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Enchant Upper Headgear in Last Slot


gnashxalex

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Hello, How i can make this script to only enchant in the last right slot, I'm trying but I can't get it to work as I want

//===== rAthena Script =======================================
//= saders enchant npc
//===== By: ==================================================
//= Sader1992
//https://rathena.org/board/profile/30766-sader1992/
//===== Current Version: =====================================
//= 2.0
//===== Compatible With: ===================================== 
//= rAthena Project
//https://rathena.org/board/files/file/3602-saders-enchantment-npc/
//https://github.com/sader1992/sader_scripts
//===== Description: =========================================
//============================================================
//============================================================
prontera,154,173,5    script    sader enchant    998,{
    callsub s_check_menu;
end;

s_check_menu:
        if(.s_only_vip == 1 && vip_status(1)){
            mes "this service only for vip";
            close;
        }
        if (BaseLevel < .s_level_required[0] || BaseLevel > .s_level_required[1]){
            mes "Your level is too low or too high.";
            mes "   ";
            mes "Minimum level "+.s_level_required[0]+".";
            mes "Maximum level "+.s_level_required[1]+".";
            close;
        }
    callsub s_start_menu;
end;

s_start_menu:
    mes "Hello!";
    mes "Do you want to enchant you items!";
    mes "I am the best enchanter in the world!";
    next;
    if (.s_zeny  > 0) {
            mes "this will cost you " + .s_zeny + " Zeny only!";
        }
    if (.item_is_required == 1) {
            mes "and an enchantment orb";
        }
    mes "i will do my best to enchant it Successfully!";
    mes "but remember";
    mes "There is luck in this work too.";
    next;
    mes "please if you have items same";
    mes "as the item you want to enchant";
    mes "but them in the storage and come back to me!";
    next;
    set s_all_selected,0;
    set s_orb_selected,0;
    set selected_orb_id ,0;
    set s_slot_selected,0;
    set remove_orbs,0;
    set selected_orb_size,0;
    set s_item_refine,0;
    if(.remove_enchant == 1){
        callsub s_select_menu;
    }else{
        callsub s_select_armor;
        }
close;
end;

s_select_menu:
    mes "so what you want to do!";
    if(.enable_the_shop == 1){
        switch(select("Enchant:Remove Enchant:The Items you can enchant")){
            case 2: remove_orbs = 1; 
            case 3: callsub Q_shop;
        }
    }else{
        switch(select("Enchant:Remove Enchant")){
            case 2: remove_orbs = 1; 
        }
    }
    
    callsub s_select_armor;
end;
    
s_select_armor:
    next;
    mes "please select the item you want to enchant";
    for(.@i=0; .@i<getarraysize(.s_all$); .@i++)
        if(getequipid(.s_all_loc[.@i])>-1) {
            set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^E81B02" + getitemname(getequipid(.s_all_loc[.@i])) + "^000000 ]:";
        }else{
            set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^D6C4E8" + "No Equip" + "^000000 ]:";
        }
    set s_all_selected, select(.@armor_menu$) -1;
    if(getequipid(.s_all_loc[s_all_selected])< 0) {
        mes "you don't have item equiped there";
        close;
    }
    if (countitem(getequipid(.s_all_loc[s_all_selected])) > 1){
            mes "you have more then one item";
            mes "from the item that you want to enchant";
            close;
    }
    s_item_refine = getequiprefinerycnt(.s_all_loc[s_all_selected]);
    callsub s_specific_gears;
end;

s_specific_gears:
    if( getd(".specific_" + .s_all$[s_all_selected] + "s") ==1){
        for(.@i=0;.@i<getarraysize(getd("." + .s_all$[s_all_selected] + "s$"));.@i++){
            if(getequipid(.s_all_loc[s_all_selected]) == atoi(getd("." + .s_all$[s_all_selected] + "s$["+.@i+"]"))){
                .@good_to_go = 1;
            }
        }
    }else{
        for(.@i=0;.@i<getarraysize(.black_list$);.@i++){
            if(getequipid(.s_all_loc[s_all_selected]) == atoi(.black_list$[.@i])){
                .@black_list_item = 1;
            }
        }
        .@good_to_go = 1;
    }
    if(!.@good_to_go || .@black_list_item == 1){
        mes "sorry";
        mes " i can't enchant this item.";
        close;
    }
    if(remove_orbs == 1){callsub s_select_remove;}
    if(.chosse_orb == 1){callsub s_select_orb;}else{callsub s_random_orb;}
end;

Q_shop:
    switch(select("Weapons:Armors:Shields:Germents:Shoses:Accessarys:Uppers:Middels:Lowers")){
    case 1: callshop "enchantable_items_Weapon",1; break;
    case 2: callshop "enchantable_items_Armor",1; break;
    case 3: callshop "enchantable_items_Shield",1; break;
    case 4: callshop "enchantable_items_Germent",1; break;
    case 5: callshop "enchantable_items_Shose",1; break;
    case 6: callshop "enchantable_items_Accessary",1; break;
    case 7: callshop "enchantable_items_Upper",1; break;
    case 8: callshop "enchantable_items_Middel",1; break;
    case 9: callshop "enchantable_items_Lower",1; break;
    }
end;

s_select_orb:
    next;
    mes "select the orb you want";
    for(.@i=0; .@i<getarraysize(getd("." + .s_all$[s_all_selected] + "$")); .@i++)
            set .@orb_menu$, .@orb_menu$ + getitemname(atoi(getd("." + .s_all$[s_all_selected] + "$["+.@i+"]"))) + ":";
    set s_orb_selected, select(.@orb_menu$) -1;
    selected_orb_id = getd("." + .s_all$[s_all_selected] + "$["+s_orb_selected+"]");
        callsub s_select_slot;
end;


s_select_slot:
    next;
    mes "which slot ?";
        .@card0 = getequipcardid(.s_all_loc[s_all_selected],0);
        .@card1 = getequipcardid(.s_all_loc[s_all_selected],1);
        .@card2 = getequipcardid(.s_all_loc[s_all_selected],2);
        .@card3 = getequipcardid(.s_all_loc[s_all_selected],3);
    for(.@i=getd(".slot_count_" + .s_all$[s_all_selected]); .@i<4; .@i++)
        if(getequipcardid(.s_all_loc[s_all_selected],.@i)!= null) {
            set .@slot_menu$, .@slot_menu$ + " [ ^E81B02" + getitemname(getequipcardid(.s_all_loc[s_all_selected],.@i)) + "^000000 ]:";
        }else{
            set .@slot_menu$, .@slot_menu$ + " [ ^D6C4E8" + "Empty" + "^000000 ]:";
        }
    set s_slot_selected, select(.@slot_menu$) -1;
    if(.s_enchant_overwrite == 0){
        if(getequipcardid(.s_all_loc[s_all_selected],s_slot_selected) > 0){
            mes "you already have orb in this slot";
            close;
        }
    }
    callsub s_enchant_progress;
end;

s_enchant_progress:
        .@card0 = getequipcardid(.s_all_loc[s_all_selected],0);
        .@card1 = getequipcardid(.s_all_loc[s_all_selected],1);
        .@card2 = getequipcardid(.s_all_loc[s_all_selected],2);
        .@card3 = getequipcardid(.s_all_loc[s_all_selected],3);
    if (Zeny < .s_zeny) {
            mes "Sorry, but you don't have enough zeny.";
            close;
        }
    if(.item_is_required == 1){
        if (countitem(selected_orb_id) < 1){
            mes"you don't have enchant orb";
            close;
        }
    }
    close2;
    specialeffect2 EF_MAPPILLAR;
    progressbar "ffff00",.progress_time;
    set Zeny, Zeny-.s_zeny;
    if(.item_is_required == 1){delitem selected_orb_id,1;}
    if (rand(100) < .success_chanse[s_slot_selected]) callsub s_enchant_success;
    else callsub s_brack;
end;

s_brack:
    specialeffect2 155;
    mes "I am sorry";
    mes "We did Fail";
    specialeffect2 EF_PHARMACY_FAIL;
    if (rand(100) < .brack_chance){
        set .@item, getequipid(.s_all_loc[s_all_selected]);
        delitem .@item,1;
        mes "and it broke!!";
        specialeffect EF_SUI_EXPLOSION;
    }
    close;
end;

s_enchant_success:
        .@card0 = getequipcardid(.s_all_loc[s_all_selected],0);
        .@card1 = getequipcardid(.s_all_loc[s_all_selected],1);
        .@card2 = getequipcardid(.s_all_loc[s_all_selected],2);
        .@card3 = getequipcardid(.s_all_loc[s_all_selected],3);
    mes "We did it!";
        specialeffect2 154;
        setd(".@card" + s_slot_selected, selected_orb_id);
        set .@item, getequipid(.s_all_loc[s_all_selected]);
        delitem .@item,1;
        getitem2 .@item, 1, 1, s_item_refine, 0, .@card0, .@card1, .@card2, .@card3;
        equip .@item;
    close;
end;    


s_select_remove:
        .@card0 = getequipcardid(.s_all_loc[s_all_selected],0);
        .@card1 = getequipcardid(.s_all_loc[s_all_selected],1);
        .@card2 = getequipcardid(.s_all_loc[s_all_selected],2);
        .@card3 = getequipcardid(.s_all_loc[s_all_selected],3);
        next;
        mes "this will remove all the cards and orbs inside the item!";
        if (.s_zeny_remove > 0) {
            mes "this will cost you " + .s_zeny_remove + " Zeny.";
        }
        mes "are you sure?";
            switch(select("NO:Yes")){
                case 2:
                    mes "for the last time!";
                    mes "are you sure?";
                    switch(select("NO:Yes")){
                        if (Zeny < .s_zeny_remove) {
                            mes "Sorry, but you don't have enough zeny.";
                            close;
                        }
                    case 2: 
                        specialeffect2 EF_REPAIRWEAPON;
                        set .@item, getequipid(.s_all_loc[s_all_selected]);
                        delitem .@item,1;
                        getitem2 .@item, 1, 1, s_item_refine, 0, 0, 0, 0, 0;
                        set Zeny, Zeny-.s_zeny_remove;
                    }
            }    
    close;
end;

s_random_orb:
selected_orb_size = rand(getarraysize(getd("." + .s_all$[s_all_selected] + "$")));
selected_orb_id = getd("." + .s_all$[s_all_selected] + "$["+selected_orb_size+"]");
    callsub s_select_slot;
end;


OnInit:
    //--------------------------------------------------------------//
    //--------------------------------------------------------------//
    //--------------------   configuration   -----------------------//
    //--------------------------------------------------------------//
    //--------------------------------------------------------------//
    
    //--------------------------------------------------------------//
    //if you want to remove one from the menu you need to remove it down too!! /or add
    //--------------------------------------------------------------//
    setarray .s_all$,"Upper";
    setarray .s_all_loc,EQI_HEAD_TOP;
    
    //--------------------------------------------------------------//
    //Orbs IDs (Note : Shield = left hand so the weapon on the left hand count as Shield too!
    //--------------------------------------------------------------//
    setarray .Upper$,4700,4710,4720,4730,4740,4750;    //Accessary
    
    //--------------------------------------------------------------//
    //if you want to put specific IDs for kind of gear put it to 1
    //--------------------------------------------------------------//
    .specific_Uppers = 0;
    
    //--------------------------------------------------------------//
    //if specific put the IDs here
    //--------------------------------------------------------------//
    setarray .Weapons$,1601,1201,1204,1207,1210,1213,1216,1219,1222,1247,1248,1249;    //right handed weapons
    setarray .Armors$,2301,2303,2305,2307,2307,2309,2312,2314,2316,2321,2323,2325,2328,2330,2332;    //Armors
    setarray .Shields$,2101,2103,2105,2107,2113,2117;    //Shields and left hand weapons
    setarray .Germents$,2512,2501,2503,2505;    //Germents
    setarray .Shoses$,2416,2401,2403,2405,2411;    //Shoses
    setarray .Accessarys$,2628,2608,2609,2612,2613,2627;    //Accessarys
    setarray .Uppers$,2206,2208,2211,2216;    //Uppers
    setarray .Middels$,2218,2241;    //Middels
    setarray .Lowers$,2628,2206;    //Lowers
    
    //--------------------------------------------------------------//
    //if not specific put the black list IDs here (if you want
    //--------------------------------------------------------------//
    setarray .black_list$,2335,2338,2340,2341;
    
    //--------------------------------------------------------------//
    //here you can make a specific slot number for each kind
    //0 = all 4 slot ,1 = last 3 slot ,2 = last 2 slot ,3 = last 1 slot
    //--------------------------------------------------------------//
    .slot_count_Upper = 3;
    
    //--------------------------------------------------------------//
    //other configuration
    //--------------------------------------------------------------//
    setarray .s_level_required,0,175;    //the level required to use the npc
    .s_only_vip = 0;    //if you want only vip to use it put it to 1
    setarray .success_chanse,100,0,0,0;    //success chanse [1st_slot_chanse,2nd_slot_chanse,3rd_slot_chanse,4th_slot_chanse]
    .s_zeny = 10000;    //if you don't want zeny requirment set it to 0
    .s_zeny_remove = 100000;    //this for enchantment reset
    .item_is_required = 0;    //if you want the orb it self to be required 1 = yes , 0 = no
    .s_enchant_overwrite = 1;    //if 1 then you can overwrite the enchant
    .progress_time = 1;    //the time that needed to wait until the socket end
    .chosse_orb = 0;    //0 = random ,1 = yes
    .brack_chance = 0;    //the chanse that it will brack if it fail
    .remove_enchant = 0;    //0 = no ,1 = yes
    
    //--------------------------------------------------------------//
    //this will only show the items that the npc can enchant in a shop but no one can buy from it as long as you don't give them the value
    //--------------------------------------------------------------//
    .enable_the_shop = 1;


    
    
    
    //--------------------------------------------------------------//
    //Do not edit here
    //--------------------------------------------------------------//
    npcshopdelitem "enchantable_items_Weapon",512;
    npcshopdelitem "enchantable_items_Armor",512;
    npcshopdelitem "enchantable_items_Shield",512;
    npcshopdelitem "enchantable_items_Germent",512;
    npcshopdelitem "enchantable_items_Shose",512;
    npcshopdelitem "enchantable_items_Accessary",512;
    npcshopdelitem "enchantable_items_Upper",512;
    npcshopdelitem "enchantable_items_Middel",512;
    npcshopdelitem "enchantable_items_Lower",512;
    
    for (.@i = 0; .@i < getarraysize(.Weapons$); .@i++)
            npcshopadditem "enchantable_items_Weapon", atoi(.Weapons$[.@i]),1;
    for (.@i = 0; .@i < getarraysize(.Armors$); .@i++)
            npcshopadditem "enchantable_items_Armor", atoi(.Armors$[.@i]),1;
    for (.@i = 0; .@i < getarraysize(.Shields$); .@i++)
            npcshopadditem "enchantable_items_Shield", atoi(.Shields$[.@i]),1;
    for (.@i = 0; .@i < getarraysize(.Germents$); .@i++)
            npcshopadditem "enchantable_items_Germent", atoi(.Germents$[.@i]),1;    
    for (.@i = 0; .@i < getarraysize(.Shoses$); .@i++)
            npcshopadditem "enchantable_items_Shose", atoi(.Shoses$[.@i]),1;    
    for (.@i = 0; .@i < getarraysize(.Accessarys$); .@i++)
            npcshopadditem "enchantable_items_Accessary", atoi(.Accessarys$[.@i]),1;    
    for (.@i = 0; .@i < getarraysize(.Uppers$); .@i++)
            npcshopadditem "enchantable_items_Upper", atoi(.Uppers$[.@i]),1;        
    for (.@i = 0; .@i < getarraysize(.Middels$); .@i++)
            npcshopadditem "enchantable_items_Middel", atoi(.Middels$[.@i]),1;    
    for (.@i = 0; .@i < getarraysize(.Lowers$); .@i++)
            npcshopadditem "enchantable_items_Lower", atoi(.Lowers$[.@i]),1;    
    end;
}
-    pointshop    enchantable_items_Weapon    -1,#YOU_CAN_ENCHANT_Weapons,512:1;
-    pointshop    enchantable_items_Armor    -1,#YOU_CAN_ENCHANT_Armors,512:1;
-    pointshop    enchantable_items_Shield    -1,#YOU_CAN_ENCHANT_Shields,512:1;
-    pointshop    enchantable_items_Germent    -1,#YOU_CAN_ENCHANT_Germents,512:1;
-    pointshop    enchantable_items_Shose    -1,#YOU_CAN_ENCHANT_Shoses,512:1;
-    pointshop    enchantable_items_Accessary    -1,#YOU_CAN_ENCHANT_Accessarys,512:1;
-    pointshop    enchantable_items_Upper    -1,#YOU_CAN_ENCHANT_Uppers,512:1;
-    pointshop    enchantable_items_Middel    -1,#YOU_CAN_ENCHANT_Middels,512:1;
-    pointshop    enchantable_items_Lower    -1,#YOU_CAN_ENCHANT_Lowers,512:1;

 

Edited by gnashxalex
better a code box
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