Jump to content
  • 0

Armor Enchanter ( 5 Skulls per Enchant )


awesomazingxed

Question


  • Group:  Members
  • Topic Count:  51
  • Topics Per Day:  0.01
  • Content Count:  95
  • Reputation:   0
  • Joined:  10/24/14
  • Last Seen:  

Hello there. Can someone remake this script. This is an ordinary armor enchanter. 

What i want is instead of zenny, players are required to give 5 Skulls [7420] per enchant coz zenny is useless in my server. Thank you in advance. Appreciated for those who help. 

//===== rAthena Script ======================================= 
//= Armor Enchanter
//===== By: ================================================== 
//= L0ne_W0lf
//===== Current Version: ===================================== 
//= 1.3a
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: ========================================= 
//= [Official Conversion]
//= Add a +1, +2, or +3 random stat to a specified armor.
//===== Additional Comments: ================================= 
//= 1.0 First version.
//= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
//============================================================ 

turbo_room,73,79,5	script	Armor Enchanter	73,{
	disable_items;
	mes "[Apprentice Craftsman]";
	if (Zeny >= 1) {
		mes "I've been studying ways to enhance an armor to maximize its capability.";
		next;
		mes "[Apprentice Craftsman]";
		mes "Enchanting is an awesome skill that infuses a mysterious status powers into the armor's hidden socket.";
		next;
		mes "[Apprentice Craftsman]";
		mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
		next;
		mes "[Apprentice Craftsman]";
		mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe...";
		next;
		mes "[Apprentice Craftsman]";
		mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
		next;
		switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
		case 1:
			setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
			set .@j,50;
			break;
		case 2:
			setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
			set .@j,55;
			set .@k,1;
			break;
		case 3:
			setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
			set .@j,60;
			break;
		case 4:
			mes "[Apprentice Craftsman]";
			mes "Please come back when you have any interest in enchanting your armor.";
			close;
		}
		set .@menu$,"";
		for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
			set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
		callsub S_EnchantArmor, .@Items[select(.@menu$)-1], .@j;
		end;
	}
	mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
	next;
	mes "[Apprentice Craftsman]";
	mes "If by any chance, you would want to enchant your armor, bring me 1 zeny and the armor you want to enchant and you are all set to go.";
	close;

S_EnchantArmor:
	set .@itemid,getarg(0);
	set .@failrate,getarg(1);
	mes "[Apprentice Craftsman]";
	if (countitem(.@itemid) == 1) {
		mes "Socket enchant will cost you 1 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
		next;
		mes "[Apprentice Craftsman]";
		mes "First and most importantly.";
		mes "^ff5555Existing Refine Level of the Armor";
		mes "and Cards will be GONE.^000000";
		mes "Do you still want to try an Enchant?";
		next;
		if(select("Hmm... Let me think it over.:Go ahead.") == 1) {
			mes "[Apprentice Craftsman]";
			mes "Well, I can't blame you. Safety first, eh?";
			mes "Now you have a nice day.";
			close;
		}
		mes "[Apprentice Craftsman]";
		mes "Quite of an adventurer huh? Well, shall we?";
		close2;
		specialeffect2 EF_MAPPILLAR;
		if (Zeny < 1) {
			mes "[Apprentice Craftsman]";
			mes "Sorry, but you don't have enough zeny.";
			close;
		}
		progressbar "ffff00",7;
		set Zeny, Zeny-1;
		delitem .@itemid,1;
		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:
				specialeffect2 EF_PHARMACY_FAIL;
				mes "[Apprentice Craftsman]";
				mes "Well that's too bad.";
				mes "The requested equipment has failed to enchant.";
				close;
		}
		getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
	}
	else {
		mes "Hmm? There's nothing to be enchanted!";
		mes "Please come back with just ONE equipment to be enchanted.";
		close;
	}
}

Link to comment
Share on other sites

2 answers to this question

Recommended Posts


  • Group:  Members
  • Topic Count:  162
  • Topics Per Day:  0.04
  • Content Count:  1546
  • Reputation:   192
  • Joined:  07/23/14
  • Last Seen:  

I didn't test this and I'm not sure but you can give it a try

//===== rAthena Script ======================================= 
//= Armor Enchanter
//===== By: ================================================== 
//= L0ne_W0lf
//===== Current Version: ===================================== 
//= 1.3a
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: ========================================= 
//= [Official Conversion]
//= Add a +1, +2, or +3 random stat to a specified armor.
//===== Additional Comments: ================================= 
//= 1.0 First version.
//= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
//============================================================ 

turbo_room,73,79,5	script	Armor Enchanter	73,{
	disable_items;
	mes "[Apprentice Craftsman]";
	if (Zeny >= 1) {
		mes "I've been studying ways to enhance an armor to maximize its capability.";
		next;
		mes "[Apprentice Craftsman]";
		mes "Enchanting is an awesome skill that infuses a mysterious status powers into the armor's hidden socket.";
		next;
		mes "[Apprentice Craftsman]";
		mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
		next;
		mes "[Apprentice Craftsman]";
		mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe...";
		next;
		mes "[Apprentice Craftsman]";
		mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
		next;
		switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
		case 1:
			setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
			set .@j,50;
			break;
		case 2:
			setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
			set .@j,55;
			set .@k,1;
			break;
		case 3:
			setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
			set .@j,60;
			break;
		case 4:
			mes "[Apprentice Craftsman]";
			mes "Please come back when you have any interest in enchanting your armor.";
			close;
		}
		set .@menu$,"";
		for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
			set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
		callsub S_EnchantArmor, .@Items[select(.@menu$)-1], .@j;
		end;
	}
	mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
	next;
	mes "[Apprentice Craftsman]";
	mes "If by any chance, you would want to enchant your armor, bring me 1 zeny and the armor you want to enchant and you are all set to go.";
	close;

S_EnchantArmor:
	set .@itemid,getarg(0);
	set .@failrate,getarg(1);
	mes "[Apprentice Craftsman]";
	if (countitem(.@itemid) == 1) {
		mes "Socket enchant will cost you 1 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
		next;
		mes "[Apprentice Craftsman]";
		mes "First and most importantly.";
		mes "^ff5555Existing Refine Level of the Armor";
		mes "and Cards will be GONE.^000000";
		mes "Do you still want to try an Enchant?";
		next;
		if(select("Hmm... Let me think it over.:Go ahead.") == 1) {
			mes "[Apprentice Craftsman]";
			mes "Well, I can't blame you. Safety first, eh?";
			mes "Now you have a nice day.";
			close;
		}
		mes "[Apprentice Craftsman]";
		mes "Quite of an adventurer huh? Well, shall we?";
		close2;
		specialeffect2 EF_MAPPILLAR;
		if (countitem(7420) < 5) {
			mes "[Apprentice Craftsman]";
			mes "Sorry, but you don't have enough zeny.";
			close;
		}
		progressbar "ffff00",7;
		set .@skullid, 7420;
		delitem .@skullid,5;
		delitem .@itemid,1;
		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:
				specialeffect2 EF_PHARMACY_FAIL;
				mes "[Apprentice Craftsman]";
				mes "Well that's too bad.";
				mes "The requested equipment has failed to enchant.";
				close;
		}
		getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
	}
	else {
		mes "Hmm? There's nothing to be enchanted!";
		mes "Please come back with just ONE equipment to be enchanted.";
		close;
	}
}
Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  51
  • Topics Per Day:  0.01
  • Content Count:  95
  • Reputation:   0
  • Joined:  10/24/14
  • Last Seen:  

 

I didn't test this and I'm not sure but you can give it a try

//===== rAthena Script ======================================= 
//= Armor Enchanter
//===== By: ================================================== 
//= L0ne_W0lf
//===== Current Version: ===================================== 
//= 1.3a
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: ========================================= 
//= [Official Conversion]
//= Add a +1, +2, or +3 random stat to a specified armor.
//===== Additional Comments: ================================= 
//= 1.0 First version.
//= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
//============================================================ 

turbo_room,73,79,5	script	Armor Enchanter	73,{
	disable_items;
	mes "[Apprentice Craftsman]";
	if (Zeny >= 1) {
		mes "I've been studying ways to enhance an armor to maximize its capability.";
		next;
		mes "[Apprentice Craftsman]";
		mes "Enchanting is an awesome skill that infuses a mysterious status powers into the armor's hidden socket.";
		next;
		mes "[Apprentice Craftsman]";
		mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
		next;
		mes "[Apprentice Craftsman]";
		mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe...";
		next;
		mes "[Apprentice Craftsman]";
		mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
		next;
		switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
		case 1:
			setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
			set .@j,50;
			break;
		case 2:
			setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
			set .@j,55;
			set .@k,1;
			break;
		case 3:
			setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
			set .@j,60;
			break;
		case 4:
			mes "[Apprentice Craftsman]";
			mes "Please come back when you have any interest in enchanting your armor.";
			close;
		}
		set .@menu$,"";
		for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
			set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
		callsub S_EnchantArmor, .@Items[select(.@menu$)-1], .@j;
		end;
	}
	mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
	next;
	mes "[Apprentice Craftsman]";
	mes "If by any chance, you would want to enchant your armor, bring me 1 zeny and the armor you want to enchant and you are all set to go.";
	close;

S_EnchantArmor:
	set .@itemid,getarg(0);
	set .@failrate,getarg(1);
	mes "[Apprentice Craftsman]";
	if (countitem(.@itemid) == 1) {
		mes "Socket enchant will cost you 1 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
		next;
		mes "[Apprentice Craftsman]";
		mes "First and most importantly.";
		mes "^ff5555Existing Refine Level of the Armor";
		mes "and Cards will be GONE.^000000";
		mes "Do you still want to try an Enchant?";
		next;
		if(select("Hmm... Let me think it over.:Go ahead.") == 1) {
			mes "[Apprentice Craftsman]";
			mes "Well, I can't blame you. Safety first, eh?";
			mes "Now you have a nice day.";
			close;
		}
		mes "[Apprentice Craftsman]";
		mes "Quite of an adventurer huh? Well, shall we?";
		close2;
		specialeffect2 EF_MAPPILLAR;
		if (countitem(7420) < 5) {
			mes "[Apprentice Craftsman]";
			mes "Sorry, but you don't have enough zeny.";
			close;
		}
		progressbar "ffff00",7;
		set .@skullid, 7420;
		delitem .@skullid,5;
		delitem .@itemid,1;
		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:
				specialeffect2 EF_PHARMACY_FAIL;
				mes "[Apprentice Craftsman]";
				mes "Well that's too bad.";
				mes "The requested equipment has failed to enchant.";
				close;
		}
		getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
	}
	else {
		mes "Hmm? There's nothing to be enchanted!";
		mes "Please come back with just ONE equipment to be enchanted.";
		close;
	}
}

 

Thanks Ford. It works! 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...