +" + .@s$ + "%"; case 29: return "Wind elemental resistance +" + .@s$ + "%"; case 30: return "Poison elemental resistance +" + .@s$ + "%"; case 31: return "Holy elemental resistance +" + .@s$ + "%"; case 32: return "Shadow elemental resistance +" + .@s$ + "%"; case 33: return "Ghost elemental resistance +" + .@s$ + "%"; case 34: return "Undead elemental resistance +" + .@s$ + "%"; case 35: return "All elemental (except Neutral) resistance +" + .@s$ + "%"; case 36: return "Neutral monster resistance +" + .@s$ + "%"; case 37: return "ATK +" + .@s$ + "% against Neutral monster"; case 38: return "Water monster resistance +" + .@s$ + "%"; case 39: return "ATK +" + .@s$ + "% against Water monster"; case 40: return "Earth monster resistance +" + .@s$ + "%"; case 41: return "ATK +" + .@s$ + "% against Earth monster"; case 42: return "Fire monster resistance +" + .@s$ + "%"; case 43: return "ATK +" + .@s$ + "% against Fire monster"; case 44: return "Wind monster resistance +" + .@s$ + "%"; case 45: return "ATK +" + .@s$ + "% against Wind monster"; case 46: return "Poison monster resistance +" + .@s$ + "%"; case 47: return "ATK +" + .@s$ + "% against Poison monster"; case 48: return "Holy monster resistance +" + .@s$ + "%"; case 49: return "ATK +" + .@s$ + "% against Holy monster"; case 50: return "Shadow monster resistance +" + .@s$ + "%"; case 51: return "ATK +" + .@s$ + "% against Shadow monster"; case 52: return "Ghost monster resistance +" + .@s$ + "%"; case 53: return "ATK +" + .@s$ + "% against Ghost monster"; case 54: return "Undead monster resistance +" + .@s$ + "%"; case 55: return "ATK +" + .@s$ + "% against Undead monster"; case 56: return "Neutral monster magic resistance +" + .@s$ + "%"; case 57: return "MATK +" + .@s$ + "% against Neutral monster"; case 58: return "Water monster magic resistance +" + .@s$ + "%"; case 59: return "MATK +" + .@s$ + "% against Water monster"; case 60: return "Earth monster magic resistance +" + .@s$ + "%"; case 61: return "MATK +" + .@s$ + "% against Earth monster"; case 62: return "Fire monster magic resistance +" + .@s$ + "%"; case 63: return "MATK +" + .@s$ + "% against Fire monster"; case 64: return "Wind monster magic resistance +" + .@s$ + "%"; case 65: return "MATK +" + .@s$ + "% against Wind monster"; case 66: return "Poison monster magic resistance +" + .@s$ + "%"; case 67: return "MATK +" + .@s$ + "% against Poison monster"; case 68: return "Holy monster magic resistance +" + .@s$ + "%"; case 69: return "MATK +" + .@s$ + "% against Holy monster"; case 70: return "Shadow monster magic resistance +" + .@s$ + "%"; case 71: return "MATK +" + .@s$ + "% against Shadow monster"; case 72: return "Ghost monster magic resistance +" + .@s$ + "%"; case 73: return "MATK +" + .@s$ + "% against Ghost monster"; case 74: return "Undead monster magic resistance +" + .@s$ + "%"; case 75: return "MATK +" + .@s$ + "% against Undead monster"; case 76: return "Armor element Neutral"; case 77: return "Armor element Water"; case 78: return "Armor element Earth"; case 79: return "Armor element Fire"; case 80: return "Armor element Wind"; case 81: return "Armor element Poison"; case 82: return "Armor element Holy"; case 83: return "Armor element Shadow"; case 84: return "Armor element Ghost"; case 85: return "Armor element Undead"; case 87: return "Formless monster resistance +" + .@s$ + "%"; case 88: return "Undead monster resistance +" + .@s$ + "%"; case 89: return "Brute monster resistance +" + .@s$ + "%"; case 90: return "Plant monster resistance +" + .@s$ + "%"; case 91: return "Insect monster resistance +" + .@s$ + "%"; case 92: return "Fish monster resistance +" + .@s$ + "%"; case 93: return "Demon monster resistance +" + .@s$ + "%"; case 94: return "Demihuman monster resistance +" + .@s$ + "%"; case 95: return "Angel monster resistance +" + .@s$ + "%"; case 96: return "Dragon monster resistance +" + .@s$ + "%"; case 97: return "ATK +" + .@s$ + "% against Formless monster"; case 98: return "ATK +" + .@s$ + "% against Undead monster"; case 99: return "ATK +" + .@s$ + "% against Brute monster"; case 100: return "ATK +" + .@s$ + "% against Plant monster"; case 101: return "ATK +" + .@s$ + "% against Insect monster"; case 102: return "ATK +" + .@s$ + "% against Fish monster"; case 103: return "ATK +" + .@s$ + "% against Demon monster"; case 104: return "ATK +" + .@s$ + "% against Demihuman monster"; case 105: return "ATK +" + .@s$ + "% against Angel monster"; case 106: return "ATK +" + .@s$ + "% against Dragon monster"; case 107: return "MATK +" + .@s$ + "% against Formless monster"; case 108: return "MATK +" + .@s$ + "% against Undead monster"; case 109: return "MATK +" + .@s$ + "% against Brute monster"; case 110: return "MATK +" + .@s$ + "% against Plant monster"; case 111: return "MATK +" + .@s$ + "% against Insect monster"; case 112: return "MATK +" + .@s$ + "% against Fish monster"; case 113: return "MATK +" + .@s$ + "% against Devil monster"; case 114: return "MATK +" + .@s$ + "% against Demihuman monster"; case 115: return "MATK +" + .@s$ + "% against Angel monster"; case 116: return "MATK +" + .@s$ + "% against Dragon monster"; case 117: return "CRIT +" + .@s$ + " against Formless monster"; case 118: return "CRIT +" + .@s$ + " against Undead monster"; case 119: return "CRIT +" + .@s$ + " against Brute monster"; case 120: return "CRIT +" + .@s$ + " against Plant monster"; case 121: return "CRIT +" + .@s$ + " against Insect monster"; case 122: return "CRIT +" + .@s$ + " against Fish monster"; case 123: return "CRIT +" + .@s$ + " against Demon monster"; case 124: return "CRIT +" + .@s$ + " against Demihuman monster"; case 125: return "CRIT +" + .@s$ + " against Angel monster"; case 126: return "CRIT +" + .@s$ + " against Dragon monster"; case 127: return "Pierces " + .@s$ + "% DEF of Formless monster"; case 128: return "Pierces " + .@s$ + "% DEF of Undead monster"; case 129: return "Pierces " + .@s$ + "% DEF of Brute monster"; case 130: return "Pierces " + .@s$ + "% DEF of Plant monster"; case 131: return "Pierces " + .@s$ + "% DEF of Insect monster"; case 132: return "Pierces " + .@s$ + "% DEF of Fish monster"; case 133: return "Pierces " + .@s$ + "% DEF of Demon monster"; case 134: return "Pierces " + .@s$ + "% DEF of Demihuman monster"; case 135: return "Pierces " + .@s$ + "% DEF of Angel monster"; case 136: return "Pierces " + .@s$ + "% DEF of Dragon monster"; case 137: return "Pierces " + .@s$ + "% MDEF of Formless monster"; case 138: return "Pierces " + .@s$ + "% MDEF of Undead monster"; case 139: return "Pierces " + .@s$ + "% MDEF of Brute monster"; case 140: return "Pierces " + .@s$ + "% MDEF of Plant monster"; case 141: return "Pierces " + .@s$ + "% MDEF of Insect monster"; case 142: return "Pierces " + .@s$ + "% MDEF of Fish monster"; case 143: return "Pierces " + .@s$ + "% MDEF of Demon monster"; case 144: return "Pierces " + .@s$ + "% MDEF of Demihuman monster"; case 145: return "Pierces " + .@s$ + "% MDEF of Angel monster"; case 146: return "Pierces " + .@s$ + "% MDEF of Dragon monster"; case 147: return "ATK +" + .@s$ + "% against Normal monster"; case 148: return "ATK +" + .@s$ + "% against Boss monster"; case 149: return "Normal monster resistance +" + .@s$ + "%"; case 150: return "Boss monster resistance +" + .@s$ + "%"; case 151: return "MATK +" + .@s$ + "% against Normal monster"; case 152: return "MATK +" + .@s$ + "% against Boss monster"; case 153: return "Pierces " + .@s$ + "% DEF of Normal monster"; case 154: return "Pierces " + .@s$ + "% DEF of Boss monster"; case 155: return "Pierces " + .@s$ + "% MDEF of Normal monster"; case 156: return "Pierces " + .@s$ + "% MDEF of Boss monster"; case 157: return "ATK +" + .@s$ + "% against Small size monster"; case 158: return "ATK +" + .@s$ + "% against Medium size monster"; case 159: return "ATK +" + .@s$ + "% against Large size monster"; case 160: return "Small monster resistance +" + .@s$ + "%"; case 161: return "Medium monster resistance +" + .@s$ + "%"; case 162: return "Large monster resistance +" + .@s$ + "%"; case 163: return "Nullify weapon's DMG size penalty"; case 164: return "Critical attack +" + .@s$ + "%"; case 165: return "Critical DMG -" + .@s$ + "%"; case 166: return "Long range physical attack +" + .@s$ + "%"; case 167: return "Long range physical DMG -" + .@s$ + "%"; case 168: return "Healing skills +" + .@s$ + "%"; case 169: return "Restoration gained from Healing skills +" + .@s$ + "%"; case 170: return "Variable cast time -" + .@s$ + "%"; case 171: return "After cast delay -" + .@s$ + "%"; case 172: return "Reduces SP cost by " + .@s$ + "%"; case 175: return "Weapon element Neutral"; case 176: return "Weapon element Water"; case 177: return "Weapon element Earth"; case 178: return "Weapon element Fire"; case 179: return "Weapon element Wind"; case 180: return "Weapon element Poison"; case 181: return "Weapon element Holy"; case 182: return "Weapon element Shadow"; case 183: return "Weapon element Ghost"; case 184: return "Weapon element Undead"; case 185: return "Indestructible in battle"; case 186: return "Indestructible in battle"; case 187: return "MATK against Small size monster +" + .@s$ + "%"; case 188: return "MATK against Medium size monster +" + .@s$ + "%"; case 189: return "MATK against Large size monster +" + .@s$ + "%"; case 190: return "Small monster magic resistance +" + .@s$ + "%"; case 191: return "Medium monster magic resistance +" + .@s$ + "%"; case 192: return "Large monster magic resistance +" + .@s$ + "%"; case 193: return "Elemental attacks resistance +" + .@s$ + "%"; case 194: return "Formless monster resistance +" + .@s$ + "%"; case 195: return "Undead monster resistance +" + .@s$ + "%"; case 196: return "Brute monster resistance +" + .@s$ + "%"; case 197: return "Plant monster resistance +" + .@s$ + "%"; case 198: return "Insect monster resistance +" + .@s$ + "%"; case 199: return "Fish monster resistance +" + .@s$ + "%"; case 200: return "Demon monster resistance +" + .@s$ + "%"; case 201: return "Demihuman monster resistance +" + .@s$ + "%"; case 202: return "Angel monster resistance +" + .@s$ + "%"; case 203: return "Dragon monster resistance +" + .@s$ + "%"; case 206: return "Demi-Human players resistance + " + .@s$ + "%"; case 207: return "Doram players resistance +" + .@s$ + "%"; case 208: return "ATK against Demi-Human players +" + .@s$ + "%"; case 209: return "ATK against Doram players +" + .@s$ + "%"; case 210: return "MATK against Demi-Human players +" + .@s$ + "%"; case 211: return "MATK against Doram players +" + .@s$ + "%"; case 212: return "Critical +" + .@s$ + " for Demi-Human players"; case 213: return "Critical +" + .@s$ + " for Doram players"; case 214: return "Pierces " + .@s$ + "% DEF of Demi-Human players"; case 215: return "Pierces " + .@s$ + "% DEF of Doram players"; case 216: return "Pierces " + .@s$ + "% MDEF of Demi-Human players"; case 217: return "Pierces " + .@s$ + "% MDEF of Doram players"; case 218: return "Received reflected DMG -" + .@s$ + "%"; case 219: return "Melee physical DMG +" + .@s$ + "%"; case 220: return "Melee physical DMG -" + .@s$ + "%"; case 221: return "Neutral elemental magic skill DMG +" + .@s$ + "%"; case 222: return "Water elemental magic skill DMG +" + .@s$ + "%"; case 223: return "Earth elemental magic skill DMG +" + .@s$ + "%"; case 224: return "Fire elemental magic skill DMG +" + .@s$ + "%"; case 225: return "Wind elemental magic skill DMG +" + .@s$ + "%"; case 226: return "Poison elemental magic skill DMG +" + .@s$ + "%"; case 227: return "Holy elemental magic skill DMG +" + .@s$ + "%"; case 228: return "Shadow elemental magic skill DMG +" + .@s$ + "%"; case 229: return "Ghost elemental magic skill DMG +" + .@s$ + "%"; case 230: return "Undead elemental magic skill DMG +" + .@s$ + "%"; case 231: return "All elemental magic skill DMG +" + .@s$ + "%"; case 232: return "EXP gained from Formless race +" + .@s$ + "%"; case 233: return "EXP gained from Undead race +" + .@s$ + "%"; case 234: return "EXP gained from Brute race +" + .@s$ + "%"; case 235: return "EXP gained from Plant race +" + .@s$ + "%"; case 236: return "EXP gained from Insect race +" + .@s$ + "%"; case 237: return "EXP gained from Fish race +" + .@s$ + "%"; case 238: return "EXP gained from Demon race +" + .@s$ + "%"; case 239: return "EXP gained from Demi-Human race +" + .@s$ + "%"; case 240: return "EXP gained from Angel race +" + .@s$ + "%"; case 241: return "EXP gained from Dragon race +" + .@s$ + "%"; case 242: return "EXP gained from all races +" + .@s$ + "%"; case 243: return "POW + " + .@s$; case 244: return "SPL + " + .@s$; case 245: return "STA + " + .@s$; case 246: return "WIS + " + .@s$; case 247: return "CON + " + .@s$; case 248: return "CRT + " + .@s$; case 249: return "P.ATK + " + .@s$; case 250: return "S.MATK + " + .@s$; case 251: return "RES + " + .@s$; case 252: return "MRES + " + .@s$; case 253: return "H.PLUS + " + .@s$; case 254: return "C.RATE + " + .@s$; default: return "Unknow Random Option"; } }
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