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Tupac

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Everything posted by Tupac

  1. Ola galera, estou tentando traduzir o mob_db_re, porém são muitas linhas levaria uma eternidade, existe algum script que formate o mob_db_re.sql do brathena ou do cronus para o do rathena ? Tentei editar no notepadd++ porém os formatos são diferente de db.
  2. enchant rwc with and without slots
  3. Tupac

    Refine item

    thx Script edited: //===== rAthena Script ======================================= //= Ticket Refiner //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= [Official Conversion] //= Refiner that uses +5~9/+11 refine tickets to refine //= equipment with no chance of failure. //= NOTE: This NPC is currently disabled on official servers. //===== Additional Comments: ================================= //= 1.0 First version. [Euphy] //= 1.1 Do not refine above ticket level. [Euphy] //============================================================ // Main NPC :: safety_Ref_NPC //============================================================ prontera,147,162,5 script Refinador 4_M_05,{ disable_items; if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456)) set .@bWeaponUp,1; if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457)) set .@bArmorUp,1; if (!.@bWeaponUp && !.@bArmorUp) { mes "[Refinador]"; mes "Hello!"; mes "What's up?"; mes "I'm a specialist"; mes "for refining items,"; mes "but I don't work anymore."; next; switch(select("I'll go on my way.:Hmm... this makes me curious.")) { case 1: mes "[Refinador]"; mes "Take care, adventurer."; close; case 2: mes "[Refinador]"; mes "Actully, I sometimes provide refine services for adventurers with a ^006400Refine Ticket^000000..."; mes "Bye bye~!"; close; } } emotion ET_SURPRISE; mes "[Refinador]"; mes "Greetings!"; mes "I can refine an item up to the ^006400same level as your ticket^000000."; mes "You don't have to worry! There's no chance of breaking your item."; next; if(select("I'll come back later.:Refine item with ticket.") == 1) { mes "[Refinador]"; mes "Okay."; mes "You can come again later."; close; } mes "[Refinador]"; mes "Which equipment would you like to refine?"; next; setarray .@position$[1],"Robe"; setarray .@indices[1], EQI_GARMENT; for(set .@i,1; .@i<=1; set .@i,.@i+1) set .@menu$, .@menu$+((getequipisequiped(.@indices[.@i]))?getequipname(.@indices[.@i]):.@position$[.@i]+"- [Empty]")+":"; set .@part, .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) { mes "[Refinador]"; mes "You have to equip the item you want to refine."; close; } if (!getequipisenableref(.@part)) { emotion ET_OTL; mes "[Refinador]"; mes "Oh, I'm sorry."; mes "This item is impossible to refine."; close; } switch(getequipweaponlv(.@part)) { default: case 0: setarray .@tickets[0],6232; setarray .@levels[0],9; set .@type$,"Armor"; set .@check,.@bArmorUp; break; case 1: case 2: case 3: case 4: setarray .@tickets[0],6228; setarray .@levels[0],9; set .@type$,"Weapon"; set .@check,.@bWeaponUp; break; } if (!.@check) { emotion ET_THINK; mes "[Refinador]"; mes "If you want to refine this ^006400"+.@type$+"^000000, please come along with ^006400"+.@type$+" Refine Ticket^000000."; mes "See you later!"; close; } mes "[Refinador]"; mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use."; next; set .@menu$,""; for(set .@i,0; .@i<getarraysize(.@tickets); set .@i,.@i+1) set .@menu$, .@menu$+getitemname(.@tickets[.@i])+":"; set .@select, select(.@menu$)-1; set .@ticket_lv, .@levels[.@select]; set .@ticket_id, .@tickets[.@select]; if ( !isequipped(2589) && !isequipped(2576) ) { dispbottom "go away"; end; } if (countitem(.@ticket_id) == 0) { emotion ET_QUESTION; mes "[Refinador]"; mes getitemname(.@ticket_id)+" is not in your inventory. Did you put it in your storage?"; mes "Please check again."; mes "See you later!"; close; } if (getequiprefinerycnt(.@part) >= .@ticket_lv) { emotion ET_PROFUSELY_SWEAT; mes "[Refinador]"; mes "^8B4513This item is already refined as much as your deed.^000000"; mes "Please come along with an item refined less than your ticket."; close; } mes "[Refinador]"; mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000."; mes "May I proceed?"; next; if(select("No.:Yes.") == 1) { emotion ET_THINK; mes "[Refinador]"; mes "Oh, you changed your mind."; mes "Ok."; mes "You can come back later."; close; } mes "[Refinador]"; mes "Great."; mes "As you wish!"; mes "I have my own special way to refine..."; mes ".......ka boom!"; specialeffect EF_SUI_EXPLOSION; if (countitem(.@ticket_id)) delitem .@ticket_id,1; else { next; mes "Error!"; mes "Please report this."; close; } successrefitem .@part, .@ticket_lv - getequiprefinerycnt(.@part); next; emotion ET_DELIGHT; mes "[Refinador]"; mes "Alright, here it is~"; mes "Well, ^0000FF"+strcharinfo(0)+"^000000!"; mes "Congratulations on your shining "+.@type$+"."; mes "You look GREAT!"; mes "Farewell~!"; close; }
  4. Tupac

    Enchant RWC

    To be continue "Acessory1-[Empty]" "Acessory2-[Empty]" for all items
  5. Help, edit script: //===== rAthena Script ======================================= //= Ticket Refiner //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= [Official Conversion] //= Refiner that uses +5~9/+11 refine tickets to refine //= equipment with no chance of failure. //= NOTE: This NPC is currently disabled on official servers. //===== Additional Comments: ================================= //= 1.0 First version. [Euphy] //= 1.1 Do not refine above ticket level. [Euphy] //============================================================ // Main NPC :: safety_Ref_NPC //============================================================ prontera,147,162,5 script Refinador 4_M_05,{ disable_items; if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456)) set .@bWeaponUp,1; if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457)) set .@bArmorUp,1; if (!.@bWeaponUp && !.@bArmorUp) { mes "[Refinador]"; mes "Hello!"; mes "What's up?"; mes "I'm a specialist"; mes "for refining items,"; mes "but I don't work anymore."; next; switch(select("I'll go on my way.:Hmm... this makes me curious.")) { case 1: mes "[Refinador]"; mes "Take care, adventurer."; close; case 2: mes "[Refinador]"; mes "Actully, I sometimes provide refine services for adventurers with a ^006400Refine Ticket^000000..."; mes "Bye bye~!"; close; } } emotion ET_SURPRISE; mes "[Refinador]"; mes "Greetings!"; mes "I can refine an item up to the ^006400same level as your ticket^000000."; mes "You don't have to worry! There's no chance of breaking your item."; next; if(select("I'll come back later.:Refine item with ticket.") == 1) { mes "[Refinador]"; mes "Okay."; mes "You can come again later."; close; } mes "[Refinador]"; mes "Which equipment would you like to refine?"; next; setarray .@position$[1],"Robe"; setarray .@indices[1], EQI_GARMENT; for(set .@i,1; .@i<=1; set .@i,.@i+1) set .@menu$, .@menu$+((getequipisequiped(.@indices[.@i]))?getequipname(.@indices[.@i]):.@position$[.@i]+"- [Empty]")+":"; set .@part, .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) { mes "[Refinador]"; mes "You have to equip the item you want to refine."; close; } if (!getequipisenableref(.@part)) { emotion ET_OTL; mes "[Refinador]"; mes "Oh, I'm sorry."; mes "This item is impossible to refine."; close; } switch(getequipweaponlv(.@part)) { default: case 0: setarray .@tickets[0],6232; setarray .@levels[0],9; set .@type$,"Armor"; set .@check,.@bArmorUp; break; case 1: case 2: case 3: case 4: setarray .@tickets[0],6228; setarray .@levels[0],9; set .@type$,"Weapon"; set .@check,.@bWeaponUp; break; } if (!.@check) { emotion ET_THINK; mes "[Refinador]"; mes "If you want to refine this ^006400"+.@type$+"^000000, please come along with ^006400"+.@type$+" Refine Ticket^000000."; mes "See you later!"; close; } mes "[Refinador]"; mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use."; next; set .@menu$,""; for(set .@i,0; .@i<getarraysize(.@tickets); set .@i,.@i+1) set .@menu$, .@menu$+getitemname(.@tickets[.@i])+":"; set .@select, select(.@menu$)-1; set .@ticket_lv, .@levels[.@select]; set .@ticket_id, .@tickets[.@select]; if (countitem(.@ticket_id) == 0) { emotion ET_QUESTION; mes "[Refinador]"; mes getitemname(.@ticket_id)+" is not in your inventory. Did you put it in your storage?"; mes "Please check again."; mes "See you later!"; close; } if (getequiprefinerycnt(.@part) >= .@ticket_lv) { emotion ET_PROFUSELY_SWEAT; mes "[Refinador]"; mes "^8B4513This item is already refined as much as your deed.^000000"; mes "Please come along with an item refined less than your ticket."; close; } mes "[Refinador]"; mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000."; mes "May I proceed?"; next; if(select("No.:Yes.") == 1) { emotion ET_THINK; mes "[Refinador]"; mes "Oh, you changed your mind."; mes "Ok."; mes "You can come back later."; close; } mes "[Refinador]"; mes "Great."; mes "As you wish!"; mes "I have my own special way to refine..."; mes ".......ka boom!"; specialeffect EF_SUI_EXPLOSION; if (countitem(.@ticket_id)) delitem .@ticket_id,1; else { next; mes "Error!"; mes "Please report this."; close; } successrefitem .@part, .@ticket_lv - getequiprefinerycnt(.@part); next; emotion ET_DELIGHT; mes "[Refinador]"; mes "Alright, here it is~"; mes "Well, ^0000FF"+strcharinfo(0)+"^000000!"; mes "Congratulations on your shining "+.@type$+"."; mes "You look GREAT!"; mes "Farewell~!"; close; } for refine only ids 2589 and 2576
  6. Solved: getitem @i[@i3rand],1; for getitem @i3[@i3rand],1; and getitem @i[@i2rand],1; for getitem @i2[@i2rand],1; Thx! @utofaery
  7. Error to gain super rare and rare. [Error]: buildin_getitem: Nonexistant item 0 requested. [Debug]: Source (NPC): FAKE_NPC (invisible/not on a map)
  8. Script: //v 1.2 prontera,139,164,4 script Goldberg#0 878,{ function ordinal_suffix; function f_itm_menu; set .npc$, "["+strnpcinfo(1)+"]"; //NPC Name set .mode, atoi(strnpcinfo(2)); if(!.mode) { mes .npc$; mes "Hello there!"; mes "I can enchant or remove enchantments"; mes "from your 2012 RWC accessory items!"; next; } else if(.mode<3) { mes .npc$; mes "Hello there!"; mes "I can add a slot to your RWC"; mes "2012 accessory items!"; mes "^FF0000Any enchantments over the first"; mes "slot will be lost in the process!^000000"; next; } else { mes .npc$; mes "Hello there!"; mes "I can slot or enchant your RWC"; mes "2012 accessory items!"; mes "^FF0000Any enchantments over the first"; mes "slot will be lost in the process!^000000"; next; } switch(select(((.mode)?"Chamber Accessory"+((.mode>1)?":Enchant:Remove Enchantments":""):"Enchant:Remove Enchantments")+":Cancel")) { case 1: if(!.mode) { mes .npc$; mes "Which RWC Accessory item would you like to enchant?"; next; f_itm_menu(); goto L_Slots; } else { mes .npc$; mes "Which RWC Accessory do you want me to slot?"; next; f_itm_menu(); break; } case 2: if(!.mode) { mes .npc$; mes "Select the RWC Accessory you would like me to remove the enchantments from."; next; f_itm_menu(); goto L_RMV; } else if (.mode>1) { mes .npc$; mes "Which RWC Accessory item would you like to enchant?"; next; f_itm_menu(); goto L_Slots; } case 3: if (.mode>1) { mes .npc$; mes "Select the RWC Accessory you would like me to remove the enchantments from."; next; f_itm_menu(); goto L_RMV; } case 4: goto L_Exit; } if(!compare(.slot$,""+@eq_id)) { mes .npc$; mes "That item cannot be slotted."; close; } while(.@i++<=4) setd(".@o_crd"+.@i, getequipcardid(@eq_loc,.@i-1)); mes .npc$; mes "Are you sure you wish to continue?"; mes "^FF0000There is a "+.pert+"% chance that"; mes "the slotting process will fail and"; mes "your item will break.^000000"; next; if(select("Yes:No")&2) goto L_Exit; if(rand(100)>=.pert) { delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; getitem2 (@eq_id+1), 1, 1, @eq_rf, 0, 0, .@o_crd2, .@o_crd3, .@o_crd4; misceffect 101; sleep2 1300; misceffect .efet; mes .npc$; mes "Perfection!!"; emotion ET_BEST1,0; equip @eq_id; } else { delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; misceffect 101; sleep2 1300; misceffect .afet; mes .npc$; mes "The metal was too weak and the drill went right through... I'm Sorry!"; emotion ET_CRY1,0; } close; L_Slots: set .@menu$, ""; set .@a, 0; while(set(.@a,.@a+1)<=4) { setd(".@o_crd"+.@a, getequipcardid(@eq_loc,.@a-1)); if(getequipcardid(@eq_loc,.@a-1)) set .@menu$, .@menu$+ ordinal_suffix(.@a)+" Slot - [^a92435"+getitemname(getequipcardid(@eq_loc,.@a-1))+"^000000]:"; else if(getitemslots(@eq_id)-.@a>=0) set .@menu$, .@menu$+ ordinal_suffix(.@a)+" Slot - [Chambered]:"; else set .@menu$, .@menu$+ ordinal_suffix(.@a)+" Slot - [^30ad25"+((getd(".@crd"+.@a))?"^800080"+getd(".@typ"+.@a+"$"):"Empty")+"^000000]:"; } set .@menu$, .@menu$+"[^0000FFEnchant!^000000]"; mes .npc$; mes "Select a slot."; mes "Choose '^0000FFEnchant^000000' when you're done!"; next; set .@menu, select(.@menu$)-1; if(getequipcardid(@eq_loc,.@menu)&&getitemslots(@eq_id)-(.@menu+1)<0) { if(.remv) { mes .npc$; mes "Would you like me to remove this enchantment?"; next; if(select("Yes:No")&2) goto L_Exit; delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; setd(".@o_crd"+(.@menu+1), 0); getitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; equip @eq_id; goto L_Slots; } else { mes .npc$; mes "Sorry I can't do anything with this slot without a "+getitemname(.cure)+"."; next; goto L_Slots; } } else if(getitemslots(@eq_id)-(.@menu+1)>=0) { mes .npc$; mes "I cannot do anything with Chambered slots!"; next; goto L_Slots; } if((.@menu+1)>4) { if(!(.@crd1+.@crd2+.@crd3+.@crd4)) { mes .npc$; mes "You haven't done anything!"; next; goto L_Slots; } mes .npc$; mes "Are you sure you wish to continue?"; mes "^FF0000There is a "+.perc+"% chance that"; mes "the enchantment will fail and"; mes "your item will break.^000000"; next; if(select("Yes:No")&2) goto L_Exit; if(rand(100)>=.perc) { delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; getitem2 @eq_id, 1, 1, @eq_rf, 0, .@crd1, .@crd2, .@crd3, .@crd4; misceffect 101; sleep2 1300; misceffect .efet; mes .npc$; mes "Wow, that's one strong item!"; equip @eq_id; } else { delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; misceffect 101; sleep2 1300; misceffect .afet; mes .npc$; mes "I'm sorry, the item wasn't able to support the enchantment and broke!"; } close; } set(.@g$,""); if(@eq_id!=2966&&.@menu>1&&@eq_id!=2967) { set(.@g$,"1"); } else if(.@menu>1) set(.@g$,"0"); select(getd(".menu"+.@g$+(.@menu+1)+"$")); set .itm, ((.@menu==1&&@menu>.t_len)?.itm04[rand(getarraysize(.itm04))]:4700+(((@menu-1)*10)+rand(.limi))); setd(".@crd"+(.@menu+1),getd(".itm"+.@g$+((.@menu>1)?@menu+"["+rand(getarraysize(getd(".itm"+.@g$+@menu)))+"]":""))); setd(".@typ"+(.@menu+1)+"$",getd(".ary"+.@g$+(.@menu+1)+"$["+(@menu-1)+"]")); goto L_Slots; L_RMV: if(!countitem(.cure)) { mes .npc$; mes "I'm sorry but you need at least one "+getitemname(.cure)+" before we may continue."; close; } while(.@i++<=4) setd(".@o_crd"+.@i, getequipcardid(@eq_loc,.@i-1)); if(!((getitemslots(@eq_id)?0:.@o_crd1)+.@o_crd2+.@o_crd3+.@o_crd4)) { mes .npc$; mes "There isn't anything I can remove on that accessory."; close; } mes .npc$; mes "Are you sure that you want to remove your enchantments?"; mes "^FF0000This option won't effect your chambered card slot.^000000"; next; if(select("Yes:No")&2) goto L_Exit; misceffect 103; delitem(.cure,1); delitem2 @eq_id, 1, 1, @eq_rf, 0, .@o_crd1, .@o_crd2, .@o_crd3, .@o_crd4; getitem2 @eq_id, 1, 1, @eq_rf, 0, (getitemslots(@eq_id)?.@o_crd1:0), 0, 0, 0; mes .npc$; mes "Your enchantments where removed!"; close; L_Exit: mes .npc$; mes .message$[rand(getarraysize(.message$))]; close; function ordinal_suffix { set(.@i,getarg(0)); set(.@j,.@i%10); if (.@j == 1 && .@i != 11) return .@i + "st"; if (.@j == 2 && .@i != 12) return .@i + "nd"; if (.@j == 3 && .@i != 13) return .@i + "rd"; return .@i + "th"; } function f_itm_menu { while(set(.@a,.@a+1)<=.e_len) { if(compare(.e_itl$[.@a-1],""+getequipid(.e_loc[.@a-1]))) set .@menu$, .@menu$+.eqp$[.@a-1]+"- [^0000FF"+getitemname(getequipid(.e_loc[.@a-1]))+"^000000]:"; else set .@menu$, .@menu$+"^adb4be"+.eqp$[.@a-1]+"- [Empty]^000000:"; } set @menu, select(.@menu$)-1; set @eq_loc, .e_loc[@menu]; set @eq_id, getequipid(@eq_loc); set @eq_rf, getequiprefinerycnt(@eq_loc); if(!compare(.e_itm$,""+@eq_id )) { mes .npc$; mes "Sorry I don't recognize that equipment."; close; } } return; //NPC Constants OnInit: //=-=-=-=-=-=-=Configuration=-=-=-=-=-=-= set .perc , 25; //enchantment fail percent set .pert , 50; //slotting fail percent set .efet , 154; //Success Effect Number set .afet , 155; //Fail Effect Number set .remv , 0; //Allows the NPC to remove enchantments without Item. (1=On/0=Off) set .cure , 6665; //Item used to remove enchantments set .limi , 3; //Limit for status orb enchantments. setarray .message$, //List of random closing messages. "Maybe next time then.", "Alright, thanks anyway!", "Alright maybe next time then.", "Uhm, ok- See you around then.", "Wise choice, although you'll probably"+ "never get anywhere with that attitude."; set .slot$, "2966|2968"; //Items that can be slotted. setarray .ary1$, "Strength(STR)", "Intelligence(INT)", "Dexterity(DEX)", "Agility(AGI)", "Vitality(VIT)", "Luck(LUK)"; copyarray .ary2$[0],.ary1$[0],128; set .t_len, getarraysize(.ary2$); set .ary2$[.t_len], "Health Points"; setarray .ary03$, "Fighting Spirit", "Physical Attack Percent(ATK%)", "Maximum Health Points(MHP%)", "Health Points"; setarray .itm01 , 4811, 4810, 4809; //Fighting Spirit setarray .itm02 , 4819, 4766, 4767; //ATK(%) setarray .itm03 , 4861, 4862, 4867; //MHP setarray .itm04 , 4795, 4796, 4797; //HP copyarray .ary04$[0],.ary03$[0],128; setarray .ary13$, "Magic Attack Percent(MATK%)", "Casting Rate & Damage(Spell)", "Special Points(SP)"; setarray .itm11 , 4760, 4761, 4806; //MATK(%) setarray .itm12 , 4815, 4814, 4813; //Spell setarray .itm13 , 4870, 4800, 4871; //SP copyarray .ary14$[0],.ary13$[0],128; setarray .eqp$ , "Accessory1", "Accessory2"; //Menu3 set .e_len , getarraysize(.eqp$); setarray .e_itl$, "2966|2967|2968|2969", "2966|2967|2968|2969"; //Equip Items setarray .e_loc , 7, 8; //Equip Locations set .e_itm$, implode(.e_itl$,","); set .menu1$, implode(.ary1$,":"); set .menu2$, .menu1$+":"+.ary03$[3]; set .menu03$, implode(.ary03$,":"); set .menu04$, .menu03$; set .menu13$, implode(.ary13$,":"); set .menu14$, .menu13$; //=-=-=-=-=-=-=-=-Skorm-=-=-=-=-=-=-=-=-= } prontera,147,61,5 duplicate(Goldberg#0) Driller#1 87 prontera,147,63,5 duplicate(Goldberg#0) Goldentheifberg#3 87 no recognize RWC items id: 2966,2967,2968,2969
  9. Galera como utlizo isto: item_group Criei um arquivo txt na db/re item_nwprobox.txt Adicionei no meu banco de dados: id 7716 Caixa nwpro script: getgroupitem(IG_nwprobox,1); Como faço para definir as chances de obter itens.
  10. Not work, no gain items.
  11. function script visualbox { .@item = F_Rand(17041,17037,17043,17039,17038,17042,13999,12922,13996,7715,12103,674,28370,6239,6238,7712,7711,18849,2980,6235,6231,6439,6438,16771,12623,6380,6423,12208,12902,); getitem .@item, 1; announce "["+strcharinfo(0)+"] Ganhou: ["+getitemname( .@item )+"("+.@item+")] da caixa visual.",0; return; } Change chance items Ids 1% = 6438,6239,6439
  12. Solved msgstringtable.txt ROenglishRE
  13. Img 1 text: Hair style > Create Image 2: Cancel Reservation > Delete character Poring "delete" text > Start
  14. File location for edit
  15. function script visualbox { .@item = F_Rand(19500,19501,19502,19503,19504,19505,19506,19507,19508,19509,19510,19511,19512,19513,19514,19515,19516,19517,19518,19519,19520,19521,19522,19523,19524,19525,19526,19527,19528,19529,19530,19531,19532,19533,19534,19535,19536,19537,19538,19539,19540,19541,19542,19543,19544,19545,19546,19547,19548,19549,19550,19551,19552,19553,19554,19555,19556,19557,19558,19559,19560,19561,19562,19563,19564,19565,19566,19567,19568,19569,19570,19571,19572,19573,19574,19575,19576,19577,19578,19579,19580,19581,19582,19583,19584,19585,19586,19587,19588,19589,19590,19591,19592,19593,19594,19595,19596,19597,19598,19599,19600,19601,19602,19603,19604,19605,19606,19607,19608,19609,19610,19611,19612,19613,19614,19615,19616,19617,19618,19619,19620,19621,19622,19623,19624,19625,19627,19628,19629,19630,19631,19632,19633,19634,19635,19636,19637,19638,19639,19640,19641,19642,19643,19644,19645,19646,19647,19648,19649,19650,19651,19652,19653,19654,19655,19656,19657,19658,19659,19660,19661,19662,19663,19664,19665,19666,19667,19668,19669,19670,19671,19672,19673,19674,19675,19676,19677,19678,19679,19680,19681,19682,19683,19684,19685,19686,19687,19688,19689,19690,19691,19692,19693,19694,19695,19696,19697,19698,19699,19700,19701,19702,19703,19704,19705,19706,19707,19708,19709,19710,19711,19712,19713,19714,19715,19716,19717,19718,19719,19720,19721,19722,19723,19724,19725,19726,19727,19728,19729,19730,19731,19732,19733,19734,19735,19736,19737,19738,19739,19741,19740,19742,19743,19744,19745,19746,19747,19748,19749,19750,19751,19752,19753,19754,19755,19756,19757,19758,19759,19760,19761,19762,19763,19764,19765,19767,19766,19768,19769,19770,19771,19772,19773,19774,19775,19776,19777,19778,19779,19780,19781,19782,19783,19784,19785,19786,19787,19788,19789,19790,19791,19792,19793,19794,19795,19796,19797,19798,19799,19800,19801,19802,19803,19804,19805,19806,19807,19808,19809,19810,19811,19812,19813,19814,19815,19816,19817,19818,19819,19820,19821,19822,19823,19824,19825,19826,19827,19828,19829,19830,19831,19832,19833,19834,19835,19836,19837,19838,19839,19840,19841,19842,19843,19844,19845,19846,19847,19848,19849,19850,19851,19852,19853,19854,19855,19856,19857,19858,19859,19860,19861,19862,19863,19864,19865,19866,19867,19868,19869,19870,19871,19872,19873,19874,19875,19876,19877,19878,19879,19880,19881,19882,19883,19884,19885,19886,19887,19888,19889,19890,19891,19892,19893,19894,19895,19896,19897,19898,19899,19900,19901,19902,19903,19904,19905,19906,19907,19908,19909,19910,19911,19912,19913,19914,19915,19916,19917,19918,19919,19920,19921,19922,19923,19924,19925,19926,19927,19928,19929,19930,19931,19932,19934,19935,19936,19937,19938,19939,19940,19941,19942,19943,19944,19945,19946,19947,19949,19950,19951,19952,19953,19954,19955,19956,19957,19958,19959,19960,19961,19962,19963,19964,19965,19966,19967,19968,19969,19970,19971,19972,19973,19974,19975,19976,19977,19978,19979,19980,19981,19982,19983,19984,19985,19986,19987,19988,19989,19990,19991,19992,19993,19994,19996,19997,19998,19999,20000,20001,20002,20003,20004,20005,20006,20007,20008,20009,20010,20011,20012,20013,20014,20015,20016,20017,20018,20019,20020,20021,20022,20023,20024,20025,20026,20027,20028,20029,20030,20031,20032,20033,20034,20035,20036,20037,20038,20039,20040,20041,20042,20043,20044,20045,20046,20047,20048,20049,20050,20051,20052,20053,20054,20055,20056,20057,20058,20059,20060,20061,20062,20063,20064,20065,20066,20067,20068,20069,20070,20071,20073,20074,20075,20076,20077,20078,20079,20080,20081,20082,20083,20084,20085,20086,20087,20088,20089,20090,20091,20092,20093,20094,20095,20096,20097,20098,20099,20100,20101,20102,20103,20104,20105,20106,20107,20108,20109,20110,20111,20112,20113,20114,20115,20116,20117,20118,20119,20120,20121,20122,20123,20124,20125,20126,20127,20128,20129,20130,20131,20132,20133,20134,20135,20136,20137,20138,20139,20140,20141,20142,20143,20144,20145,20146,20147,20148,20149,20150,20151,20152,20153,20154,20155,20156,20157,20158,20159,20160,20161,20162,20163,20164,20165,20166,20167,20168,20169,20170,20171,20172,20173,20174,20175,20176,20177,20178,20179,20180,20181,20182,20183,20184,20185,20186,20187,20188,20189,20190,20191,20192,20193,20194,20195,20196,20197,20198,20199,20200,20201,20202,20203,20204,20205,20206,20207,20208,20209,20210,20211,20212,20213,20214,20215,20216,20217,20218,20219,20220,20221,20222,20223,20224,20225,20226,20227,20228,20229,20230,20231,20232,20233,20234,20235,20236,20237,20238,20239,20240,20241,20242,20243,20244,20245,20246,20247,20248,20249,20250,20251,20252,20253,20254,20255,20256,20257,20258,20259,20260,20262,20263,20264,20265,20266,20267,20268,20269,20270,20271,20272,20273,20274,20277,20278,20279,20280,20281,20282,20283,20284,20285,20286,20287,20288,20291,20292,20293,20294,20295,20296,20297,20298,20299,20300,20301,20302,20303,20304,20307,20311,20312,20313,20314,20315,20316,20317,20318,20319,20320,20321,20322,20323,20324,20325,20326,20327,20328,20329,20330,20331,20332,20333,20334,20335,20338,20339,20340,20341,20342,20345,20346,20347,20348,20349,20350,20351,20352,20353,20354,20355,20356,20357,20358,20359,20360,20361,20362,20363,20364,20365,20366,20367,20368,20369,20370,20371,20372,20373,20374,20375,20376,20377,20378,20379,20380,20381,20382,20383,20384,20386,20392,20393,20394,20396,20397,20398,20399,20400,20401,20402,20403,20404,20405,20406,20407,20408,20409,20416,20417,20418,20419,20420,20421,20422,20423,20424,20425,20426,20427,20428,20429,20430,20431,20432,20433,20434,20435,20436,20437,20438,20439,20440,20441,20442,20446,20447,20448,20449,20450,20451,20452,20455,20456,20458,20457,20459,20460,20461,20462,20463,20464,20465,20466,20467,20468,20470,20476,20481,20482,20483,20484,20485,20486,20487,20488,20489,20490,20491,20492,20495,20496,20497,20498,20499,20500,20502,20504,20506,20507,20508,20509,20510,20511,20512,20514,20515,20516,20517,20530,20533); getitem .@item, 1; announce "["+strcharinfo(0)+"] has just obtained a ["+getitemname( .@item )+"] from a Custom Box.",0; return; } Announce item name and id
  16. Galera estou com este script: //===== rAthena Script ======================================= //= Malangdo Costume Enchant //===== Changelogs: ========================================== //= 1.0 First version. [Slyx] //= 1.1 Enable overlapping enchant (need confirmation). [Slyx] //= 1.2 Optimized and add new costumes //============================================================ prontera,156,196,5 script Aver De Dosh 505,{ disable_items; mes "[Aver De Dosh]"; mes "Hello and welcome to Costume Enchant Shop."; mes "My name is Aver De Dosh and I am here to enchant your costume headgears."; next; mes "[Aver De Dosh]"; mes "Bring me the required enchant stones and the selected costume headgears so that I can complete the upgrade for you!"; next; switch (select ("Apply Ability", "End Conversation")) { case 1: mes "[Aver De Dosh]"; mes "What part of costume headgear do you want to strengthen?"; next; switch (select ("Costume Upper Headgear", "Costume Middle Headgear", "Costume Lower Headgear")) { case 1: .@equip_id = getequipid(EQI_COSTUME_HEAD_TOP); switch (.@equip_id) { case 19597: case 19602: case 19608: case 19654: case 19677: case 19712: case 19721: case 19840: case 19876: case 19884: case 19907: case 19915: case 20007: case 20008: case 20009: case 20011: case 20012: case 20018: case 20036: case 20038: case 20113: case 20160: case 20227: case 20266: case 20273: case 20278: case 20377: case 20398: case 20317: case 20449: case 20450: case 20451: case 20491: case 20495: case 20496: case 20498: case 20499: case 31027: case 31028: case 31040: case 31041: case 31042: case 31043: case 31044: case 31045: case 31046: case 31048: case 31062: case 31068: case 31092: case 31123: case 31160: case 31163: case 31165: case 31166: case 31182: case 31185: case 31188: case 31190: case 31119: case 31392: case 31394: case 31396: case 31397: case 31405: case 31448: case 31573: case 31560: case 31562: case 31564: case 31565: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume upper headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_TOP); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_TOP,0), getequipcardid(EQI_COSTUME_HEAD_TOP,1), getequipcardid(EQI_COSTUME_HEAD_TOP,2), getequipcardid(EQI_COSTUME_HEAD_TOP,3); setarray .@stone[0], 6636, //str +1 6637, //int +1 6638, //agi +1 6639, //dex +1 6640, //vit +1 6641, //luk +1 6716, //crit +1 6790, //largesize +1% 6791, //medsize +1% 6792, //smallsize +1% 6943, //atk +1% 6944, //matk +1% 25000, //spdrain +1% 25068; //aspd +1 setarray .@enchant[0], 4700, //str +1 4710, //int +1 4730, //agi +1 4720, //dex +1 4740, //vit +1 4750, //luk +1 4926, //crit +1 4936, //largesize +1% 4937, //medsize +1% 4938, //smallsize +1% 4882, //atk +1% 4883, //matk +1% 4993, //spdrain +1% 4807; //aspd +1 setarray .@enchant_list$[0], "STR Stone", "INT Stone", "AGI Stone", "DEX Stone", "VIT Stone", "LUK Stone", "CRIT Stone", "Big Stone", "Medium Stone", "Small Stone", "ATK Stone", "MATK Stone", "SP Absorption Stone", "ASPD Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume upper headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[0] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_TOP; getitem2 .@equip_id,1,1,0,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } case 2: .@equip_id = getequipid(EQI_COSTUME_HEAD_MID); switch (.@equip_id) { case 19603: case 20005: case 20010: case 20145: case 20146: case 20147: case 20149: case 20314: case 20318: case 20430: case 31047: case 31120: case 31122: case 31146: case 31167: case 31168: case 31183: case 31184: case 31186: case 31187: case 31391: case 31398: case 31399: case 20246: case 31449: case 31463: case 31561: case 31563: case 31574: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume middle headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_MID); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_MID,0), getequipcardid(EQI_COSTUME_HEAD_MID,1), getequipcardid(EQI_COSTUME_HEAD_MID,2), getequipcardid(EQI_COSTUME_HEAD_MID,3); setarray .@stone[0], 6945, //str +1 6946, //int +1 6947, //agi +1 6948, //dex +1 6949, //vit +1 6950, //luk +1 6642, //atk +1% 6643, //matk +1% 6717, //hp +50 6742, //recoverhp +10 10s 6743, //maxhp +1% 6744; //maxsp +1% setarray .@enchant[0], 4700, //str +1 4710, //int +1 4730, //agi +1 4720, //dex +1 4740, //vit +1 4750, //luk +1 4882, //atk +1% 4883, //matk +1% 4927, //hp +50 4931, //recoverhp +10 10s 4861, //maxhp +1% 4929; //maxsp +1% setarray .@enchant_list$[0], "STR Stone", "INT Stone", "AGI Stone", "DEX Stone", "VIT Stone", "LUK Stone", "ATK Stone", "MATK Stone", "HP+50 Stone", "Recovery Stone", "HP+1% Stone", "SP+1% Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume middle headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[1] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_MID; getitem2 .@equip_id,1,1,0,0,.@card[0],.@enchant[.@type],.@card[2],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } case 3: .@equip_id = getequipid(EQI_COSTUME_HEAD_LOW); switch (.@equip_id) { /*case 5914:*/ case 19513: case 19514: case 19552: case 19553: case 19584: case 19604: case 19636: case 19764: case 19783: case 19785: case 19952: case 20034: case 20071: case 20132: case 20285: case 20315: case 20363: case 20370: case 20405: case 20407: case 20497: case 31029: case 31055: case 31087: case 31121: case 31162: case 31164: case 31181: case 31189: case 31393: case 31395: case 31399: case 31438: case 31453: case 31572: case 31575: case 31559: case 31566: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume lower headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_LOW); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_LOW,0), getequipcardid(EQI_COSTUME_HEAD_LOW,1), getequipcardid(EQI_COSTUME_HEAD_LOW,2), getequipcardid(EQI_COSTUME_HEAD_LOW,3); setarray .@stone[0], 6644, //hit +1 6645, //flee +1 6718, //sp +10 6951; //hp +1% setarray .@enchant[0], 4884, //hit +1 4859, //flee +1 4928, //sp +10 4861; //hp +1% setarray .@enchant_list$[0], "HIT Stone", "FLEE Stone", "SP+10 Stone", "HP+1% Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume lower headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[2] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_LOW; getitem2 .@equip_id,1,1,0,0,.@card[0],.@card[1],.@enchant[.@type],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } } case 2: mes "[Aver De Dosh]"; mes "Alright, come again when you have changed your mind."; close; } } mal_in01,20,107,2 script Lace La Zard 614,{ disable_items; mes "[Lace La Zard]"; mes "Welcome to Fashion Stone!!"; mes "My name is Lace La Zard who will make your 'Power Shoulder' dream come true."; next; mes "[Lace La Zard]"; mes "Bring your Costume Garment and Garment Stone, I will complete the perfect upgrade for you!"; mes "I found this formula while working on my own humble body upgrading."; next; switch (select ("Apply Ability", "End Conversation")) { case 1: .@equip_id = getequipid(EQI_COSTUME_GARMENT); switch (.@equip_id) { case 20500: case 20502: case 20504: case 20507: case 20509: case 20510: case 20511: case 20512: case 20516: case 20600: case 20727: case 20730: case 20737: case 20746: case 20761: case 20762: case 20763: case 20764: break; case -1: mes "[Lace La Zard]"; mes "Are you wearing the item?"; close; default: mes "[Lace La Zard]"; mes "I am sorry. Please wear the proper costume garment."; close; } .@equip_name$ = getequipname(EQI_COSTUME_GARMENT); .@refine = getequiprefinerycnt(EQI_COSTUME_GARMENT); setarray .@card[0], getequipcardid(EQI_COSTUME_GARMENT,0), getequipcardid(EQI_COSTUME_GARMENT,1), getequipcardid(EQI_COSTUME_GARMENT,2), getequipcardid(EQI_COSTUME_GARMENT,3); setarray .@stone[0], 6908, //aspd +1 6963, //hpdrain 1% 6964; //spdrain 1% setarray .@enchant[0], 4807, //aspd +1 4992, //hpdrain 1% 4993; //spdrain 1% setarray .@enchant_list$[0], "ASPD Stone", "HP Absorption Stone", "SP Absorption Stone"; mes "[Lace La Zard]"; mes "Wow ^0000FF" + .@equip_name$ + "!!!^000000. You got some sense there don't you?"; mes "Great!!! I'm fully ready for this upgrade."; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume garment.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem (.@stone[.@type]) < 1) { mes "[Lace La Zard]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[0] > 1) { mes "[Lace La Zard]"; mes "This costume garment already enchanted. I cannot upgrade it any further."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Lace La Zard]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_GARMENT; getitem2 .@equip_id,1,1,.@refine,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3]; mes "[Lace La Zard]"; mes "Beautiful!!!"; mes "Did I really made this by myself??!!"; close; } case 2: mes "[Lace La Zard]"; mes "Please come back when you are ready for this great offer!"; close; } } Gostaria que ele pedisse o item id 7711 e viesse um encantamento randomico. Como aplico rand e set e set amount
  17. Esta algum script de venda organizada ?
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