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Kozima

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Posts posted by Kozima

  1. hello Rathena master, 

     

    i have a problem with my server, btw im using Rathena SVN r17704 on my server, 

     

    i make 100% Reduce Demi Human on my server,

    if i hit that them the damage is Null or Miss

     

    can all of you help my problem???

     

    i want to make Reduce like this, if reduce 100% the damage still in, 

     

    i will put video to preview, but not now

     

    thanks before

     

     

  2. - script ItemGiver 1,{
    OnPCLoginEvent:
    if(!#givenStartItems) {
    set #givenStartItems, 1;
    //=== Freebies
    getitem <item_id>, <quantity>;
    }
    end;
    }
    

    thnx in advance

     

    - script ItemGiver 1,{
    OnPCLoginEvent:
    if(!#givenStartItems) {
    set #givenStartItems, 1;
    //=== Freebies
    getitem <item_id>, <quantity>;
    getitem <item_id>, <quantity>;
    getitem <item_id>, <quantity>;
    getitem <item_id>, <quantity>;
    }
    end;
    }
    

    Like this??

    • Upvote 1
  3.  

    Well you could use this unorthodox method to preserve the code if you decide to revert the changes. Then don't forget to compile again.

     

    src/map/status.c

    		case SC_STONEHARDSKIN:
    			if( sd )
    				val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
    			break;
    

    change to

    		case SC_STONEHARDSKIN:
    			if( sd )
    				val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) * 0; // DEF/MDEF Increase
    			break;
    

     

     

    thanks for replay Isaiah ,

     

    i will try it first

     

    thanks for help ^_^

  4. src/map/skill.c

    	case RK_STONEHARDSKIN:
    		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
    		{
    			int heal = sstatus->hp / 5; // 20% HP
    			if( status_charge(bl,heal,0) )
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    

    src/map/status.c

    		case SC_STONEHARDSKIN:
    			if( sd )
    				val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
    			break;
    

    src/map/battle.c

    		if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
    			sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
    			if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
    				sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
    			else
    				skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
    			if( sce->val2 <= 0 )
    				status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
    		}
    

    where to delete def and mdef of STONEHARDSKIN

  5. try this

     

     

    Change this

    	case SC_FREEZE:
    			sc_def = status->mdef*100;
    			sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
    			tick_def2 = status_src->mdef*-10; // Caster can increase final duration with luk
    			break;
    

    to this

    	if (status->luk == 150)
            return 0;
                sc_def = status->mdef*100;
                sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
                tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
                break;
    

    and then , recompile your server

  6. hello good day...

     

    please help with this item ...

    12733,Runstone_Hagalas,Hagalaz Rune,11,100,,100,,,,,0xFFFFFFFF,8,2,,,,,,{ itemskill "RK_STONEHARDSKIN",1; },{},{}
    
    
    	Cast 'Stonehard Skin' changing your skin into a solid shell for 3 minutes. Has a chance of destroying weapons of attacking enemies.
    Consumes 25% of your HP and this skin possesses the same amount of HP consumed.
    It disappears when all the HP is consumed.
    For monsters, it decreases 25% of Atk for 10 seconds at a fixed rate.
    This skill cannot be used for a boss monster.
    

    on my server if Rune Knight use that stone, def going to 127 and mdef going 127

     

    How to erase that Def and Mdef ?

     

    Sorry for my bad english

     

    Please Help 

     

    Thanks a lot

  7. Help With Shadow Casher : Feint Bomb Skill didn't effect

     

    src/map/battle.c

    		case SC_FEINTBOMB:
    			skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
    			RE_LVL_DMOD(120);
    			break;
    

    This skill didn't get "BANG" , just Backslide Skill

     

    Thanks for helping

  8. please help me with this skill

    2008,9,6,2,3,0x2,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0,0,weapon,0,0x0,    RK_DRAGONBREATH,Dragon Breath 

    Dragon Breath skill, effect with Card, like stormy knight card, and thanatos card

     

    how to make it, didn't effect with card??

     

     

    src/map/battle.c

            //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
            switch(skill_id) {
                case RK_DRAGONBREATH:
                case RK_DRAGONBREATH_WATER:
                    if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
                        wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
                        if(is_attack_left_handed(src, skill_id))
                            wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
                    }
                    break;
                default:
                    wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
                    if( is_attack_left_handed(src, skill_id ))
                        wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
                    break;
    

    thanks for helping 

  9. please help me with this skill

    2008,9,6,2,3,0x2,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0,0,weapon,0,0x0,	RK_DRAGONBREATH,Dragon Breath
    

    Dragon Breath skill, effect with Card, like stormy knight card, and thanatos card

     

    how to make it, didn't effect with card??

     

    thanks for helping 

    		//Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
    		switch(skill_id) {
    			case RK_DRAGONBREATH:
    			case RK_DRAGONBREATH_WATER:
    				if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
    					wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
    					if(is_attack_left_handed(src, skill_id))
    						wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
    				}
    				break;
    			default:
    				wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
    				if( is_attack_left_handed(src, skill_id ))
    					wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
    				break;
    
  10. Please Help

     

    On my server  Millenium Shield Skill got error

    2011,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0,0x0,	RK_MILLENNIUMSHIELD,Millenium Shield
    

    On Official :

    Casts 'Millennium Shield' randomly summoning 2~4 magic shields. 
    This shield has the same Def and Mdef as the person casting and has 1000 HP.

     

    But on my server Random 10 -15 Hit

     

    Can all of you help me to Fix this???

     

    Thanks a lot 

     

     

     

  11. Hello Rathena Master

     

    Can i Request Script

     

    Like Custom Enchant Script

     

    The Function Like This

     

    Can Enchant : - Upper Custom

                     - Middle Custom 

                     - Lower Custom

    Only 1 Slot 

     

    Chance : 100%

     

    Using : 7227 ( TCG Card ) to enchant

     

    Using Official Stone Like This

    switch (rand(1,.@failrate)) {
    			case 1: set .@addpart,4702;break;
    			case 2: set .@addpart,4712;break;
    			case 3: set .@addpart,4722;break;
    			case 4: set .@addpart,4732;break;
    			case 5: set .@addpart,4742;break;
    			case 6: set .@addpart,4752;break;
    			case 7:
    			case 8: set .@addpart,4701;break;
    			case 9:
    			case 10: set .@addpart,4711;break;
    			case 11:
    			case 12: set .@addpart,4721;break;
    			case 13:
    			case 14: set .@addpart,4731;break;
    			case 15:
    			case 16: set .@addpart,4741;break;
    			case 17:
    			case 18: set .@addpart,4751;break;
    			case 19:
    			case 20:
    			case 21: set .@addpart,4700;break;
    			case 22:
    			case 23:
    			case 24: set .@addpart,4710;break;
    			case 25:
    			case 26:
    			case 27: set .@addpart,4720;break;
    			case 28:
    			case 29:
    			case 30: set .@addpart,4730;break;
    			case 31:
    			case 32:
    			case 33: set .@addpart,4740;break;
    			case 34:
    			case 35:
    			case 36: set .@addpart,4750;break;
    			default:
    

    Please Help me

     

    Thanks a Lot

  12. Please Help me to edit this script

    //===== rAthena Script ============================================
    //= Enchantment System
    //===== By: =======================================================
    //= Kenedos
    //===== Current Version: ==========================================
    //= 1.0
    //===== Compatible With: ==========================================
    //= rAthena SQL/TXT
    //===== Description: ==============================================
    //= Uses the 2nd, 3rd and 4th slot on armors (headgears, footgears
    //= garments, shields and armors) to add extra bonus status and
    //= diverse attributes.
    //===== Topic =====================================================
    //= Unknown
    //===== Additional Comments: ======================================
    //= BE WARNED : The use of decarder NPCs, Sign your Name on items
    //= NPCs and any other kind of NPC that make use of the extra armor
    //= slots will bug this whole system. Also make sure every armor
    //= in your server only have 1 slot at max, otherwise it will also
    //= cause unexpected behaviour.
    //=
    //= If you wish to change the GM level to access the command menu,
    //= just find the command "getgmlevel()" in this script.
    //= It is located a few lines bellow the header.
    //=
    //= If you wish to change the cost for the Power Stones, look for
    //= the "MvP Power Stone Conversion Table" in the end of the script.
    //=================================================================
    
    prt_in,56,60,3	script	Special Enchanter#r1	64,{
    
    	mes "["+strnpcinfo(1)+"]";
    	if (Sex)
    		mes "Hello sir ^0000FF"+strcharinfo(0)+"^000000, how may I help you?";
    	else
    		mes "Hello lady ^0000FF"+strcharinfo(0)+"^000000, how may I help you?";
    	next;
    	if (getgmlevel() < 80)
    		set .@menu, select("Enchant:Information:Trade MvP Misc Items");
    	else {
    		set .@menu, select("Enchant:Information:Trade MvP Misc Items:^FF0000GM Special Enchant^000000");
    		if (.@menu == 4) {
    			set .@gmlevel, 1;
    			goto L_EnchantLoc;
    		}
    	}
    	if (.@menu == 2) {
    		mes "["+strnpcinfo(1)+"]";
    		mes "Aah so you are looking information about the ^009900New Special Enchantment System^000000? Very well, I shall answer you. What's the matter?";
    		next;
    		while (1) {
    			set .@menu, select("Prices:General:Chances:Bonuses:MvP Special Enchanting");
    			if (.@menu == 2) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The ^009900Special Enchantment System^000000 is rather simple, first, you show me your currently equipped gear, then I will show you a list of everything I can try to enchant.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "I can only work on ^FF0000Armors^000000, ^FF0000Footgears^000000, ^FF0000Upper Headgears^000000, ^FF0000Garments^000000 and ^FF0000Shields.^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Each refine attempt will cost you some ^0000FFZeny^000000, depending on which slot you wish to try. You can have three enchantments at total per equipment piece, one in each slot.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Enchantments in the ^0000FFSame Slot^000000 will ^FF0000Overplace^000000 currently existing ones, so be carefull not to choose the wrong slot!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Enchantments obviously, give you bonuses such as statuses, Hp, Sp, and many other bonuses depending on what type of enchantment you choose.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "You can choose an enchantment for a specific type of class, but not necessarily that enchantment will be restricted only to that class. After choosing a class, the specific enchantment will be given randomly.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "You can collect ^009900MvP Special Misc Items^000000 to trade them in for better enchantments, or making you able to choose one enchantment instead of giving it randomly. But be aware, those type of enchantments will be more costy!";
    				next;
    			}
    			else if (.@menu == 1) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The prices depend on which enchanting slot you pick.";
    				mes "1st Slot - ^0000FF500,000z^000000";
    				mes "2nd Slot - ^0000FF1,000,000z^000000";
    				mes "3rd Slot - ^0000FF2,000,000z^000000";
    				mes "MvP Special Enchanting - ^0000FF10,000,000z^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Note that the MvP Special Enchanting does not depend on the slot number, it's a fixed price.";
    				mes "If an enchantment fail, I'm sorry but you won't be refunded.";
    				next;
    			}
    			else if (.@menu == 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The chances depend on which enchanting slot you pick.";
    				mes "1st Slot - ^0000FF80% Success^000000";
    				mes "2nd Slot - ^0000FF70% Success^000000";
    				mes "3rd Slot - ^0000FF60% Success^000000";
    				mes "MvP Special Enchanting - ^0000FF50% Success^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^0000FFAttention^000000, when an enchantment fail, the equipment will be completely ^0000FFDestroyed^000000.";
    				mes "The MvP Special Enchanting has a fixed chance, that means, even if you attempt to do it in the first slot, the chance will always be 50%.";
    				next;
    			}
    			else if (.@menu == 4) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Once you succeed enchanting, you will get a bonus for the slot you chose. Upon choosing a class, the chance to get each random bonus for that class is exactly the same.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "The class type just helps you getting a good bonus for you, but you are not obligated to follow it. Every class can benefit from every class bonus. Now, Tell me a class, and i'll show you the available bonuses for it.";
    				next;
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    				if (.@menu2 == 1) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFSwordman STR+1^000000";
    					mes "^0000FFSwordman STR+2^000000";
    					mes "^0000FFSwordman VIT+1^000000";
    					mes "^0000FFSwordman VIT+2^000000";
    					mes "^0000FFSwordman VIT+3^000000";
    					mes "^0000FFSwordman STR+1/VIT+1^000000";
    					mes "^0000FFSwordman STR+2/VIT+1^000000";
    					mes "^0000FFSwordman STR+1/VIT+2^000000";
    					mes "^0000FFSwordman MHp+1%^000000";
    					mes "^0000FFSwordman MHp+2%^000000";
    					mes "^0000FFSwordman ATK+5^000000";
    					mes "^0000FFSwordman ATK+10^000000";
    					mes "^0000FFSwordman ATK+15^000000";
    					mes "^0000FFSwordman PhysicalReduction+1%^000000";
    					mes "^0000FFSwordman Damage+1%^000000";
    					mes "^0000FFSwordman Damage+2%^000000";
    					mes "^0000FFSwordman DEF+1^000000";
    					mes "^0000FFSwordman DEF+2^000000";
    					next;
    				}
    				else if (.@menu2 == 2) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFMage INT+1^000000";
    					mes "^0000FFMage INT+2^000000";
    					mes "^0000FFMage INT+3^000000";
    					mes "^0000FFMage DEX+1^000000";
    					mes "^0000FFMage DEX+2^000000";
    					mes "^0000FFMage INT+1/DEX+1^000000";
    					mes "^0000FFMage INT+1/DEX+2^000000";
    					mes "^0000FFMage INT+2/DEX+1^000000";
    					mes "^0000FFMage MSp+1%^000000";
    					mes "^0000FFMage MSp+2%^000000";
    					mes "^0000FFMage MSp+3%^000000";
    					mes "^0000FFMage Matk+1%^000000";
    					mes "^0000FFMage Matk+2%^000000";
    					mes "^0000FFMage Cast-2%^000000";
    					mes "^0000FFMage Cast-4%^000000";
    					mes "^0000FFMage MdefIgnore+1%^000000";
    					mes "^0000FFMage MdefIgnore+2%^000000";
    					mes "^0000FFMage MDEF+1^000000";
    					mes "^0000FFMage MDEF+2^000000";
    					mes "^0000FFMage MDEF+3^000000";
    					next;
    				}
    				else if (.@menu2 == 3) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFThief AGI+1^000000";
    					mes "^0000FFThief AGI+2^000000";
    					mes "^0000FFThief AGI+3^000000";
    					mes "^0000FFThief LUK+1^000000";
    					mes "^0000FFThief LUK+2^000000";
    					mes "^0000FFThief AGI+1/LUK+1^000000";
    					mes "^0000FFThief AGI+1/LUK+2^000000";
    					mes "^0000FFThief AGI+2/LUK+1^000000";
    					mes "^0000FFThief CRIT+2^000000";
    					mes "^0000FFThief CRIT+4^000000";
    					mes "^0000FFThief CRIT+6^000000";
    					mes "^0000FFThief FLEE+3^000000";
    					mes "^0000FFThief FLEE+6^000000";
    					mes "^0000FFThief FLEE+9^000000";
    					mes "^0000FFThief Damage+2%/MHp-1%^000000";
    					mes "^0000FFThief Damage+4%/MHp-2%^000000";
    					mes "^0000FFThief P.Dodge+1^000000";
    					mes "^0000FFThief P.Dodge+2^000000";
    					mes "^0000FFThief ASPD+1%^000000";
    					mes "^0000FFThief ASPD+2%^000000";
    					mes "^0000FFThief ASPD+3%^000000";
    					next;
    				}
    				else if (.@menu2 == 4) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFArcher DEX+1^000000";
    					mes "^0000FFArcher DEX+2^000000";
    					mes "^0000FFArcher DEX+3^000000";
    					mes "^0000FFArcher AGI+1^000000";
    					mes "^0000FFArcher AGI+2^000000";
    					mes "^0000FFArcher AGI+3^000000";
    					mes "^0000FFArcher AGI+1/DEX+1^000000";
    					mes "^0000FFArcher AGI+1/DEX+2^000000";
    					mes "^0000FFArcher AGI+2/DEX+1^000000";
    					mes "^0000FFArcher CRIT+1^000000";
    					mes "^0000FFArcher CRIT+2^000000";
    					mes "^0000FFArcher CRIT+3^000000";
    					mes "^0000FFArcher FLEE+3^000000";
    					mes "^0000FFArcher FLEE+6^000000";
    					mes "^0000FFArcher FLEE+9^000000";
    					mes "^0000FFArcher BowDamage+2%^000000";
    					mes "^0000FFArcher BowDamage+3%^000000";
    					mes "^0000FFArcher Hit+2^000000";
    					mes "^0000FFArcher Hit+4^000000";
    					mes "^0000FFArcher Hit+6^000000";
    					mes "^0000FFArcher ASPD+1%^000000";
    					mes "^0000FFArcher ASPD+2%^000000";
    					next;
    				}
    				else if (.@menu2 == 5) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFMerchant STR+1^000000";
    					mes "^0000FFMerchant STR+2^000000";
    					mes "^0000FFMerchant STR+3^000000";
    					mes "^0000FFMerchant VIT+1^000000";
    					mes "^0000FFMerchant AGI+1^000000";
    					mes "^0000FFMerchant AGI+2^000000";
    					mes "^0000FFMerchant STR+1/AGI+1/VIT+1^000000";
    					mes "^0000FFMerchant STR+2/AGI+1/VIT+1^000000";
    					mes "^0000FFMerchant STR+1/AGI+2/VIT+1^000000";
    					mes "^0000FFMerchant MHp+1%^000000";
    					mes "^0000FFMerchant ATK+3/STR+1^000000";
    					mes "^0000FFMerchant ATK+6/STR+1^000000";
    					mes "^0000FFMerchant ATK+9/STR+2^000000";
    					mes "^0000FFMerchant Greed1^000000";
    					mes "^0000FFMerchant Greed2^000000";
    					mes "^0000FFMerchant Greed3^000000";
    					mes "^0000FFMerchant FireResist+3%^000000";
    					mes "^0000FFMerchant FireResist+6%^000000";
    					mes "^0000FFMerchant EarthResist+2%^000000";
    					mes "^0000FFMerchant EarthResist+4%^000000";
    					mes "^0000FFMerchant ASPD+1%^000000";
    					mes "^0000FFMerchant ASPD+2%^000000";
    					next;
    				}
    				else if (.@menu2 == 6) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFAcolyte INT+1^000000";
    					mes "^0000FFAcolyte INT+2^000000";
    					mes "^0000FFAcolyte VIT+1^000000";
    					mes "^0000FFAcolyte VIT+2^000000";
    					mes "^0000FFAcolyte DEX+1^000000";
    					mes "^0000FFAcolyte INT+1/DEX+1/VIT+1^000000";
    					mes "^0000FFAcolyte INT+1/DEX+1/VIT+2^000000";
    					mes "^0000FFAcolyte INT+2/DEX+1/VIT+1^000000";
    					mes "^0000FFAcolyte MHp+1%^000000";
    					mes "^0000FFAcolyte MSp+1%^000000";
    					mes "^0000FFAcolyte MSp+2%^000000";
    					mes "^0000FFAcolyte Matk+1%^000000";
    					mes "^0000FFAcolyte Heal+2%^000000";
    					mes "^0000FFAcolyte Heal+3%^000000";
    					mes "^0000FFAcolyte Heal+4%^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+1^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+2^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+3^000000";
    					mes "^0000FFAcolyte SPRegen1/INT+1^000000";
    					mes "^0000FFAcolyte SPRegen2/INT+1^000000";
    					mes "^0000FFAcolyte SPRegen3/INT+1^000000";
    					mes "^0000FFAcolyte PhysicalReduction+1%^000000";
    					mes "^0000FFAcolyte RangedReduction+1%^000000";
    					mes "^0000FFAcolyte RangedReduction+2%^000000";
    					next;
    				}
    			}
    			else if (.@menu == 5) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "So you are talking about big stuff now, eh? ^009900MvP Special Enchanting^000000 is very difficult for me, therefore ^FF0000Any^000000 MvP Special enchantments will have a fixed price of 5,000,000z and a (80% - 10% * Slot Number) chance of success.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "That means, it doesn't matter if it's in the first, second or third slots, the chance will always be the same. As well as the price.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Oh and I almost forgot, obviously, you must bring me the ^009900MvP Special Misc Items^000000, so I can trade them for ^0000FFUnique Power Stones^000000.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Those ^0000FFUnique Power Stones^000000 are made from the extract of an MvP's power, meaning the more powerful the MvP is, the more ^0000FFUnique Power Stones^000000 it can give you.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Here, I'll give you a list of every ^009900MvP Special Misc Items^000000 you can get, as well as how many ^0000FFUnique Power Stones^000000 they would give you...";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^009900U.P.S^000000 = ^0000FFUnique Power Stones^000000";
    				callfunc("c_enchant_mvplist",1);
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "So now you must be wondering what you can do with those stones, well it's simple. Each ^0000FFUnique Power Stone^000000 can be traded for one normal enchantment, but by using a power stone, you can choose the specific enchantment!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "That means, you can choose precisely what you want, meaning if you had enough power stones, you could have all the best enchantments you could ever get!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "But not just that, the ^0000FFUnique Power Stones^000000 magic are so strong, that if you get ^FF0000Three^000000 of them together, you can try to make a ^0000FFMvP Unique Enchantment^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "The chance is (60% - 10% * Slot Number) and zeny cost for those enchantments is always 1000000z, no matter the slot. The biggest difference is that their given bonus is completely different from the rest.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "If it succeeds, it will give you one of the following bonuses, note that the bonuses cannot be chosen specifically this time! They will be given randomly!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^0000FFUnique MHp+4%/MSp+4%^000000";
    				mes "^0000FFUnique MHp+6%/MSp+6%^000000";
    				mes "^0000FFUnique STR+3/VIT+3/DEX+3^000000";
    				mes "^0000FFUnique STR+3/AGI+3/LUK+3^000000";
    				mes "^0000FFUnique DEX+3/VIT+3/LUK+3^000000";
    				mes "^0000FFUnique INT+3/VIT+3/DEX+3^000000";
    				mes "^0000FFUnique INT+3/STR+3/AGI+3^000000";
    				mes "^0000FFUnique DEF+4/MDEF+4^000000";
    				mes "^0000FFUnique DEF+6/MDEF+6^000000";
    				mes "^0000FFUnique Damage Reflect5%^000000";
    				mes "^0000FFUnique Damage Reflect7%^000000";
    				mes "^0000FFUnique P.Damage+5%/MATK+5%^000000";
    				mes "^0000FFUnique P.Damage+7%/MATK+7%^000000";
    				mes "^0000FFUnique Skill/Spell Delay-7%^000000";
    				mes "^0000FFUnique Skill/Spell Delay-9%^000000";
    				mes "^0000FFUnique DEF/MDEF Ignore+3%^000000";
    				mes "^0000FFUnique DEF/MDEF Ignore+6%^000000";
    				mes "^0000FFUnique ASPD+5%/Cast Time-5%^000000";
    				mes "^0000FFUnique ASPD+7%/Cast Time-7%^000000";
    				mes "^0000FFUnique Skill/Spell Sp Cost-5%^000000";
    				mes "^0000FFUnique Skill/Spell Sp Cost-7%^000000";
    				next;
    			}
    		}
    	}
    	else if (.@menu == 3) {
    		
    		callfunc("c_enchant_mvplist",0);
    		mes "["+strnpcinfo(1)+"]";
    		mes "There, I gave you all the power stones I could, please come back with more ^009900MvP Misc Items^000000 later!";
    		close;
    		
    	}
    	else if (.@menu == 1) {
    	
    		L_EnchantLoc:
    		mes "["+strnpcinfo(1)+"]";
    		mes "Select an equipment first, then I'll ask you the ^FF0000Enchantment Type^000000, ^FF0000Class Type^000000 (If necessary), ^0000FFSlot Number^000000, and give you the final ^009900Zeny Cost^000000 for my services.";
    		next;
    		setarray .@position$[1], "Headgear","Armor","Shield","Invalid","Garment","Footgear";
    		set .@menu$,"";
    		deletearray .@arr;
    		set .@j, 1;
    		for( set .@i,1; .@i <= 6; set .@i,.@i+1 )
    		{
    			if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields
    				set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
    				set .@arr[.@j], .@i;
    				set .@j, .@j + 1;
    				set .@menu$, .@menu$ + ":";
    			}
    			if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3)) {
    				set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
    				set .@arr[.@j], .@i;
    				set .@j, .@j + 1;
    				set .@menu$, .@menu$ + ":";
    			}
    
    			
    		}
    		
    		if (.@menu$ == "") {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Errr wait. Oh Sorry but you must have armors equipped to enchant them!";
    			close;
    		}
    		
    		// Calibrating menu
    		set .@part, select(.@menu$);
    		if (.@arr[.@part] == 1)
    			set .@part, 1;
    		else if (.@arr[.@part] == 2)
    			set .@part, 2;
    		else if (.@arr[.@part] == 3)
    			set .@part, 3;
    		else if (.@arr[.@part] == 5)
    			set .@part, 5;
    		else if (.@arr[.@part] == 6)
    			set .@part, 6;
    			
    		if (.@gmlevel) goto L_SelectSlot;
    		
    		// Selecting Types
    		set .@menu, select("Normal Enchantment:MvP Special Enchantment");
    		if (.@menu == 1) {
    			set .@enchant_type, 0;
    		}
    		else {
    			set .@menu, select ("Specific Normal Enchant:Random Unique Enchant");
    			if (.@menu == 1)
    				set .@enchant_type,1;
    			else
    				set .@enchant_type,2;
    		}
    		
    		// Class Types
    		if (.@enchant_type == 0)
    			set .@class_type, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    		
    		
    		// Selecting Slots
    		L_SelectSlot:
    		set .@slot_num, 0;
    		set .@slot_num, select("1st Slot:2nd Slot:3rd Slot");
    		if ((.@slot_num <= 0) || (.@slot_num > 3)) {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Sorry but you must select a valid slot number.";
    			close;
    		}
    		
    		// Gm Option Select
    		if (.@gmlevel) set .@enchant_type, 1;
    		
    		// Special Specific Enchant Selection
    		if (.@enchant_type == 1) {
    			L_SelectEnc:
    			mes "["+strnpcinfo(1)+"]";
    			mes "Please now select the specific enchantment. First you choose the class type, then you select the specific enchant.";
    			next;
    			set .@menu$, "";
    			set .@selected_bonus, 0;
    			if (.@gmlevel) {
    				
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte:^FF0000MvP Special Enchant^000000");
    				if (.@menu2 == 7) {
    					set .@menu$, "^0000FFUnique MHp+4%/MSp+4%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique MHp+6%/MSp+6%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique STR+3/VIT+3/DEX+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique STR+3/AGI+3/LUK+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEX+3/VIT+3/LUK+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique INT+3/VIT+3/DEX+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique INT+3/STR+3/AGI+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF+4/MDEF+4^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF+6/MDEF+6^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+5%/MATK+5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+7%/MATK+7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-9%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+3%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+6%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique ASPD+5%/Cast Time-5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique ASPD+7%/Cast Time-7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-7%^000000";
    					set .@selected_bonus, select(.@menu$) + 25126;
    					next;
    				}
    			}
    			else {
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    			}
    			if (.@menu2 == 1) {
    				set .@menu$, "^0000FFSwordman STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+2/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman MHp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+5^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+10^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+15^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman PhysicalReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman Damage+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman Damage+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman DEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman DEF+2^000000";
    				set .@selected_bonus, select(.@menu$) + 24999;
    				next;
    			}
    			else if (.@menu2 == 2) {
    				set .@menu$, "^0000FFMage INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+2/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Matk+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Matk+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Cast-2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Cast-4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+3^000000";
    				set .@selected_bonus, select(.@menu$) + 25017;
    				next;
    			}
    			else if (.@menu2 == 3) {
    				set .@menu$, "^0000FFThief AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief LUK+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+2/LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+4^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+9^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief Damage+2%/MHp-1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief Damage+4%/MHp-2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+3%^000000";
    				set .@selected_bonus, select(.@menu$) + 25037;
    				next;
    			}
    			else if (.@menu2 == 4) {
    				set .@menu$, "^0000FFArcher DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher DEX+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+2/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+9^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+4^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher ASPD+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25058;
    				next;
    			}
    			else if (.@menu2 == 5) {
    				set .@menu$, "^0000FFMerchant STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+2/AGI+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+2/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+3/STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+6/STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+9/STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+6%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25080;
    				next;
    			}
    			else if (.@menu2 == 6) {
    				set .@menu$, "^0000FFAcolyte INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2/DEX+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Matk+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen1/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen2/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen3/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte PhysicalReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25102;
    				next;
    			}
    			set .@selected_enchant, .@menu;
    			set .@menu, 0;
    		}
    		
    		// Giving Zeny Cost, and Chance
    		set .@equip_cardid, getequipcardid(.@part,(4 - .@slot_num));
    		set .@itemid, getequipid(.@part);
    		if (countitem(.@itemid) > 1) {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding.";
    			close;
    		}
    		mes "["+strnpcinfo(1)+"]";
    		if (.@equip_cardid <= 0)
    			mes "So far so good, please confirm your enchantment.";
    		else
    			mes "Please confirm your enchantment. ^FF0000Overplaced old effects will be lost^000000";
    			
    		// First Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 0) {
    		
    			// Confirmation
    			// The random bonus is given before the actual success... But it's hidden, obviously.
    			if (.@class_type == 1) { set .@class_type$, "Swordman"; set .@rand_bonus, rand(25000,25017); }
    			else if (.@class_type == 2) { set .@class_type$, "Mage"; set .@rand_bonus, rand(25018,25037); }
    			else if (.@class_type == 3) { set .@class_type$, "Thief"; set .@rand_bonus, rand(25038,25058); }
    			else if (.@class_type == 4) { set .@class_type$, "Archer"; set .@rand_bonus, rand(25059,25080); }
    			else if (.@class_type == 5) { set .@class_type$, "Merchant"; set .@rand_bonus, rand(25081,25102); }
    			else if (.@class_type == 6) { set .@class_type$, "Acolyte"; set .@rand_bonus, rand(25103,25126); }
    			if (.@slot_num == 1) set .@zeny_cost, 500000;
    			else if (.@slot_num == 2) set .@zeny_cost, 1000000;
    			else if (.@slot_num == 3) set .@zeny_cost, 2000000;
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+(90 - (10*.@slot_num))+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			mes "^0000FFClass Type^000000 = "+.@class_type$;
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",3;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > (90 - (10*.@slot_num))) {
    				specialeffect2 306;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore.";
    				set Zeny, Zeny - .@zeny_cost;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				mes "["+strnpcinfo(1)+"]";
    				mes "Ha! There you go, your brand new enchanted equipment!";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				delitem .@itemid,1;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    		
    		// Second Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 1) {
    		
    			// Confirmation
    			if (.@gmlevel)
    				set .@zeny_cost, 1;
    			else
    				set .@zeny_cost, 5000000;
    			if (.@gmlevel)
    				set .@chance, 100;
    			else
    				set .@chance, (80 - (10*.@slot_num));
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+.@chance+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			if (!.@gmlevel)
    				mes "^0000FFUnique Power Stones^000000 = 1 Consumed";
    			mes "^0000FFSelected Enchantment^000000 = "+getitemname(.@selected_bonus);
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			if ((countitem(30000) < 1) && (!.@gmlevel)) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",3;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if ( (countitem(30000) < 1) && (!.@gmlevel) ) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > .@chance) {
    				specialeffect2 306;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore.";
    				set Zeny, Zeny - .@zeny_cost;
    				if (!.@gmlevel)
    					delitem 30000,1;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				set .@rand_bonus, .@selected_bonus;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Ha! There you go, your brand new enchanted equipment!";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				delitem .@itemid,1;
    				if (!.@gmlevel)
    					delitem 30000,1;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    		
    		// Third Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 2) {
    		
    			// Confirmation
    			set .@zeny_cost, 10000000;
    			set .@chance, (60 - (10*.@slot_num));
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+.@chance+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			mes "^0000FFUnique Power Stones^000000 = 3 Consumed";
    			mes "^009900Unique MvP Random Enchantment^000000";
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			
    			if (countitem(30000) < 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",8;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if (countitem(30000) < 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > .@chance) {
    				specialeffect2 306;
    				specialeffect2 183;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Oh my god! The power was so intense the equipment broke into pieces! I'm sorry, but there's nothing I can do.";
    				set Zeny, Zeny - .@zeny_cost;
    				delitem 30000,3;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wow! I can't even believe I did this myself, haha! I must be better than I thought. Oh- Yeah sorry, here's your equipment.";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				set .@rand_bonus, rand(25127,25147);
    				delitem .@itemid,1;
    				delitem 30000,3;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				specialeffect2 113;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    	}
    }
    
    function	script	c_enchant_mvplist	{
    
    
    	// Table Parameters :
    	// mvp_itemid : ID of the Misc Item
    	// mvp_itemcount : Number of these Items required
    	// to exchange for only one power stone.
    
    	// = MvP Power Stone Conversion Table =====================================================================================================================================================================================================
    	//                         , Baphomet, Amon Ra, Beelzebub, Detale, Eddga, ESL, Garm, Gloom, Scaraba Q, Kiel, Ktullanux, LoD, Maya, Mistress, Nidhoggr, Orc Hero/Orc Lord, Osiris, Pharaoh, Tao Gunka, Thanatos, Valk, Tendrillion, Hardrock
    	setarray .@mvp_itemid[0]   , 750     , 7211   ,7754      ,7451   ,1029  ,7169,7036 ,7566  ,6326      ,7513 ,7562      ,7108,7020 ,7018     ,6091     ,968               ,751    ,7114    ,7300      ,7450     ,7024 ,6033        ,6022  ;
    	setarray .@mvp_itemcount[0], 5       , 5      ,   2      ,3      ,   7  ,   6,   7 ,   3  , 4        ,  4  , 3        , 4  , 2   ,2        ,2        ,7                 ,7      ,7       ,7         ,3        ,2	,6   		 ,4;
    	// ========================================================================================================================================================================================================================================
    	
    	if (getarg(0) == 1)
    		for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1)
    			mes .@mvp_itemcount[.@i]+" ^0000FF"+getitemname(.@mvp_itemid[.@i])+"^000000 = 1 ^009900U.P.S^000000";
    	else if (getarg(0) == 0) {
    		for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1) {
    			set .@j, 0;
    			if (countitem(.@mvp_itemid[.@i]) >= .@mvp_itemcount[.@i]) {
    				getitem 30000,1;
    				delitem .@mvp_itemid[.@i], .@mvp_itemcount[.@i];
    				set .@i, .@i - 1;
    				set .@j, .@j + 1;
    				if (.@j % 15) sleep2 300; // Infinity loop prevention
    			}
    		}
    	}
    
    	return;
    	
    }
    
    morocc_in,69,31,5	duplicate(Special Enchanter#r1)	Special Enchanter#r2	64
    payon,148,169,5	duplicate(Special Enchanter#r1)	Special Enchanter#r3	64
    alberta_in,16,63,5	duplicate(Special Enchanter#r1)	Special Enchanter#r4	64
    yuno_in01,168,29,5	duplicate(Special Enchanter#r1)	Special Enchanter#r5	64
    ein_in01,19,86,5	duplicate(Special Enchanter#r1)	Special Enchanter#r6	64
    lhz_in02,280,16,5	duplicate(Special Enchanter#r1)	Special Enchanter#r7	64
    
    

    how to make this script, only enchant , Middle ,upper and Lower Custom

     

    and how to make this chance to 100%

     

    How To make This Slot on enchant just 1 slot

     

    How to edit this price to TCG Card 7227

     

    Thank you so much

  13. Hello Rathena Master 

     

    Please Help me to Edit This Script

    //===== rAthena Script ============================================
    //= Enchantment System
    //===== By: =======================================================
    //= Kenedos
    //===== Current Version: ==========================================
    //= 1.0
    //===== Compatible With: ==========================================
    //= rAthena SQL/TXT
    //===== Description: ==============================================
    //= Uses the 2nd, 3rd and 4th slot on armors (headgears, footgears
    //= garments, shields and armors) to add extra bonus status and
    //= diverse attributes.
    //===== Topic =====================================================
    //= Unknown
    //===== Additional Comments: ======================================
    //= BE WARNED : The use of decarder NPCs, Sign your Name on items
    //= NPCs and any other kind of NPC that make use of the extra armor
    //= slots will bug this whole system. Also make sure every armor
    //= in your server only have 1 slot at max, otherwise it will also
    //= cause unexpected behaviour.
    //=
    //= If you wish to change the GM level to access the command menu,
    //= just find the command "getgmlevel()" in this script.
    //= It is located a few lines bellow the header.
    //=
    //= If you wish to change the cost for the Power Stones, look for
    //= the "MvP Power Stone Conversion Table" in the end of the script.
    //=================================================================
    
    prt_in,56,60,3	script	Special Enchanter#r1	64,{
    
    	mes "["+strnpcinfo(1)+"]";
    	if (Sex)
    		mes "Hello sir ^0000FF"+strcharinfo(0)+"^000000, how may I help you?";
    	else
    		mes "Hello lady ^0000FF"+strcharinfo(0)+"^000000, how may I help you?";
    	next;
    	if (getgmlevel() < 80)
    		set .@menu, select("Enchant:Information:Trade MvP Misc Items");
    	else {
    		set .@menu, select("Enchant:Information:Trade MvP Misc Items:^FF0000GM Special Enchant^000000");
    		if (.@menu == 4) {
    			set .@gmlevel, 1;
    			goto L_EnchantLoc;
    		}
    	}
    	if (.@menu == 2) {
    		mes "["+strnpcinfo(1)+"]";
    		mes "Aah so you are looking information about the ^009900New Special Enchantment System^000000? Very well, I shall answer you. What's the matter?";
    		next;
    		while (1) {
    			set .@menu, select("Prices:General:Chances:Bonuses:MvP Special Enchanting");
    			if (.@menu == 2) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The ^009900Special Enchantment System^000000 is rather simple, first, you show me your currently equipped gear, then I will show you a list of everything I can try to enchant.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "I can only work on ^FF0000Armors^000000, ^FF0000Footgears^000000, ^FF0000Upper Headgears^000000, ^FF0000Garments^000000 and ^FF0000Shields.^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Each refine attempt will cost you some ^0000FFZeny^000000, depending on which slot you wish to try. You can have three enchantments at total per equipment piece, one in each slot.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Enchantments in the ^0000FFSame Slot^000000 will ^FF0000Overplace^000000 currently existing ones, so be carefull not to choose the wrong slot!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Enchantments obviously, give you bonuses such as statuses, Hp, Sp, and many other bonuses depending on what type of enchantment you choose.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "You can choose an enchantment for a specific type of class, but not necessarily that enchantment will be restricted only to that class. After choosing a class, the specific enchantment will be given randomly.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "You can collect ^009900MvP Special Misc Items^000000 to trade them in for better enchantments, or making you able to choose one enchantment instead of giving it randomly. But be aware, those type of enchantments will be more costy!";
    				next;
    			}
    			else if (.@menu == 1) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The prices depend on which enchanting slot you pick.";
    				mes "1st Slot - ^0000FF500,000z^000000";
    				mes "2nd Slot - ^0000FF1,000,000z^000000";
    				mes "3rd Slot - ^0000FF2,000,000z^000000";
    				mes "MvP Special Enchanting - ^0000FF10,000,000z^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Note that the MvP Special Enchanting does not depend on the slot number, it's a fixed price.";
    				mes "If an enchantment fail, I'm sorry but you won't be refunded.";
    				next;
    			}
    			else if (.@menu == 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "The chances depend on which enchanting slot you pick.";
    				mes "1st Slot - ^0000FF80% Success^000000";
    				mes "2nd Slot - ^0000FF70% Success^000000";
    				mes "3rd Slot - ^0000FF60% Success^000000";
    				mes "MvP Special Enchanting - ^0000FF50% Success^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^0000FFAttention^000000, when an enchantment fail, the equipment will be completely ^0000FFDestroyed^000000.";
    				mes "The MvP Special Enchanting has a fixed chance, that means, even if you attempt to do it in the first slot, the chance will always be 50%.";
    				next;
    			}
    			else if (.@menu == 4) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Once you succeed enchanting, you will get a bonus for the slot you chose. Upon choosing a class, the chance to get each random bonus for that class is exactly the same.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "The class type just helps you getting a good bonus for you, but you are not obligated to follow it. Every class can benefit from every class bonus. Now, Tell me a class, and i'll show you the available bonuses for it.";
    				next;
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    				if (.@menu2 == 1) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFSwordman STR+1^000000";
    					mes "^0000FFSwordman STR+2^000000";
    					mes "^0000FFSwordman VIT+1^000000";
    					mes "^0000FFSwordman VIT+2^000000";
    					mes "^0000FFSwordman VIT+3^000000";
    					mes "^0000FFSwordman STR+1/VIT+1^000000";
    					mes "^0000FFSwordman STR+2/VIT+1^000000";
    					mes "^0000FFSwordman STR+1/VIT+2^000000";
    					mes "^0000FFSwordman MHp+1%^000000";
    					mes "^0000FFSwordman MHp+2%^000000";
    					mes "^0000FFSwordman ATK+5^000000";
    					mes "^0000FFSwordman ATK+10^000000";
    					mes "^0000FFSwordman ATK+15^000000";
    					mes "^0000FFSwordman PhysicalReduction+1%^000000";
    					mes "^0000FFSwordman Damage+1%^000000";
    					mes "^0000FFSwordman Damage+2%^000000";
    					mes "^0000FFSwordman DEF+1^000000";
    					mes "^0000FFSwordman DEF+2^000000";
    					next;
    				}
    				else if (.@menu2 == 2) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFMage INT+1^000000";
    					mes "^0000FFMage INT+2^000000";
    					mes "^0000FFMage INT+3^000000";
    					mes "^0000FFMage DEX+1^000000";
    					mes "^0000FFMage DEX+2^000000";
    					mes "^0000FFMage INT+1/DEX+1^000000";
    					mes "^0000FFMage INT+1/DEX+2^000000";
    					mes "^0000FFMage INT+2/DEX+1^000000";
    					mes "^0000FFMage MSp+1%^000000";
    					mes "^0000FFMage MSp+2%^000000";
    					mes "^0000FFMage MSp+3%^000000";
    					mes "^0000FFMage Matk+1%^000000";
    					mes "^0000FFMage Matk+2%^000000";
    					mes "^0000FFMage Cast-2%^000000";
    					mes "^0000FFMage Cast-4%^000000";
    					mes "^0000FFMage MdefIgnore+1%^000000";
    					mes "^0000FFMage MdefIgnore+2%^000000";
    					mes "^0000FFMage MDEF+1^000000";
    					mes "^0000FFMage MDEF+2^000000";
    					mes "^0000FFMage MDEF+3^000000";
    					next;
    				}
    				else if (.@menu2 == 3) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFThief AGI+1^000000";
    					mes "^0000FFThief AGI+2^000000";
    					mes "^0000FFThief AGI+3^000000";
    					mes "^0000FFThief LUK+1^000000";
    					mes "^0000FFThief LUK+2^000000";
    					mes "^0000FFThief AGI+1/LUK+1^000000";
    					mes "^0000FFThief AGI+1/LUK+2^000000";
    					mes "^0000FFThief AGI+2/LUK+1^000000";
    					mes "^0000FFThief CRIT+2^000000";
    					mes "^0000FFThief CRIT+4^000000";
    					mes "^0000FFThief CRIT+6^000000";
    					mes "^0000FFThief FLEE+3^000000";
    					mes "^0000FFThief FLEE+6^000000";
    					mes "^0000FFThief FLEE+9^000000";
    					mes "^0000FFThief Damage+2%/MHp-1%^000000";
    					mes "^0000FFThief Damage+4%/MHp-2%^000000";
    					mes "^0000FFThief P.Dodge+1^000000";
    					mes "^0000FFThief P.Dodge+2^000000";
    					mes "^0000FFThief ASPD+1%^000000";
    					mes "^0000FFThief ASPD+2%^000000";
    					mes "^0000FFThief ASPD+3%^000000";
    					next;
    				}
    				else if (.@menu2 == 4) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFArcher DEX+1^000000";
    					mes "^0000FFArcher DEX+2^000000";
    					mes "^0000FFArcher DEX+3^000000";
    					mes "^0000FFArcher AGI+1^000000";
    					mes "^0000FFArcher AGI+2^000000";
    					mes "^0000FFArcher AGI+3^000000";
    					mes "^0000FFArcher AGI+1/DEX+1^000000";
    					mes "^0000FFArcher AGI+1/DEX+2^000000";
    					mes "^0000FFArcher AGI+2/DEX+1^000000";
    					mes "^0000FFArcher CRIT+1^000000";
    					mes "^0000FFArcher CRIT+2^000000";
    					mes "^0000FFArcher CRIT+3^000000";
    					mes "^0000FFArcher FLEE+3^000000";
    					mes "^0000FFArcher FLEE+6^000000";
    					mes "^0000FFArcher FLEE+9^000000";
    					mes "^0000FFArcher BowDamage+2%^000000";
    					mes "^0000FFArcher BowDamage+3%^000000";
    					mes "^0000FFArcher Hit+2^000000";
    					mes "^0000FFArcher Hit+4^000000";
    					mes "^0000FFArcher Hit+6^000000";
    					mes "^0000FFArcher ASPD+1%^000000";
    					mes "^0000FFArcher ASPD+2%^000000";
    					next;
    				}
    				else if (.@menu2 == 5) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFMerchant STR+1^000000";
    					mes "^0000FFMerchant STR+2^000000";
    					mes "^0000FFMerchant STR+3^000000";
    					mes "^0000FFMerchant VIT+1^000000";
    					mes "^0000FFMerchant AGI+1^000000";
    					mes "^0000FFMerchant AGI+2^000000";
    					mes "^0000FFMerchant STR+1/AGI+1/VIT+1^000000";
    					mes "^0000FFMerchant STR+2/AGI+1/VIT+1^000000";
    					mes "^0000FFMerchant STR+1/AGI+2/VIT+1^000000";
    					mes "^0000FFMerchant MHp+1%^000000";
    					mes "^0000FFMerchant ATK+3/STR+1^000000";
    					mes "^0000FFMerchant ATK+6/STR+1^000000";
    					mes "^0000FFMerchant ATK+9/STR+2^000000";
    					mes "^0000FFMerchant Greed1^000000";
    					mes "^0000FFMerchant Greed2^000000";
    					mes "^0000FFMerchant Greed3^000000";
    					mes "^0000FFMerchant FireResist+3%^000000";
    					mes "^0000FFMerchant FireResist+6%^000000";
    					mes "^0000FFMerchant EarthResist+2%^000000";
    					mes "^0000FFMerchant EarthResist+4%^000000";
    					mes "^0000FFMerchant ASPD+1%^000000";
    					mes "^0000FFMerchant ASPD+2%^000000";
    					next;
    				}
    				else if (.@menu2 == 6) {
    					mes "["+strnpcinfo(1)+"]";
    					mes "^0000FFAcolyte INT+1^000000";
    					mes "^0000FFAcolyte INT+2^000000";
    					mes "^0000FFAcolyte VIT+1^000000";
    					mes "^0000FFAcolyte VIT+2^000000";
    					mes "^0000FFAcolyte DEX+1^000000";
    					mes "^0000FFAcolyte INT+1/DEX+1/VIT+1^000000";
    					mes "^0000FFAcolyte INT+1/DEX+1/VIT+2^000000";
    					mes "^0000FFAcolyte INT+2/DEX+1/VIT+1^000000";
    					mes "^0000FFAcolyte MHp+1%^000000";
    					mes "^0000FFAcolyte MSp+1%^000000";
    					mes "^0000FFAcolyte MSp+2%^000000";
    					mes "^0000FFAcolyte Matk+1%^000000";
    					mes "^0000FFAcolyte Heal+2%^000000";
    					mes "^0000FFAcolyte Heal+3%^000000";
    					mes "^0000FFAcolyte Heal+4%^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+1^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+2^000000";
    					mes "^0000FFAcolyte DEF+1/MDEF+3^000000";
    					mes "^0000FFAcolyte SPRegen1/INT+1^000000";
    					mes "^0000FFAcolyte SPRegen2/INT+1^000000";
    					mes "^0000FFAcolyte SPRegen3/INT+1^000000";
    					mes "^0000FFAcolyte PhysicalReduction+1%^000000";
    					mes "^0000FFAcolyte RangedReduction+1%^000000";
    					mes "^0000FFAcolyte RangedReduction+2%^000000";
    					next;
    				}
    			}
    			else if (.@menu == 5) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "So you are talking about big stuff now, eh? ^009900MvP Special Enchanting^000000 is very difficult for me, therefore ^FF0000Any^000000 MvP Special enchantments will have a fixed price of 5,000,000z and a (80% - 10% * Slot Number) chance of success.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "That means, it doesn't matter if it's in the first, second or third slots, the chance will always be the same. As well as the price.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Oh and I almost forgot, obviously, you must bring me the ^009900MvP Special Misc Items^000000, so I can trade them for ^0000FFUnique Power Stones^000000.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Those ^0000FFUnique Power Stones^000000 are made from the extract of an MvP's power, meaning the more powerful the MvP is, the more ^0000FFUnique Power Stones^000000 it can give you.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Here, I'll give you a list of every ^009900MvP Special Misc Items^000000 you can get, as well as how many ^0000FFUnique Power Stones^000000 they would give you...";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^009900U.P.S^000000 = ^0000FFUnique Power Stones^000000";
    				callfunc("c_enchant_mvplist",1);
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "So now you must be wondering what you can do with those stones, well it's simple. Each ^0000FFUnique Power Stone^000000 can be traded for one normal enchantment, but by using a power stone, you can choose the specific enchantment!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "That means, you can choose precisely what you want, meaning if you had enough power stones, you could have all the best enchantments you could ever get!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "But not just that, the ^0000FFUnique Power Stones^000000 magic are so strong, that if you get ^FF0000Three^000000 of them together, you can try to make a ^0000FFMvP Unique Enchantment^000000";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "The chance is (60% - 10% * Slot Number) and zeny cost for those enchantments is always 1000000z, no matter the slot. The biggest difference is that their given bonus is completely different from the rest.";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "If it succeeds, it will give you one of the following bonuses, note that the bonuses cannot be chosen specifically this time! They will be given randomly!";
    				next;
    				mes "["+strnpcinfo(1)+"]";
    				mes "^0000FFUnique MHp+4%/MSp+4%^000000";
    				mes "^0000FFUnique MHp+6%/MSp+6%^000000";
    				mes "^0000FFUnique STR+3/VIT+3/DEX+3^000000";
    				mes "^0000FFUnique STR+3/AGI+3/LUK+3^000000";
    				mes "^0000FFUnique DEX+3/VIT+3/LUK+3^000000";
    				mes "^0000FFUnique INT+3/VIT+3/DEX+3^000000";
    				mes "^0000FFUnique INT+3/STR+3/AGI+3^000000";
    				mes "^0000FFUnique DEF+4/MDEF+4^000000";
    				mes "^0000FFUnique DEF+6/MDEF+6^000000";
    				mes "^0000FFUnique Damage Reflect5%^000000";
    				mes "^0000FFUnique Damage Reflect7%^000000";
    				mes "^0000FFUnique P.Damage+5%/MATK+5%^000000";
    				mes "^0000FFUnique P.Damage+7%/MATK+7%^000000";
    				mes "^0000FFUnique Skill/Spell Delay-7%^000000";
    				mes "^0000FFUnique Skill/Spell Delay-9%^000000";
    				mes "^0000FFUnique DEF/MDEF Ignore+3%^000000";
    				mes "^0000FFUnique DEF/MDEF Ignore+6%^000000";
    				mes "^0000FFUnique ASPD+5%/Cast Time-5%^000000";
    				mes "^0000FFUnique ASPD+7%/Cast Time-7%^000000";
    				mes "^0000FFUnique Skill/Spell Sp Cost-5%^000000";
    				mes "^0000FFUnique Skill/Spell Sp Cost-7%^000000";
    				next;
    			}
    		}
    	}
    	else if (.@menu == 3) {
    		
    		callfunc("c_enchant_mvplist",0);
    		mes "["+strnpcinfo(1)+"]";
    		mes "There, I gave you all the power stones I could, please come back with more ^009900MvP Misc Items^000000 later!";
    		close;
    		
    	}
    	else if (.@menu == 1) {
    	
    		L_EnchantLoc:
    		mes "["+strnpcinfo(1)+"]";
    		mes "Select an equipment first, then I'll ask you the ^FF0000Enchantment Type^000000, ^FF0000Class Type^000000 (If necessary), ^0000FFSlot Number^000000, and give you the final ^009900Zeny Cost^000000 for my services.";
    		next;
    		setarray .@position$[1], "Headgear","Armor","Shield","Invalid","Garment","Footgear";
    		set .@menu$,"";
    		deletearray .@arr;
    		set .@j, 1;
    		for( set .@i,1; .@i <= 6; set .@i,.@i+1 )
    		{
    			if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields
    				set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
    				set .@arr[.@j], .@i;
    				set .@j, .@j + 1;
    				set .@menu$, .@menu$ + ":";
    			}
    			if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3)) {
    				set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
    				set .@arr[.@j], .@i;
    				set .@j, .@j + 1;
    				set .@menu$, .@menu$ + ":";
    			}
    
    			
    		}
    		
    		if (.@menu$ == "") {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Errr wait. Oh Sorry but you must have armors equipped to enchant them!";
    			close;
    		}
    		
    		// Calibrating menu
    		set .@part, select(.@menu$);
    		if (.@arr[.@part] == 1)
    			set .@part, 1;
    		else if (.@arr[.@part] == 2)
    			set .@part, 2;
    		else if (.@arr[.@part] == 3)
    			set .@part, 3;
    		else if (.@arr[.@part] == 5)
    			set .@part, 5;
    		else if (.@arr[.@part] == 6)
    			set .@part, 6;
    			
    		if (.@gmlevel) goto L_SelectSlot;
    		
    		// Selecting Types
    		set .@menu, select("Normal Enchantment:MvP Special Enchantment");
    		if (.@menu == 1) {
    			set .@enchant_type, 0;
    		}
    		else {
    			set .@menu, select ("Specific Normal Enchant:Random Unique Enchant");
    			if (.@menu == 1)
    				set .@enchant_type,1;
    			else
    				set .@enchant_type,2;
    		}
    		
    		// Class Types
    		if (.@enchant_type == 0)
    			set .@class_type, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    		
    		
    		// Selecting Slots
    		L_SelectSlot:
    		set .@slot_num, 0;
    		set .@slot_num, select("1st Slot:2nd Slot:3rd Slot");
    		if ((.@slot_num <= 0) || (.@slot_num > 3)) {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Sorry but you must select a valid slot number.";
    			close;
    		}
    		
    		// Gm Option Select
    		if (.@gmlevel) set .@enchant_type, 1;
    		
    		// Special Specific Enchant Selection
    		if (.@enchant_type == 1) {
    			L_SelectEnc:
    			mes "["+strnpcinfo(1)+"]";
    			mes "Please now select the specific enchantment. First you choose the class type, then you select the specific enchant.";
    			next;
    			set .@menu$, "";
    			set .@selected_bonus, 0;
    			if (.@gmlevel) {
    				
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte:^FF0000MvP Special Enchant^000000");
    				if (.@menu2 == 7) {
    					set .@menu$, "^0000FFUnique MHp+4%/MSp+4%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique MHp+6%/MSp+6%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique STR+3/VIT+3/DEX+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique STR+3/AGI+3/LUK+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEX+3/VIT+3/LUK+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique INT+3/VIT+3/DEX+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique INT+3/STR+3/AGI+3^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF+4/MDEF+4^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF+6/MDEF+6^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+5%/MATK+5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+7%/MATK+7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-9%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+3%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+6%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique ASPD+5%/Cast Time-5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique ASPD+7%/Cast Time-7%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-5%^000000";
    					set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-7%^000000";
    					set .@selected_bonus, select(.@menu$) + 25126;
    					next;
    				}
    			}
    			else {
    				set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte");
    			}
    			if (.@menu2 == 1) {
    				set .@menu$, "^0000FFSwordman STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman VIT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+2/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman MHp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+5^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+10^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman ATK+15^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman PhysicalReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman Damage+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman Damage+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman DEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFSwordman DEF+2^000000";
    				set .@selected_bonus, select(.@menu$) + 24999;
    				next;
    			}
    			else if (.@menu2 == 2) {
    				set .@menu$, "^0000FFMage INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage INT+2/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MSp+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Matk+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Matk+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Cast-2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage Cast-4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMage MDEF+3^000000";
    				set .@selected_bonus, select(.@menu$) + 25017;
    				next;
    			}
    			else if (.@menu2 == 3) {
    				set .@menu$, "^0000FFThief AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief LUK+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief AGI+2/LUK+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+4^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief CRIT+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief FLEE+9^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief Damage+2%/MHp-1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief Damage+4%/MHp-2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFThief ASPD+3%^000000";
    				set .@selected_bonus, select(.@menu$) + 25037;
    				next;
    			}
    			else if (.@menu2 == 4) {
    				set .@menu$, "^0000FFArcher DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher DEX+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher AGI+2/DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher CRIT+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher FLEE+9^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+4^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher Hit+6^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFArcher ASPD+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25058;
    				next;
    			}
    			else if (.@menu2 == 5) {
    				set .@menu$, "^0000FFMerchant STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant AGI+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant AGI+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+2/AGI+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+2/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+3/STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+6/STR+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ATK+9/STR+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed1^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed2^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant Greed3^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+6%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25080;
    				next;
    			}
    			else if (.@menu2 == 6) {
    				set .@menu$, "^0000FFAcolyte INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEX+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2/DEX+1/VIT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MHp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Matk+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+2%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+3%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+4%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+2^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+3^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen1/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen2/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen3/INT+1^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte PhysicalReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+1%^000000";
    				set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+2%^000000";
    				set .@selected_bonus, select(.@menu$) + 25102;
    				next;
    			}
    			set .@selected_enchant, .@menu;
    			set .@menu, 0;
    		}
    		
    		// Giving Zeny Cost, and Chance
    		set .@equip_cardid, getequipcardid(.@part,(4 - .@slot_num));
    		set .@itemid, getequipid(.@part);
    		if (countitem(.@itemid) > 1) {
    			mes "["+strnpcinfo(1)+"]";
    			mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding.";
    			close;
    		}
    		mes "["+strnpcinfo(1)+"]";
    		if (.@equip_cardid <= 0)
    			mes "So far so good, please confirm your enchantment.";
    		else
    			mes "Please confirm your enchantment. ^FF0000Overplaced old effects will be lost^000000";
    			
    		// First Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 0) {
    		
    			// Confirmation
    			// The random bonus is given before the actual success... But it's hidden, obviously.
    			if (.@class_type == 1) { set .@class_type$, "Swordman"; set .@rand_bonus, rand(25000,25017); }
    			else if (.@class_type == 2) { set .@class_type$, "Mage"; set .@rand_bonus, rand(25018,25037); }
    			else if (.@class_type == 3) { set .@class_type$, "Thief"; set .@rand_bonus, rand(25038,25058); }
    			else if (.@class_type == 4) { set .@class_type$, "Archer"; set .@rand_bonus, rand(25059,25080); }
    			else if (.@class_type == 5) { set .@class_type$, "Merchant"; set .@rand_bonus, rand(25081,25102); }
    			else if (.@class_type == 6) { set .@class_type$, "Acolyte"; set .@rand_bonus, rand(25103,25126); }
    			if (.@slot_num == 1) set .@zeny_cost, 500000;
    			else if (.@slot_num == 2) set .@zeny_cost, 1000000;
    			else if (.@slot_num == 3) set .@zeny_cost, 2000000;
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+(90 - (10*.@slot_num))+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			mes "^0000FFClass Type^000000 = "+.@class_type$;
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",3;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > (90 - (10*.@slot_num))) {
    				specialeffect2 306;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore.";
    				set Zeny, Zeny - .@zeny_cost;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				mes "["+strnpcinfo(1)+"]";
    				mes "Ha! There you go, your brand new enchanted equipment!";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				delitem .@itemid,1;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    		
    		// Second Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 1) {
    		
    			// Confirmation
    			if (.@gmlevel)
    				set .@zeny_cost, 1;
    			else
    				set .@zeny_cost, 5000000;
    			if (.@gmlevel)
    				set .@chance, 100;
    			else
    				set .@chance, (80 - (10*.@slot_num));
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+.@chance+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			if (!.@gmlevel)
    				mes "^0000FFUnique Power Stones^000000 = 1 Consumed";
    			mes "^0000FFSelected Enchantment^000000 = "+getitemname(.@selected_bonus);
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			if ((countitem(30000) < 1) && (!.@gmlevel)) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",3;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if ( (countitem(30000) < 1) && (!.@gmlevel) ) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > .@chance) {
    				specialeffect2 306;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore.";
    				set Zeny, Zeny - .@zeny_cost;
    				if (!.@gmlevel)
    					delitem 30000,1;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				set .@rand_bonus, .@selected_bonus;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Ha! There you go, your brand new enchanted equipment!";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				delitem .@itemid,1;
    				if (!.@gmlevel)
    					delitem 30000,1;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    		
    		// Third Enchantment Type ------------------------------------------------------------------------------------------------
    		if (.@enchant_type == 2) {
    		
    			// Confirmation
    			set .@zeny_cost, 10000000;
    			set .@chance, (60 - (10*.@slot_num));
    			mes "^0000FFEquip^000000 = "+getitemname(.@itemid);
    			mes "^0000FFChance^000000 = "+.@chance+"%";
    			mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") );
    			mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z";
    			mes "^0000FFUnique Power Stones^000000 = 3 Consumed";
    			mes "^009900Unique MvP Random Enchantment^000000";
    			if (.@equip_cardid > 0)
    				mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid);
    			next;
    			if (Select("Confirm:Cancel") == 2) close;
    			
    			// Check Zeny
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Sorry, but you are broke.";
    				close;
    			}
    			
    			if (countitem(30000) < 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			// Refine Attempt
    			progressbar "ffff00",8;
    			
    			// Double Check after progress bar
    			if (Zeny < .@zeny_cost) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Are you trying to fool me?! You don't have zeny anymore!";
    				close;
    			}
    			
    			if (countitem(30000) < 3) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "Hey! You can't Power Refine without Power Stones!";
    				close;
    			}
    			
    			if (getequipid(.@part) != .@itemid) {
    				mes "["+strnpcinfo(1)+"]";
    				mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you.";
    				close;
    			}
    			
    			// Fail
    			if (rand(0,100) > .@chance) {
    				specialeffect2 306;
    				specialeffect2 183;
    				mes "["+strnpcinfo(1)+"]";
    				mes "Oh my god! The power was so intense the equipment broke into pieces! I'm sorry, but there's nothing I can do.";
    				set Zeny, Zeny - .@zeny_cost;
    				delitem 30000,3;
    				delitem .@itemid,1;
    				close;
    			}
    			else {
    			// Success
    				mes "["+strnpcinfo(1)+"]";
    				mes "Wow! I can't even believe I did this myself, haha! I must be better than I thought. Oh- Yeah sorry, here's your equipment.";
    				set .@refine, getequiprefinerycnt(.@part);
    				for (set .@i, 0; .@i < 4; set .@i, .@i + 1)
    					set .@cardid[.@i], getequipcardid(.@part,.@i);
    				set .@rand_bonus, rand(25127,25147);
    				delitem .@itemid,1;
    				delitem 30000,3;
    				set Zeny, Zeny - .@zeny_cost;
    				specialeffect2 305;
    				specialeffect2 113;
    				if (.@slot_num == 1)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus;
    				else if (.@slot_num == 2)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3];
    				else if (.@slot_num == 3)
    					getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3];
    				equip(.@itemid);
    				close;
    			}
    			
    		}
    	}
    }
    
    function	script	c_enchant_mvplist	{
    
    
    	// Table Parameters :
    	// mvp_itemid : ID of the Misc Item
    	// mvp_itemcount : Number of these Items required
    	// to exchange for only one power stone.
    
    	// = MvP Power Stone Conversion Table =====================================================================================================================================================================================================
    	//                         , Baphomet, Amon Ra, Beelzebub, Detale, Eddga, ESL, Garm, Gloom, Scaraba Q, Kiel, Ktullanux, LoD, Maya, Mistress, Nidhoggr, Orc Hero/Orc Lord, Osiris, Pharaoh, Tao Gunka, Thanatos, Valk, Tendrillion, Hardrock
    	setarray .@mvp_itemid[0]   , 750     , 7211   ,7754      ,7451   ,1029  ,7169,7036 ,7566  ,6326      ,7513 ,7562      ,7108,7020 ,7018     ,6091     ,968               ,751    ,7114    ,7300      ,7450     ,7024 ,6033        ,6022  ;
    	setarray .@mvp_itemcount[0], 5       , 5      ,   2      ,3      ,   7  ,   6,   7 ,   3  , 4        ,  4  , 3        , 4  , 2   ,2        ,2        ,7                 ,7      ,7       ,7         ,3        ,2	,6   		 ,4;
    	// ========================================================================================================================================================================================================================================
    	
    	if (getarg(0) == 1)
    		for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1)
    			mes .@mvp_itemcount[.@i]+" ^0000FF"+getitemname(.@mvp_itemid[.@i])+"^000000 = 1 ^009900U.P.S^000000";
    	else if (getarg(0) == 0) {
    		for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1) {
    			set .@j, 0;
    			if (countitem(.@mvp_itemid[.@i]) >= .@mvp_itemcount[.@i]) {
    				getitem 30000,1;
    				delitem .@mvp_itemid[.@i], .@mvp_itemcount[.@i];
    				set .@i, .@i - 1;
    				set .@j, .@j + 1;
    				if (.@j % 15) sleep2 300; // Infinity loop prevention
    			}
    		}
    	}
    
    	return;
    	
    }
    
    morocc_in,69,31,5	duplicate(Special Enchanter#r1)	Special Enchanter#r2	64
    payon,148,169,5	duplicate(Special Enchanter#r1)	Special Enchanter#r3	64
    alberta_in,16,63,5	duplicate(Special Enchanter#r1)	Special Enchanter#r4	64
    yuno_in01,168,29,5	duplicate(Special Enchanter#r1)	Special Enchanter#r5	64
    ein_in01,19,86,5	duplicate(Special Enchanter#r1)	Special Enchanter#r6	64
    lhz_in02,280,16,5	duplicate(Special Enchanter#r1)	Special Enchanter#r7	64
    
    

    How to make This Script Only Enchant Lower, Upper and Middle Custom Item

     

    and How To make Only 1 Slot on Enchant

     

    and How To make 7227 is the Price for enchant

     

    Thanks For Helping

     

    /kis  /kis2

  14. Hello Rathena Master,

     

    Please Help me,

     

    who have Daily Quest Script Like :

     

    1 . Zeny Quest Reward : 500K Zeny

     

    2.  Exp Quest

     

    3. Ransum Quest Reward : 547,578 50

     

    4. Coin Quest Reward : 10-50 Cash Point

     

     

    the Script work like this :

     

    You must complete Zeny Quest to open Exp Quest

     

    you Must complete Exp Quest to Open Ransum Quest

     

    You Must complete 1,2,3 Quest to Open Coin Quest

     

    Quest :

     

    You must kill random monster, like Hunting Mission Script

     

    and you can get this quest again after 12 hours

     

    Thanks for helping ^___^

     

    and sorry for my bad english...!!!

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