Can someone help me with this script please. This is the NPC that adds a slot [1] to temporal boots. But the thing is, when he adds the slot all the enchantments are removed. It's not supposed to remove the enchants after adding the slot. I don't know the exact script to make that happen. Please help me. I just need it to retain the enchants on the 3rd and 4th card slot, and add the [1] into the item.
Here's my script.
glast_01,210,270,0 script Hugin's Craftsman 726,{
disable_items;
if (MaxWeight - Weight < 1000) {
mes "Your bag is too heavy. Reduce some weight and come back.";
close;
}
mes "[Hugin's Craftsman]";
mes "That Magic Master always says that enchanting Temporal Boots is the best. But, I think quite different.";
next;
mes "[Hugin's Craftsman]";
mes "I think putting a slot into the item would be the best. Even with some risk of failing.";
next;
mes "[Hugin's Craftsman]";
mes "Bring me ^0000FF5 Temporal Crystals^000000, and I will try to put a slot into your advanced Temporal Boots. But, it's possible to ^FF0000fail and break the item^000000. Is that ok?";
next;
if (select("Cancel","Take the risk and try to add a slot") == 1) {
mes "[Hugin's Craftsman]";
mes "Ok, come back anytime you want.";
close;
}
set .@part,EQI_SHOES;
if (!getequipisequiped(.@part)) {
mes "[Hugin's Craftsman]";
mes "Are you sure you are wearing the item?";
close;
}
set .@equip_id,getequipid(.@part);
switch (.@equip_id) {
case 22000: //Temporal_Str_Boots
case 22001: //Temporal_Int_Boots
case 22002: //Temporal_Agi_Boots
case 22003: //Temporal_Vit_Boots
case 22004: //Temporal_Dex_Boots
case 22005: //Temporal_Luk_Boots
mes "[Hugin's Craftsman]";
mes "And ^FF0000all enchant or refine rates will be lost if you fail this.^000000";
mes "Still want to risk it?";
next;
if (select("Cancel","I am ok with it!") == 1) {
mes "[Hugin's Craftsman]";
mes "Ok, come back anytime you want.";
close;
}
mes "[Hugin's Craftsman]";
mes "Once again, ^FF0000That Magic Master won't enchant any item with a slot.^000000";
mes "Still want to proceed?";
next;
if (select("Cancel","I understand. Try to slot it.") == 1) {
mes "[Hugin's Craftsman]";
mes "Ok, come back anytime you want.";
close;
}
if (countitem(6607) < 5) {
mes "[Hugin's Craftsman]";
mes "You must bring ^0000FF5 Temporal Crystal items^000000. Nothing is free you know...";
close;
}
set .@random,rand(1,100);
if (.@random <= 80) { //Custom rates
mes "[Hugin's Craftsman]";
mes "Arrggg, we failed. Better luck next time.";
specialeffect2 EF_PHARMACY_FAIL;
delitem 6607,5; //Temporal_Crystal
delequip .@part;
close;
}
mes "[Hugin's Craftsman]"; //Custom text
mes "Yuhuu~ we succeed. Here you are...";
mes "A slot has been added to your advanced Temporal Boots.";
mes "Thank you for believing in me.";
specialeffect2 EF_PHARMACY_OK;
delitem 6607,5; //Temporal_Crystal
delequip .@part;
if (.@equip_id == 22000) {
getitem 22006,1; //Temporal_Str_Boots_
} else if (.@equip_id == 22001) {
getitem 22009,1; //Temporal_Int_Boots_
} else if (.@equip_id == 22002) {
getitem 22010,1; //Temporal_Agi_Boots_
} else if (.@equip_id == 22003) {
getitem 22007,1; //Temporal_Vit_Boots_
} else if (.@equip_id == 22004) {
getitem 22008,1; //Temporal_Dex_Boots_
} else if (.@equip_id == 22005) {
getitem 22011,1; //Temporal_Luk_Boots_
}
close;
default:
mes "[Hugin's Craftsman]";
mes "This is not it! We need ^0000FFAdvanced Temporal Boots^000000 items! The item ^0000FFwith a stat effect and without a slot^000000!";
close;
}
}
Question
Yami
Can someone help me with this script please. This is the NPC that adds a slot [1] to temporal boots. But the thing is, when he adds the slot all the enchantments are removed. It's not supposed to remove the enchants after adding the slot. I don't know the exact script to make that happen.
Please help me. I just need it to retain the enchants on the 3rd and 4th card slot, and add the [1] into the item.
Here's my script.
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