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Random Option Remover NPC


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  • 1
Posted

try this.

prontera,155,181,5	script	Sample	4_F_KAFRA1,{
	
	for (.@eqi = EQI_SHOES; .@eqi < EQI_HAND_R; .@eqi++) {
		.@equip_id = getequipid(.@eqi);
		if (.@equip_id > 0) 
			.@menu$ = .@menu$ + getitemname(.@equip_id) + " ["+getitemslots(.@equip_id)+"]";
		.@menu$ = .@menu$ + ":";
	}
	mes "Select an equipment.";
	.@eqi = select(.@menu$) - 1 + EQI_SHOES;
	mes "Equip: "+getitemname(getequipid(.@eqi));
	if (.itemid_size) {
		mes "Required Items:";
		for (.@i = 0; .@i < .itemid_size; .@i++) {
			mes " -> "+F_InsertComma(.amount[.@i])+"x "+getitemname(.itemid[.@i]);
			if (countitem(.itemid[.@i]) < .amount[.@i])
				.@fail++;
		}
	}
	if (!.@fail) {
		if (select("Reset Enchantment", "Cancel") == 1) {
			for (.@i = 0; .@i < .itemid_size; .@i++)
				delitem .itemid[.@i], .amount[.@i];
			.@equip_id = getequipid(.@eqi);
			.@refine = getequiprefinerycnt(.@eqi);
			for (.@i = 0; .@i < 4; .@i++)
				.@card[.@i] = getequipcardid(.@eqi, .@i);
			delequip .@eqi;
			getitem2 .@equip_id, 1, 1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
			mes "Done reset enchant.";
		}
	}
	close;
	
	OnInit:
		setarray .itemid, 501, 502;
		setarray .amount, 1, 2;
		.itemid_size = getarraysize(.itemid);
		end;
}

 

  • 0
Posted
On 4/12/2020 at 6:21 AM, Emistry said:

try this.


prontera,155,181,5	script	Sample	4_F_KAFRA1,{
	
	for (.@eqi = EQI_SHOES; .@eqi < EQI_HAND_R; .@eqi++) {
		.@equip_id = getequipid(.@eqi);
		if (.@equip_id > 0) 
			.@menu$ = .@menu$ + getitemname(.@equip_id) + " ["+getitemslots(.@equip_id)+"]";
		.@menu$ = .@menu$ + ":";
	}
	mes "Select an equipment.";
	.@eqi = select(.@menu$) - 1 + EQI_SHOES;
	mes "Equip: "+getitemname(getequipid(.@eqi));
	if (.itemid_size) {
		mes "Required Items:";
		for (.@i = 0; .@i < .itemid_size; .@i++) {
			mes " -> "+F_InsertComma(.amount[.@i])+"x "+getitemname(.itemid[.@i]);
			if (countitem(.itemid[.@i]) < .amount[.@i])
				.@fail++;
		}
	}
	if (!.@fail) {
		if (select("Reset Enchantment", "Cancel") == 1) {
			for (.@i = 0; .@i < .itemid_size; .@i++)
				delitem .itemid[.@i], .amount[.@i];
			.@equip_id = getequipid(.@eqi);
			.@refine = getequiprefinerycnt(.@eqi);
			for (.@i = 0; .@i < 4; .@i++)
				.@card[.@i] = getequipcardid(.@eqi, .@i);
			delequip .@eqi;
			getitem2 .@equip_id, 1, 1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
			mes "Done reset enchant.";
		}
	}
	close;
	
	OnInit:
		setarray .itemid, 501, 502;
		setarray .amount, 1, 2;
		.itemid_size = getarraysize(.itemid);
		end;
}

 

Thank you! it works! I just did a bit of modification to align with my server.

@Emistry sir, I did some changes in your file, how do we implement this?
 

jupe_ele,38,50,5	script	Tollere#1	4_F_KAFRA1,{ // 

// THIS WILL READ ALL THE ITEMS AVAILABLE, INCLUDING SHADOW EQUIPMENT
	for (.@eqi = EQI_SHOES; .@eqi <= EQI_SHADOW_ACC_L; .@eqi++) {
		.@equip_id = getequipid(.@eqi);
		if (.@equip_id > 0) 
			.@menu$ = .@menu$ + getitemname(.@equip_id) + " ["+getitemslots(.@equip_id)+"]";
		.@menu$ = .@menu$ + ":";
	}

mes .npc_n$;
mes "Hello Adventurer!";
mes "my name is Tollere ";
mes "I specialize in removing ^006600Enchantment^000000 and ^006600Random Option^000000";
mes "using ^FF0000"+getitemname(.itemid)+"^000000.";
mes "which process do you need?";

// RESET ENCHANTMENT = REMOVE STONE/ORBS ON CARD SLOT, BUT RETAIN RANDOM OPTION
// RANDOM OPTION REMOVAL = REMOVE RANDOM OPTION, BUT RETAIN THE ORBS/STONE ON CARD SLOT
if (select("Reset Enchantment","Random Option Removal") == 1) {
	next;
	mes "Select an equipment for";
	mes "^006600Enchant Removal^000000";
	.@eqi = select(.@menu$) - 1 + EQI_SHOES;
	mes "Equip: "+getitemname(getequipid(.@eqi));
	if (.itemid_size) {
		mes "Required Items:";
		for (.@i = 0; .@i < .itemid_size; .@i++) {
			mes " -> "+F_InsertComma(.amount[.@i])+"x "+getitemname(.itemid[.@i]);
			if (countitem(.itemid[.@i]) < .amount[.@i])
				.@fail++;
		}
	}
	if (!.@fail) {
		if (select("Reset Enchantment", "Cancel") == 1) {
			for(.@ii=0;.@ii<(MAX_ITEM_RDM_OPT-0);.@ii++){
				.@r_id[.@ii] = getequiprandomoption(.s_all_loc[.@eqi],.@i,ROA_ID);
				.@r_v[.@ii] = getequiprandomoption(.s_all_loc[.@eqi],.@i,ROA_VALUE);
				.@r_p[.@ii] = getequiprandomoption(.s_all_loc[.@eqi],.@i,ROA_PARAM);
   	 			}
			for (.@i = 0; .@i < .itemid_size; .@i++)
				delitem .itemid[.@i], .amount[.@i];
			.@equip_id = getequipid(.@eqi);
			.@refine = getequiprefinerycnt(.@eqi);
			for (.@i = 0; .@i < 4; .@i++)
				.@card[.@i] = getequipcardid(.@eqi, .@i);
			delequip .@eqi;
			//getitem2 .@equip_id, 1, 1,.@refine,0,0,0,0,0;
			getitem3 .@equip_id, 1, 1, .@refine, 0, 0, 0, 0, 0,.@r_id,.@r_v,.@r_p;
			getitem .@card[0],1;
			getitem .@card[1],1;
			getitem .@card[2],1;
			getitem .@card[3],1;
			mes "Done Reset Enchantment.";
		}
	}
	close;
	} else {
	next;
	mes "Select an equipment for";
	mes "^006600Random Option Removal^000000";
	.@eqi = select(.@menu$) - 1 + EQI_SHOES;
	mes "Equip: "+getitemname(getequipid(.@eqi));
	if (.itemid_size) {
		mes "Required Items:";
		for (.@i = 0; .@i < .itemid_size; .@i++) {
			mes " -> "+F_InsertComma(.amount[.@i])+"x "+getitemname(.itemid[.@i]);
			if (countitem(.itemid[.@i]) < .amount[.@i])
				.@fail++;
		}
	}
	if (!.@fail) {
		if (select("Random Option Removal", "Cancel") == 1) {
			for (.@i = 0; .@i < .itemid_size; .@i++)
				delitem .itemid[.@i], .amount[.@i];
			.@equip_id = getequipid(.@eqi);
			.@refine = getequiprefinerycnt(.@eqi);
			for (.@i = 0; .@i < 4; .@i++)
				.@card[.@i] = getequipcardid(.@eqi, .@i);
			delequip .@eqi;
			getitem2 .@equip_id, 1, 1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
			mes "Done Random Option Removal.";
		}
	}
	close;
	} 
close;
	
	OnInit:
		.npc_n$ = "[^4B0082 Tollere ^000000]"; // NPC Name.
		setarray .itemid, 60002;
		setarray .amount, 1;
		.itemid_size = getarraysize(.itemid);
		end;
}

My goal for this is 

1. Reset Enchantment = will remove and put the orbs/stones into the inventory in all card slot of the item, but will retain the Random Option

2. Random Option Removal = will remove the random option, but will retain the orb/stone in card slot.

 

Is there a way to do it like my goal??

  • 0
Posted
On 4/12/2020 at 6:21 AM, Emistry said:

try this.

prontera,155,181,5	script	Sample	4_F_KAFRA1,{
	
	for (.@eqi = EQI_SHOES; .@eqi < EQI_HAND_R; .@eqi++) {
		.@equip_id = getequipid(.@eqi);
		if (.@equip_id > 0) 
			.@menu$ = .@menu$ + getitemname(.@equip_id) + " ["+getitemslots(.@equip_id)+"]";
		.@menu$ = .@menu$ + ":";
	}
	mes "Select an equipment.";
	.@eqi = select(.@menu$) - 1 + EQI_SHOES;
	mes "Equip: "+getitemname(getequipid(.@eqi));
	if (.itemid_size) {
		mes "Required Items:";
		for (.@i = 0; .@i < .itemid_size; .@i++) {
			mes " -> "+F_InsertComma(.amount[.@i])+"x "+getitemname(.itemid[.@i]);
			if (countitem(.itemid[.@i]) < .amount[.@i])
				.@fail++;
		}
	}
	if (!.@fail) {
		if (select("Reset Enchantment", "Cancel") == 1) {
			for (.@i = 0; .@i < .itemid_size; .@i++)
				delitem .itemid[.@i], .amount[.@i];
			.@equip_id = getequipid(.@eqi);
			.@refine = getequiprefinerycnt(.@eqi);
			for (.@i = 0; .@i < 4; .@i++)
				.@card[.@i] = getequipcardid(.@eqi, .@i);
			delequip .@eqi;
			getitem2 .@equip_id, 1, 1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
			mes "Done reset enchant.";
		}
	}
	close;
	
	OnInit:
		setarray .itemid, 501, 502;
		setarray .amount, 1, 2;
		.itemid_size = getarraysize(.itemid);
		end;
}

 

@Emistry how to add check on this to make it not process disenchantment when the item is not enchanted ?

also sorry for bringing up old topics

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