Here's my script. ( can i request, instead of having one of those stone to enchant, can you help me just to add a price to enchant like for example)
Requirements to Enchant:
50 War Badge
50 Credits
You don't need to have the stone, you just need to bring the requirements and i want it randomize enchant like (str,dex,vit,agi,luk,int random enchant) is this possible rAthena thank you!!
//===== 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,134,172,4 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 8227: 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],
4700, //str +1
4710, //int +1
4730, //agi +1
4720, //dex +1
4740, //vit +1
4750; //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;
}
}
Question
Ukiram
Here's my script. ( can i request, instead of having one of those stone to enchant, can you help me just to add a price to enchant like for example)
Requirements to Enchant:
50 War Badge
50 Credits
You don't need to have the stone, you just need to bring the requirements and i want it randomize enchant like (str,dex,vit,agi,luk,int random enchant) is this possible rAthena thank you!!
//===== 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,134,172,4 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 8227: 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], 4700, //str +1 4710, //int +1 4730, //agi +1 4720, //dex +1 4740, //vit +1 4750; //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; } }
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