i am trying to change this basic script Apprentice Blacksmith, from armor enchant to headgear enchantment
i will edit the itemid later if this is work
This is the script
Spoiler
//===== rAthena Script =======================================
//= Headgear 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 Headgear.
//===== Additional Comments =================================
//= 1.0 First version.
//= 1.1 Corrected typo (Sit - Suit) (bugreport4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
//============================================================
prontera,163,60,2 script Dorry 73,{
disable_items;
mes "[Dorry]";
if (Zeny >= 500000) {
mes "I've been studying ways to enhance an Headgear to maximize its capability.";
next;
mes "[Dorry]";
mes "Enchanting is an awesome skill that infuses a mysterious status powers into the Headgear's hidden socket.";
next;
mes "[Dorry]";
mes "However, you have to keep in mind that if there are two Headgear of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
next;
mes "[Dorry]";
mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Headgear^000000 you want enchanted to be safe...";
next;
mes "[Dorry]";
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("Upper Quest Headgear.:Middle Quest Headgear.:Lower Quest Headgear.: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 "[Dorry]";
mes "Please come back when you have any interest in enchanting your Headgear.";
close;
}
set .@menu$,"";
for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
callsub S_EnchantHeadgear, .@Items[select(.@menu$)-1], .@j;
end;
}
mes "I am in charge of Enchanting Headgear. Simply put, I've been studying ways to power-up Headgear.";
next;
mes "[Dorry]";
mes "If by any chance, you would want to enchant your Headgear, bring me 400,000 zeny and the Headgear you want to enchant and you are all set to go.";
close;
S_EnchantHeadgear:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
mes "[Dorry]";
if (countitem(.@itemid) == 1) {
mes "Socket enchant will cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your Headgear.";
next;
mes "[Dorry]";
mes "First and most importantly.";
mes "^ff5555Existing Refine Level of the Headgear";
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 "[Dorry]";
mes "Well, I can't blame you. Safety first, eh?";
mes "Now you have a nice day.";
close;
}
mes "[Dorry]";
mes "Quite of an adventurer huh? Well, shall we?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Dorry]";
mes "Sorry, but you don't have enough zeny.";
close;
}
progressbar "ffff00",7;
set Zeny, Zeny-400000;
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 "[Dorry]";
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;
}
}
i am only copy,paste it and edit a little bit, and i think i can change it to Headgear Enchantment but i dont know it would be work or not
please tell me how to change it to be unbreakable after fail on enchantment
Question
eirwanda
i am trying to change this basic script Apprentice Blacksmith, from armor enchant to headgear enchantment
i will edit the itemid later if this is work
This is the script
//===== rAthena Script =======================================
//= Headgear 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 Headgear.
//===== Additional Comments =================================
//= 1.0 First version.
//= 1.1 Corrected typo (Sit - Suit) (bugreport4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
//============================================================
prontera,163,60,2 script Dorry 73,{
disable_items;
mes "[Dorry]";
if (Zeny >= 500000) {
mes "I've been studying ways to enhance an Headgear to maximize its capability.";
next;
mes "[Dorry]";
mes "Enchanting is an awesome skill that infuses a mysterious status powers into the Headgear's hidden socket.";
next;
mes "[Dorry]";
mes "However, you have to keep in mind that if there are two Headgear of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
next;
mes "[Dorry]";
mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Headgear^000000 you want enchanted to be safe...";
next;
mes "[Dorry]";
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("Upper Quest Headgear.:Middle Quest Headgear.:Lower Quest Headgear.: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 "[Dorry]";
mes "Please come back when you have any interest in enchanting your Headgear.";
close;
}
set .@menu$,"";
for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
callsub S_EnchantHeadgear, .@Items[select(.@menu$)-1], .@j;
end;
}
mes "I am in charge of Enchanting Headgear. Simply put, I've been studying ways to power-up Headgear.";
next;
mes "[Dorry]";
mes "If by any chance, you would want to enchant your Headgear, bring me 400,000 zeny and the Headgear you want to enchant and you are all set to go.";
close;
S_EnchantHeadgear:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
mes "[Dorry]";
if (countitem(.@itemid) == 1) {
mes "Socket enchant will cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your Headgear.";
next;
mes "[Dorry]";
mes "First and most importantly.";
mes "^ff5555Existing Refine Level of the Headgear";
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 "[Dorry]";
mes "Well, I can't blame you. Safety first, eh?";
mes "Now you have a nice day.";
close;
}
mes "[Dorry]";
mes "Quite of an adventurer huh? Well, shall we?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Dorry]";
mes "Sorry, but you don't have enough zeny.";
close;
}
progressbar "ffff00",7;
set Zeny, Zeny-400000;
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 "[Dorry]";
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;
}
}
i am only copy,paste it and edit a little bit, and i think i can change it to Headgear Enchantment but i dont know it would be work or not
please tell me how to change it to be unbreakable after fail on enchantment
Thanks for advance
Edited by eirwandaLink to comment
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