Sorry for the late reply. The if-clauses were missing some brackets.
This won't work:
if ( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 30 )
This will :
if ( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 30) )
Fixed script:
//===== eAthena/rAthena Script =======================================
//= Weapon Forger
//===== Template by: =========================================
//= Pang Cake
//===== Modified by: =========================================
//= Mysterious
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= eAthena / rAthena SVN
//===== Description: =========================================
//= This NPC forges NAMELESS weapons, and can incorporate element stones and star crumbs.
//= The forge chance is adjustable by changing the formula below.
//===== Additional Comments: ========================================
//= v1.0 - Initial release [Pang Cake]
//= v1.1 - Fixed a couple of things [Mysterious]
//= v1.2 - Proper disclaimer [Mysterious]
//============================================================
prontera,170,180,4 script The Forger 813,{
// ============= Configuration Settings ==================
// Based on following forge success-rate formula:
// ( 5 * Skill Level ) + ( Job Level / 5 ) + ( DEX / 10 ) + ( LUK / 10 ) + 50.
set .ForgeSkLvl, 3; // Level of Forge Skill ( Forge Sword, Forge Mace, etc ). Recommended: 3 max.
set .JLvl, 50; // Job level of the Forger NPC.Recommended: 70 max.
set .ForDex, 80; // The dexterity stat of the Forge NPC. Recommended: 99 max.
set .ForLuk, 80; // The luck stat of the Forge NPC.Recommended: 99 max.
set .AnvMod, 5; // Anvil chance mods, e.g. 0 = Normal Anvil, 3 = Oridecon Anvil, 5 = Golden Anvil, 10 = Emperium Anvil. Recommended: 10 max.
// Forge formula - don't fiddle with this one unless you want to change the formula.
set .ForgeChance, ( .ForgeSkLvl * 5 ) + ( .JLvl / 5 ) + ( .ForDex / 10 ) + ( .ForLuk / 10 ) + .AnvMod + 50;
// Misc. Configuration.
set .GMBypassLv, 50; // Minimum GM level for ignoring item requirements.
set .NameSet, 0; // Weapons will be forged with: 0 = Nameless, 1 = Invoking PC's name.
set .PerfectChance, 0; // Set to 1 to enable 100% forge chance.
// ============== End Configurations ================
mes "[^FF6600Forger^000000]";
mes "Hello, I am the Forger. If you provide the materials, I can forge weapons for you.";
mes "Would you like me to forge you a weapon?";
switch( select( "Yes.:Information.:No." ) ) {
case 1:
break;
case 2:
next;
mes "[^FF6600Forger^000000]";
mes "What weapons would you like to know about?";
switch( select( "Daggers.:1H Swords.:2H Swords.:Maces.:Spears.:Knuckles.:Axes.:Nothing." ) ) {
case 1:
mes "DAGGERS";
mes "^FF0099LEVEL ONE^000000:";
mes "Knife - ^FF00001x Iron, 10x Jellopies^000000.";
mes "Cutter - ^FF000025x Iron^000000.";
mes "Main Gauche - ^FF000050x Iron^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Dirk - ^FF000017x Steel^000000.";
mes "Dagger - ^FF000030x Steel^000000.";
mes "Stiletto - ^FF000040x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Gladius - ^FF00004x Oridecon, 40x Steel, 1x Sapphire^000000.";
mes "Damascus - ^FF00004x Oridecon, 60x Steel, 1x Zircon^000000.";
close;
case 2:
mes "1H SWORDS.";
mes "^FF0099LEVEL ONE^000000:";
mes "Sword - ^FF00002x Iron^000000.";
mes "Falchion - ^FF000030x Iron^000000.";
mes "Blade - ^FF000045x Iron, 25x Tooth of Bat^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Rapier - ^FF000020x Steel^000000.";
mes "Scimitar - ^FF000035x Steel^000000.";
mes "Ring Pommel Saber - ^FF000040x Steel, 50x Wolf Claw^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Saber - ^FF00008x Oridecon, 5x Steel, 1x Opal^000000.";
mes "Haedongum - ^FF00008x Oridecon, 10x Steel, 1x Topaz^000000.";
mes "Tsurugi - ^FF00008x Oridecon, 15x Steel, 1x Garnet^000000.";
mes "Flamberge - ^FF000016x Oridecon, 1x Cursed Ruby^000000.";
close;
case 3:
mes "2H SWORDS.";
mes "^FF0099LEVEL ONE^000000:";
mes "Katana - ^FF000035x Iron, 15x Horrendous Mouth^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Slayer - ^FF000025x Steel, 20x Decayed Nail^000000.";
mes "Bastard Sword - ^FF000045x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Two-Handed Sword - ^FF000012x Oridecon, 10x Steel^000000.";
mes "Broad Sword - ^FF000012x Oridecon, 10x Steel^000000.";
mes "Claymore - ^FF000016x Oridecon, 20x Steel, 1x Cracked Diamond^000000.";
close;
case 4:
mes "MACES.";
mes "^FF0099LEVEL ONE^000000:";
mes "Club - ^FF00003x Iron^000000.";
mes "Mace - ^FF000030x Iron^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Smasher - ^FF000020x Steel^000000.";
mes "Flail - ^FF000033x Steel^000000.";
mes "Chain - ^FF000040x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Morning Star - ^FF000085x Steel, 1x 1 Carat Diamond^000000.";
mes "Sword Mace - ^FF0000100x Steel, 20x Sharp Scale^000000.";
mes "Stunner - ^FF0000120x Steel, 1x Heroic Emblem^000000.";
close;
case 5:
mes "SPEARS.";
mes "^FF0099LEVEL ONE^000000:";
mes "Javelin - ^FF00003x Iron^000000.";
mes "Spear - ^FF000035x Iron^000000.";
mes "Pike - ^FF000070x Iron^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Guisarme - ^FF000025x Steel^000000.";
mes "Glaive - ^FF000040x Steel^000000.";
mes "Partizan - ^FF000055x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Trident - ^FF00008x Oridecon, 10x Steel, 1x Aquamarine^000000.";
mes "Halberd - ^FF000012x Oridecon, 10x Steel^000000.";
mes "Lance - ^FF000012x Oridecon, 3x Ruby, 2x Evil Horn^000000.";
close;
case 6:
mes "KNUCKLES.";
mes "^FF0099LEVEL ONE^000000:";
mes "Waghnak - ^FF0000160x Iron, 1x Pearl^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Knuckle Duster - ^FF000050x Steel^000000.";
mes "Studded Knuckles - ^FF000065x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Fist - ^FF00004x Oridecon, 10x Ruby^000000.";
mes "Claw - ^FF00008x Oridecon, 10x Topaz^000000.";
mes "Finger - ^FF00004x Oridecon, 10x Opal^000000.";
close;
case 7:
mes "AXES.";
mes "^FF0099LEVEL ONE^000000:";
mes "Axe - ^FF000010x Iron^000000.";
mes "Battle Axe - ^FF0000110x Iron^000000.";
mes "^FF0099LEVEL TWO^000000:";
mes "Hammer - ^FF000030x Steel^000000.";
mes "^FF0099LEVEL THREE^000000:";
mes "Buster - ^FF00004x Oridecon, 20x Steel, 30x Orcish Fang^000000.";
mes "Two-Handed Axe - ^FF00008x Oridecon, 10x Steel, 1x Amethyst^000000.";
close;
case 8:
mes "Come back when you would like to forge.";
close;
}
case 3:
mes "Alright, come back when you'd like me to forge.";
close;
}
next;
mes "[^FF6600Forger^000000]";
mes "What weapons would you like to forge?";
switch( select( "Daggers.:1H Swords.:2H Swords.:Maces.:Spears.:Knuckles.:Axes.:Nothing." ) ) {
case 1:
mes "Which ^FF0099DAGGER^000000 would you like me to produce?";
switch( select( "Knife (dmg 17):Cutter (dmg 30):Main Gauche (dmg 43):Dirk (dmg 59):Dagger (dmg 73):Stiletto (dmg 87):Gladius (dmg 105):Damascus (dmg 153)" ) ) {
case 1:
mes "You have selected ^FF0000KNIFE^000000.";
set .ForgeID, 1201;
break;
case 2:
mes "You have selected ^FF0000CUTTER^000000.";
set .ForgeID, 1204;
break;
case 3:
mes "You have selected ^FF0000MAIN GAUCHE^000000.";
set .ForgeID, 1207;
break;
case 4:
mes "You have selected ^FF0000DIRK^000000.";
set .ForgeID, 1210;
break;
case 5:
mes "You have selected ^FF0000DAGGER^000000.";
set .ForgeID, 1213;
break;
case 6:
mes "You have selected ^FF0000STILETTO^000000.";
set .ForgeID, 1216;
break;
case 7:
mes "You have selected ^FF0000GLADIUS^000000.";
set .ForgeID, 1219;
break;
case 8:
mes "You have selected ^FF0000DAMASCUS^000000.";
set .ForgeID, 1222;
break;
}
break;
case 2:
mes "Which ^FF00991H SWORD^000000 would you like me to produce?";
switch( select( "Sword (dmg 25):Falchion (dmg 39):Blade (dmg 53):Rapier (dmg 70):Scimitar (dmg 85):Ring Pommel Saber (dmg 100):Saber (dmg 115):Haedongum (dmg 120):Tsurugi (dmg 130):Flamberge (dmg 150)" ) ) {
case 1:
mes "You have selected ^FF0000SWORD^000000.";
set .ForgeID, 1101;
break;
case 2:
mes "You have selected ^FF0000FALCHION^000000.";
set .ForgeID, 1104;
break;
case 3:
mes "You have selected ^FF0000BLADE^000000.";
set .ForgeID, 1107;
break;
case 4:
mes "You have selected ^FF0000RAPIER^000000.";
set .ForgeID, 1110;
break;
case 5:
mes "You have selected ^FF0000SCIMITAR^000000.";
set .ForgeID, 1113;
break;
case 6:
mes "You have selected ^FF0000RING POMMEL SABER^000000.";
set .ForgeID, 1122;
break;
case 7:
mes "You have selected ^FF0000SABER^000000.";
set .ForgeID, 1126;
break;
case 8:
mes "You have selected ^FF0000HAEDONGUM^000000.";
set .ForgeID, 1123;
break;
case 9:
mes "You have selected ^FF0000TSURUGI^000000.";
set .ForgeID, 1119;
break;
case 10:
mes "You have selected ^FF0000FLAMBERGE^000000.";
set .ForgeID, 1129;
break;
}
break;
case 3:
mes "Which ^FF00992H SWORD^000000 would you like me to produce?";
switch( select( "Katana (dmg 60):Slayer (dmg 90):Bastard Sword (dmg 115):Two-Handed Sword (dmg 160):Broad Sword (dmg 140):Claymore (dmg 180)" ) ) {
case 1:
mes "You have selected ^FF0000KATANA^000000.";
set .ForgeID, 1116;
break;
case 2:
mes "You have selected ^FF0000SLAYER^000000.";
set .ForgeID, 1151;
break;
case 3:
mes "You have selected ^FF0000BASTARD SWORD^000000.";
set .ForgeID, 1154;
break;
case 4:
mes "You have selected ^FF0000TWO-HANDED SWORD^000000.";
set .ForgeID, 1157;
break;
case 5:
mes "You have selected ^FF0000BROAD SWORD^000000.";
set .ForgeID, 1160;
break;
case 6:
mes "You have selected ^FF0000CLAYMORE^000000.";
set .ForgeID, 1163;
break;
}
break;
case 4:
mes "Which ^FF0099MACE^000000 would you like me to produce?";
switch( select( "Club (dmg 23):Mace (dmg 37):Smasher (dmg 54):Flail (dmg 69):Chain (dmg 84):Morning Star (dmg 110):Sword Mace (dmg 130):Stunner (dmg 140)" ) ) {
case 1:
mes "You have selected ^FF0000CLUB^000000.";
set .ForgeID, 1501;
break;
case 2:
mes "You have selected ^FF0000MACE^000000.";
set .ForgeID, 1504;
break;
case 3:
mes "You have selected ^FF0000SMASHER^000000.";
set .ForgeID, 1507;
break;
case 4:
mes "You have selected ^FF0000FLAIL^000000.";
set .ForgeID, 1510;
break;
case 5:
mes "You have selected ^FF0000CHAIN^000000.";
set .ForgeID, 1519;
break;
case 6:
mes "You have selected ^FF0000MORNING STAR^000000.";
set .ForgeID, 1513;
break;
case 7:
mes "You have selected ^FF0000SWORD MACE^000000.";
set .ForgeID, 1516;
break;
case 8:
mes "You have selected ^FF0000STUNNER^000000.";
set .ForgeID, 1522;
break;
}
break;
case 5:
mes "Which ^FF0099SPEAR^000000 would you like me to produce?";
switch( select( "Javelin (dmg 28):Spear (dmg 44):Pike (dmg 74):Guisarme (dmg 84):Glaive (dmg 104):Partizan (dmg 124):Trident (dmg 150):Halberd (dmg 165):Lance (dmg 185)" ) ) {
case 1:
mes "You have selected ^FF0000JAVELIN^000000.";
set .ForgeID, 1401;
break;
case 2:
mes "You have selected ^FF0000SPEAR^000000.";
set .ForgeID, 1404;
break;
case 3:
mes "You have selected ^FF0000PIKE^000000.";
set .ForgeID, 1407;
break;
case 4:
mes "You have selected ^FF0000GUISARME^000000.";
set .ForgeID, 1451;
break;
case 5:
mes "You have selected ^FF0000GLAIVE^000000.";
set .ForgeID, 1454;
break;
case 6:
mes "You have selected ^FF0000PARTIZAN^000000.";
set .ForgeID, 1457;
break;
case 7:
mes "You have selected ^FF0000TRIDENT^000000.";
set .ForgeID, 1460;
break;
case 8:
mes "You have selected ^FF0000HALBERD^000000.";
set .ForgeID, 1463;
break;
case 9:
mes "You have selected ^FF0000LANCE^000000.";
set .ForgeID, 1410;
break;
}
break;
case 6:
mes "Which ^FF0099KNUCKLE^000000 would you like me to produce?";
switch( select( "Waghnakh (dmg 30):Knuckle Duster (dmg 50):Studded Knuckles (dmg 65):Fist (dmg 115):Claw (dmg 86):Finger (dmg 97)" ) ) {
case 1:
mes "You have selected ^FF0000WAGHNAKH^000000.";
set .ForgeID, 1801;
break;
case 2:
mes "You have selected ^FF0000KNUCKLE DUSTER^000000.";
set .ForgeID, 1803;
break;
case 3:
mes "You have selected ^FF0000STUDDED KNUCKLES^000000.";
set .ForgeID, 1805;
break;
case 4:
mes "You have selected ^FF0000FIST^000000.";
set .ForgeID, 1807;
break;
case 5:
mes "You have selected ^FF0000CLAW^000000.";
set .ForgeID, 1809;
break;
case 6:
mes "You have selected ^FF0000FINGER^000000.";
set .ForgeID, 1811;
break;
}
break;
case 7:
mes "Which ^FF0099AXE^000000 would you like me to produce?";
switch( select( "Axe (dmg 38):Battle Axe (dmg 80):Hammer (dmg 120):Buster (dmg 115):Two-Handed Axe (dmg 185)" ) ) {
case 1:
mes "You have selected ^FF0000AXE^000000.";
set .ForgeID, 1301;
break;
case 2:
mes "You have selected ^FF0000BATTLE AXE^000000.";
set .ForgeID, 1351;
break;
case 3:
mes "You have selected ^FF0000HAMMER^000000.";
set .ForgeID, 1354;
break;
case 4:
mes "You have selected ^FF0000BUSTER^000000.";
set .ForgeID, 1357;
break;
case 5:
mes "You have selected ^FF0000TWO-HANDED AXE^000000.";
set .ForgeID, 1360;
break;
}
break;
case 8:
mes "Okay, see you next time.";
close;
}
if( getiteminfo( .ForgeID , 13 ) > 1 ) {
set .ForgeChance, .ForgeChance - ( getiteminfo( .ForgeID , 13 ) * 10 );
}
next;
mes "[^FF6600Forger^000000]";
mes "How many ^FF0099Star Crumbs^000000 would you like to put in your weapon?";
switch( select( "1.:2.:3.:None." ) ) {
case 1:
mes "You wish to forge a ^FF0000VERY STRONG^000000 weapon.";
set .SCFor, 1;
set .ForgeChance, .ForgeChance - 15;
break;
case 2:
mes "You wish to forge a ^FF0000VERY VERY STRONG^000000 weapon.";
set .SCFor, 2;
set .ForgeChance, .ForgeChance - 30;
break;
case 3:
mes "You wish to forge a ^FF0000VERY VERY VERY STRONG^000000 weapon.";
set .SCFor, 3;
set .ForgeChance, .ForgeChance - 45;
break;
case 4:
mes "You do not wish to put ^FF0099Star Crumbs^000000 in this weapon.";
set .SCFor, 0;
break;
}
if( .SCFor < 3 ) {
next;
mes "[^FF6600Forger^000000]";
mes "What ^FF0099element^000000 would you like to put into your weapon?";
switch( select( "^0000FFICE^000000.:^993300EARTH^000000.:^FF0000FIRE^000000.:^33CC00WIND^000000.:None." ) ) {
case 1:
mes "You wish to forge with ^0000FFMYSTIC FROZEN^000000.";
set .EleFor, 1;
set .ForgeChance, .ForgeChance - 20;
break;
case 2:
mes "You wish to forge with ^993300GREAT NATURE^000000.";
set .EleFor, 2;
set .ForgeChance, .ForgeChance - 20;
break;
case 3:
mes "You wish to forge with ^FF0000FLAME HEART^000000.";
set .EleFor, 3;
set .ForgeChance, .ForgeChance - 20;
break;
case 4:
mes "You wish to forge with ^33CC00ROUGH WIND^000000.";
set .EleFor, 4;
set .ForgeChance, .ForgeChance - 20;
break;
case 5:
mes "You do not wish to insert an element into your weapon.";
set .EleFor, 0;
break;
}
}
if ( getgmlevel() < .GMBypassLv ) {
callfunc ( "LOL_ChkSCEle", .EleFor );
setd ".ForgeItem", .ForgeID;
set .forgeable, callfunc ( "LOL_Chk" + .ForgeItem + "i", .SCFor );
if ( .forgeable == 0 ) {
next;
mes "[^FF6600Forger^000000]";
mes "You do not have all the required materials. Please come back when you do.";
close;
}
}
if( .SCFor == 1 ) {
setd ".StarCrumb$", "Very Strong ";
}
if( .SCFor == 2 ) {
setd ".StarCrumb$", "Very Very Strong ";
}
if( .SCFor == 3 ) {
setd ".StarCrumb$", "Very Very Very Strong ";
}
if( .EleFor == 1 ) {
setd ".Element$", "Ice ";
}
if( .EleFor == 2 ) {
setd ".Element$", "Earth ";
}
if( .EleFor == 3 ) {
setd ".Element$", "Fire ";
}
if( .EleFor == 4 ) {
setd ".Element$", "Wind ";
}
next;
if( .PerfectChance == 1 ) {
set .ForgeChance, 100;
}
mes "[^FF6600Forger^000000]";
mes "We are now ready to forge your ^FF0000" + .StarCrumb$ + .Element$ + getitemname( .ForgeID ) + "^000000, at a ^FF0000" + .ForgeChance + "^000000% chance.";
mes "^009900ALL ITEMS WILL BE CONSUMED UPON EITHER FAILURE OR SUCCESS^000000. Continue?";
switch( select( "Yes.:No." ) ) {
case 1:
if( getgmlevel() < .GMBypassLv ) {
callfunc ( "LOL_DelSCEle", .SCFor, .EleFor );
callfunc "LOL_Del" + .ForgeItem + "i";
}
if( .ForgeChance >= rand( 100 ) ) {
if( .NameSet == 1 ) {
set .name3, getcharid( 0 ) & 65535;
set .name4, getcharid( 0 ) >> 16;
}
set .lolface, .EleFor + ( ( .SCFor * 5 ) << 8 );
getitem2 .ForgeID, 1, 1, 0, 0, 255, .lolface, .name3, .name4;
specialeffect 154;
next;
mes "[^FF6600Forger^000000]";
mes "There you go! Enjoy your new weapon!";
close;
}
else {
specialeffect 155;
next;
mes "[^FF6600Forger^000000]";
mes "I am very sorry, item creation has ^FF0000failed^000000. Better luck next time.";
close;
}
case 2:
mes "[^FF6600Forger^000000]";
mes "Well alright, come back if you change your mind.";
close;
}
}
//Item-Check and Delete Functions!
//STAR CRUMBS AND ELE.
function script LOL_ChkSCEle {
if( (getarg( 0 ) == 1) && (countitem( 995 ) < 1) ) {
mes "[^FF6600Forger^000000]";
mes "You do not have the required ^0000FFMystic Frozen^000000. Come back when you do.";
close;
}
if( (getarg( 0 ) == 2) && (countitem( 997 ) < 1) ) {
mes "[^FF6600Forger^000000]";
mes "You do not have the required ^993300Great Nature^000000. Come back when you do.";
close;
}
if( (getarg( 0 ) == 3) && (countitem( 994 ) < 1) ) {
mes "[^FF6600Forger^000000]";
mes "You do not have the required ^FF0000Flame Heart^000000. Come back when you do.";
close;
}
if( (getarg( 0 ) == 4) && (countitem( 996 ) < 1) ) {
mes "[^FF6600Forger^000000]";
mes "You do not have the required ^33CC00Rough Wind^000000. Come back when you do.";
close;
}
return;
}
function script LOL_DelSCEle {
if( getarg( 0 ) != 0 ) {
delitem 1000,getarg( 0 );
}
if( getarg( 1 ) == 1 ) {
delitem 995,1;
}
if( getarg( 1 ) == 2 ) {
delitem 997,1;
}
if( getarg( 1 ) == 3 ) {
delitem 994,1;
}
if( getarg( 1 ) == 4 ) {
delitem 996,1;
}
return;
}
//DAGGERS:
// -knife
function script LOL_Chk1201i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 1) && (countitem( 909 ) >= 10) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1201i {
delitem 998,1;
delitem 909,10;
return;
}
// -cutter
function script LOL_Chk1204i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 25) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1204i {
delitem 998,25;
return;
}
// -main gauche
function script LOL_Chk1207i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 50) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1207i {
delitem 998,50;
return;
}
// -dirk
function script LOL_Chk1210i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 17) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1210i {
delitem 999,17;
return;
}
// -dagger
function script LOL_Chk1213i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 30 )) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1213i {
delitem 999,30;
return;
}
// -stiletto
function script LOL_Chk1216i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 40 )) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1216i {
delitem 999,40;
return;
}
// -gladius
function script LOL_Chk1219i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 40) && (countitem( 984 ) >= 4) && (countitem( 726 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1219i {
delitem 984,4;
delitem 999,40;
delitem 726,1;
return;
}
// -damascus
function script LOL_Chk1222i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 60) && (countitem( 984 ) >= 4) && (countitem( 729 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1222i {
delitem 984,4;
delitem 999,60;
delitem 729,1;
return;
}
//ONE-HANDED SWORDS:
// -sword
function script LOL_Chk1101i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 2 )) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1101i {
delitem 998,2;
return;
}
// -falchion
function script LOL_Chk1104i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 30 )) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1104i {
delitem 998,30;
return;
}
// -blade
function script LOL_Chk1107i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 45) && (countitem( 913 ) >= 25) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1107i {
delitem 998,45;
delitem 913,25;
return;
}
// -rapier
function script LOL_Chk1110i {
if( (countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 20) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1110i {
delitem 999,20;
return;
}
// -scimitar
function script LOL_Chk1113i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 35) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1113i {
delitem 999,35;
return;
}
// -ring pommel saber
function script LOL_Chk1122i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 40) && (countitem( 920 ) >= 50) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1122i {
delitem 999,40;
delitem 920,50;
return;
}
// -saber
function script LOL_Chk1126i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 5) && (countitem( 984 ) >= 8) && (countitem( 727 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1126i {
delitem 984,8;
delitem 999,5;
delitem 727,1;
return;
}
// -haedongum
function script LOL_Chk1123i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 10) && (countitem( 984 ) >= 8) && (countitem( 728 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1123i {
delitem 984,8;
delitem 999,10;
delitem 728,1;
return;
}
// -tsurugi
function script LOL_Chk1119i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 15) && (countitem( 984 ) >= 8) && (countitem( 718 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1119i {
delitem 984,8;
delitem 999,15;
delitem 718,1;
return;
}
// -flamberge
function script LOL_Chk1129i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 984 ) >= 16) && (countitem( 724 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1129i {
delitem 984,16;
delitem 724,1;
return;
}
//TWO-HANDED SWORDS:
// -katana
function script LOL_Chk1116i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 35) && (countitem( 958 ) >= 15) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1116i {
delitem 998,35;
delitem 958,15;
return;
}
// -slayer
function script LOL_Chk1151i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 25) && (countitem( 957 ) >= 20) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1151i {
delitem 999,25;
delitem 957,20;
return;
}
// -bastard sword
function script LOL_Chk1154i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 45) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1154i {
delitem 999,45;
return;
}
// -two-handed sword
function script LOL_Chk1157i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 10) && (countitem( 984 ) >= 12) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1157i {
delitem 984,12;
delitem 999,10;
return;
}
// -broad sword
function script LOL_Chk1160i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 20) && (countitem( 984 ) >= 12) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1160i {
delitem 984,12;
delitem 999,20;
return;
}
// -claymore
function script LOL_Chk1163i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 20) && (countitem( 984 ) >= 16) && (countitem( 733 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1163i {
delitem 999,20;
delitem 984,16;
delitem 733,1;
return;
}
//MACES:
// -club
function script LOL_Chk1501i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 3) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1501i {
delitem 998,3;
return;
}
// -mace
function script LOL_Chk1504i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 30) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1504i {
delitem 998,30;
return;
}
// -smasher
function script LOL_Chk1507i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 20) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1507i {
delitem 999,20;
return;
}
// -flail
function script LOL_Chk1510i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 33) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1510i {
delitem 999,33;
return;
}
// -chain
function script LOL_Chk1519i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 45) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1519i {
delitem 999,45;
return;
}
// -morning star
function script LOL_Chk1513i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 85) && (countitem( 730 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1513i {
delitem 999,85;
delitem 730,1;
return;
}
// -sword mace
function script LOL_Chk1516i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 100) && (countitem( 963 ) >= 20) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1516i {
delitem 999,100;
delitem 963,20;
return;
}
// -stunner
function script LOL_Chk1522i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 120) && (countitem( 968 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1522i {
delitem 999,120;
delitem 968,1;
return;
}
//SPEARS:
// -javelin
function script LOL_Chk1401i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 3) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1401i {
delitem 998,3;
return;
}
// -spear
function script LOL_Chk1404i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 35) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1404i {
delitem 998,35;
return;
}
// -pike
function script LOL_Chk1407i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 70) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1407i {
delitem 998,70;
return;
}
// -guisarme
function script LOL_Chk1451i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 25) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1451i {
delitem 999,25;
return;
}
// -glaive
function script LOL_Chk1454i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 40) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1454i {
delitem 999,40;
return;
}
// -partizan
function script LOL_Chk1457i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 55) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1457i {
delitem 999,55;
return;
}
// -trident
function script LOL_Chk1460i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 10) && (countitem( 984 ) >= 8) && (countitem( 720 ) >= 5) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1460i {
delitem 984,8;
delitem 999,10;
delitem 720,5;
return;
}
// -halberd
function script LOL_Chk1463i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 10) && (countitem( 984 ) >= 12) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1463i {
delitem 984,12;
delitem 999,10;
return;
}
// -lance
function script LOL_Chk1410i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 984 ) >= 12) && (countitem( 723 ) >= 3) && (countitem( 923 ) >= 2) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1410i {
delitem 984,12;
delitem 723,3;
delitem 923,2;
return;
}
//KNUCKLES:
// -waghnakh
function script LOL_Chk1801i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 160) && (countitem( 722 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1801i {
delitem 998,160;
delitem 722,1;
return;
}
// -knuckle duster
function script LOL_Chk1803i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 50) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1803i {
delitem 999,50;
return;
}
// -studded knuckles
function script LOL_Chk1805i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 65) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1805i {
delitem 999,65;
return;
}
// -fist
function script LOL_Chk1807i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 984 ) >= 4) && (countitem( 723 ) >= 10) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1807i {
delitem 984,4;
delitem 723,10;
return;
}
// -claw
function script LOL_Chk1809i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 984 ) >= 8) && (countitem( 728 ) >= 10) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1809i {
delitem 984,8;
delitem 728,10;
return;
}
// -finger
function script LOL_Chk1811i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 984 ) >= 4) && (countitem( 727 ) >= 10) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1811i {
delitem 984,4;
delitem 727,10;
return;
}
//AXES:
// -axe
function script LOL_Chk1301i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 10) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1301i {
delitem 998,10;
return;
}
// -battle axe
function script LOL_Chk1351i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 998 ) >= 110) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1351i {
delitem 998,110;
return;
}
// -hammer
function script LOL_Chk1354i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 30) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1354i {
delitem 999,30;
return;
}
// -buster
function script LOL_Chk1357i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 20) && (countitem( 984 ) >= 4) && (countitem( 922 ) >= 30) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1357i {
delitem 984,4;
delitem 999,20;
delitem 922,30;
return;
}
// -two-handed axe
function script LOL_Chk1360i {
if((countitem( 1000 ) >= getarg( 0 )) && (countitem( 999 ) >= 10) && (countitem( 984 ) >= 8) && (countitem( 719 ) >= 1) ) {
return 1;
}
else {
return 0;
}
}
function script LOL_Del1360i {
delitem 999,10;
delitem 984,8;
delitem 719,1;
return;
}