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enchantment script to require item in place of zeny.


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Posted

hi partners.
I would like this script instead of needing zeny to require items in this case the item ID 7420 (skull) in order to be enchanting.

Spoiler

prontera,161,173,3    script    Encantador    933,{
mes "eu posso encantar "+getitemname( .faw_itemid );
mes " ";
if( getequipid( EQI_GARMENT ) == .faw_itemid ){

    .@refine = getequiprefinerycnt( EQI_GARMENT );
    for( .@i = 0; .@i < 4; .@i++ )
        .@card[.@i] = getequipcardid( EQI_GARMENT,.@i );
        
    switch( select( "Encantar o item.","Resetar encantamentos." ) ){
        case 1:
            mes "Escolha um slot para encantar.";
            mes "Você pode encantar mais slots quando tiver um refinamento superior.";
            .@slot = select(
                ( .@card[1] || .@refine < 7 )?"":"Enchant Slot 1",
                ( .@card[2] || .@refine < 8 )?"":"Enchant Slot 2",
                ( .@card[3] || .@refine < 9 )?"":"Enchant Slot 3",
                "Cancel"
            );
            if( .@slot < 4 ){
                mes "Pick Enchant Type";
                .@type = select( .enchant_type_menu$ ) - 1;
                .@size = .enchant_list_size[.@type];
                if( .@size ){
                    copyarray .@enchant_list[0],getd( ".enchant_list_"+( .@type+1 )+"[0]" ),.@size;
                    if( .@refine >= 9 ){
                        .@enchant_list[.@size] = .special_enchant[.@type];
                        .@size++;
                    }
                    delequip EQI_GARMENT;
                    if( rand( 100 ) < .success_rate ){
                        setd( ".@card["+.@slot+"]" ),.@enchant_list[ rand( .@size ) ];
                        mes "Pronto, item encantado com sucesso.";
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
                        equip .faw_itemid;
                    }else{
                        mes "Que pena, não conseguimos encantar o item.";
                    }
                }
            }
            break;
        case 2:
            mes "Você precisa "+.enchant_reset_Zeny+" Zeny.";
            if( Zeny >= .enchant_reset_Zeny ){
                if( select( "Confirmar para resetar todos os encantamentos?","Cancelar" ) == 1 ){
                    if( !.@card[1] && !.@card[2] && !.@card[3] ){
                        mes "Seu item não tem nenhum item encantado.";
                    }else{
                        Zeny -= .enchant_reset_Zeny;
                        delequip EQI_GARMENT;
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],0,0,0;
                        equip .faw_itemid;
                        mes "Concluído removido todos os itens encantados.";
                    }
                }
            }
        default: break;
    }
    
}else{
    mes "Certifique-se de estar equipado com "+getitemname( .faw_itemid );
}
close;


OnInit:
// FAW item id
.faw_itemid = 2589;

// enchant success rate
.success_rate = 100;

// enchant reset cost
.enchant_reset_Zeny = 1000000;

// enchant type category
setarray .enchant_type$,"Espírito do Lutador","Pedra Mágica","Mira Apurada","Crítico","MaxHP","MaxSP","ASPD","STR","AGI","DEX","VIT","INT","LUK";

// enchant list ( Fighting Spirit )
setarray .enchant_list_1,4810,4809,4808;
// enchant list ( Magic )
setarray .enchant_list_2,4812,4827,4826;
// enchant list ( Archer )
setarray .enchant_list_3,4832,4833,4834;
// enchant list ( Critical )
setarray .enchant_list_4,4764,4765;
// enchant list ( Max HP )
setarray .enchant_list_5,4797,4798,4799;
// enchant list ( Max SP )
setarray .enchant_list_6,4870,4800,4801;
// enchant list ( ASPD )
setarray .enchant_list_7,4807,4842;
// enchant list ( STR )
setarray .enchant_list_8,4702,4703,4704;
// enchant list ( AGI )
setarray .enchant_list_9,4732,4733,4734;
// enchant list ( DEX )
setarray .enchant_list_10,4722,4723,4724;
// enchant list ( VIT )
setarray .enchant_list_11,4742,4743,4744;
// enchant list ( INT )
setarray .enchant_list_12,4712,4713,4714;
// enchant list ( LUK )
setarray .enchant_list_13,4752,4753,4754;

// extra 1 special enchant for 3rd slot if refine above 9 ( follow by category sequences )
//setarray .special_enchant,4821,4828,4835,4765,4868,4801,4807,4853,4854,4857,4855,4856,4858;


.enchant_type_size = getarraysize( .enchant_type$ );
for( .@i = 0; .@i < .enchant_type_size; .@i++ ){
    .enchant_list_size[.@i] = getarraysize( getd( ".enchant_list_"+( .@i+1 ) ) );
    if( !.enchant_list_size[.@i] ){
        .enchant_type$[.@i] = "";
    }
    else{
        .enchant_type_menu$ = .enchant_type_menu$ + .enchant_type$[.@i];
    }
    .enchant_type_menu$ = .enchant_type_menu$ + ":";
}
end;
}

 

1 answer to this question

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Posted
7 minutes ago, IsabelaFernandez said:

hi partners.
I would like this script instead of needing zeny to require items in this case the item ID 7420 (skull) in order to be enchanting.

  Hide contents

prontera,161,173,3    script    Encantador    933,{
mes "eu posso encantar "+getitemname( .faw_itemid );
mes " ";
if( getequipid( EQI_GARMENT ) == .faw_itemid ){

    .@refine = getequiprefinerycnt( EQI_GARMENT );
    for( .@i = 0; .@i < 4; .@i++ )
        .@card[.@i] = getequipcardid( EQI_GARMENT,.@i );
        
    switch( select( "Encantar o item.","Resetar encantamentos." ) ){
        case 1:
            mes "Escolha um slot para encantar.";
            mes "Você pode encantar mais slots quando tiver um refinamento superior.";
            .@slot = select(
                ( .@card[1] || .@refine < 7 )?"":"Enchant Slot 1",
                ( .@card[2] || .@refine < 8 )?"":"Enchant Slot 2",
                ( .@card[3] || .@refine < 9 )?"":"Enchant Slot 3",
                "Cancel"
            );
            if( .@slot < 4 ){
                mes "Pick Enchant Type";
                .@type = select( .enchant_type_menu$ ) - 1;
                .@size = .enchant_list_size[.@type];
                if( .@size ){
                    copyarray .@enchant_list[0],getd( ".enchant_list_"+( .@type+1 )+"[0]" ),.@size;
                    if( .@refine >= 9 ){
                        .@enchant_list[.@size] = .special_enchant[.@type];
                        .@size++;
                    }
                    delequip EQI_GARMENT;
                    if( rand( 100 ) < .success_rate ){
                        setd( ".@card["+.@slot+"]" ),.@enchant_list[ rand( .@size ) ];
                        mes "Pronto, item encantado com sucesso.";
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
                        equip .faw_itemid;
                    }else{
                        mes "Que pena, não conseguimos encantar o item.";
                    }
                }
            }
            break;
        case 2:
            mes "Você precisa "+.enchant_reset_Zeny+" Zeny.";
            if( Zeny >= .enchant_reset_Zeny ){
                if( select( "Confirmar para resetar todos os encantamentos?","Cancelar" ) == 1 ){
                    if( !.@card[1] && !.@card[2] && !.@card[3] ){
                        mes "Seu item não tem nenhum item encantado.";
                    }else{
                        Zeny -= .enchant_reset_Zeny;
                        delequip EQI_GARMENT;
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],0,0,0;
                        equip .faw_itemid;
                        mes "Concluído removido todos os itens encantados.";
                    }
                }
            }
        default: break;
    }
    
}else{
    mes "Certifique-se de estar equipado com "+getitemname( .faw_itemid );
}
close;


OnInit:
// FAW item id
.faw_itemid = 2589;

// enchant success rate
.success_rate = 100;

// enchant reset cost
.enchant_reset_Zeny = 1000000;

// enchant type category
setarray .enchant_type$,"Espírito do Lutador","Pedra Mágica","Mira Apurada","Crítico","MaxHP","MaxSP","ASPD","STR","AGI","DEX","VIT","INT","LUK";

// enchant list ( Fighting Spirit )
setarray .enchant_list_1,4810,4809,4808;
// enchant list ( Magic )
setarray .enchant_list_2,4812,4827,4826;
// enchant list ( Archer )
setarray .enchant_list_3,4832,4833,4834;
// enchant list ( Critical )
setarray .enchant_list_4,4764,4765;
// enchant list ( Max HP )
setarray .enchant_list_5,4797,4798,4799;
// enchant list ( Max SP )
setarray .enchant_list_6,4870,4800,4801;
// enchant list ( ASPD )
setarray .enchant_list_7,4807,4842;
// enchant list ( STR )
setarray .enchant_list_8,4702,4703,4704;
// enchant list ( AGI )
setarray .enchant_list_9,4732,4733,4734;
// enchant list ( DEX )
setarray .enchant_list_10,4722,4723,4724;
// enchant list ( VIT )
setarray .enchant_list_11,4742,4743,4744;
// enchant list ( INT )
setarray .enchant_list_12,4712,4713,4714;
// enchant list ( LUK )
setarray .enchant_list_13,4752,4753,4754;

// extra 1 special enchant for 3rd slot if refine above 9 ( follow by category sequences )
//setarray .special_enchant,4821,4828,4835,4765,4868,4801,4807,4853,4854,4857,4855,4856,4858;


.enchant_type_size = getarraysize( .enchant_type$ );
for( .@i = 0; .@i < .enchant_type_size; .@i++ ){
    .enchant_list_size[.@i] = getarraysize( getd( ".enchant_list_"+( .@i+1 ) ) );
    if( !.enchant_list_size[.@i] ){
        .enchant_type$[.@i] = "";
    }
    else{
        .enchant_type_menu$ = .enchant_type_menu$ + .enchant_type$[.@i];
    }
    .enchant_type_menu$ = .enchant_type_menu$ + ":";
}
end;
}

 

prontera,161,173,3    script    Encantador    933,{
mes "eu posso encantar "+getitemname( .faw_itemid );
mes " ";
if( getequipid( EQI_GARMENT ) == .faw_itemid ){

    .@refine = getequiprefinerycnt( EQI_GARMENT );
    for( .@i = 0; .@i < 4; .@i++ )
        .@card[.@i] = getequipcardid( EQI_GARMENT,.@i );
        
    switch( select( "Encantar o item.","Resetar encantamentos." ) ){
        case 1:
            mes "Escolha um slot para encantar.";
            mes "Você pode encantar mais slots quando tiver um refinamento superior.";
            .@slot = select(
                ( .@card[1] || .@refine < 7 )?"":"Enchant Slot 1",
                ( .@card[2] || .@refine < 8 )?"":"Enchant Slot 2",
                ( .@card[3] || .@refine < 9 )?"":"Enchant Slot 3",
                "Cancel"
            );
            if( .@slot < 4 ){
                mes "Pick Enchant Type";
                .@type = select( .enchant_type_menu$ ) - 1;
                .@size = .enchant_list_size[.@type];
                if( .@size ){
                    copyarray .@enchant_list[0],getd( ".enchant_list_"+( .@type+1 )+"[0]" ),.@size;
                    if( .@refine >= 9 ){
                        .@enchant_list[.@size] = .special_enchant[.@type];
                        .@size++;
                    }
                    delequip EQI_GARMENT;
                    if( rand( 100 ) < .success_rate ){
                        setd( ".@card["+.@slot+"]" ),.@enchant_list[ rand( .@size ) ];
                        mes "Pronto, item encantado com sucesso.";
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
                        equip .faw_itemid;
                    }else{
                        mes "Que pena, não conseguimos encantar o item.";
                    }
                }
            }
            break;
        case 2:
            mes "Você precisa "+.enchant_reset_skull+" Skulls.";
            if(countitem(7420) >= .enchant_reset_skull) {
                if( select( "Confirmar para resetar todos os encantamentos?","Cancelar" ) == 1 ){
                    if( !.@card[1] && !.@card[2] && !.@card[3] ){
                        mes "Seu item não tem nenhum item encantado.";
                    }else{
              			getitem 7420, .enchant_reset_skull;
                        delequip EQI_GARMENT;
                        getitem2 .faw_itemid,1,1,.@refine,0,.@card[0],0,0,0;
                        equip .faw_itemid;
                        mes "Concluído removido todos os itens encantados.";
                    }
                }
            }
        default: break;
    }
    
}else{
    mes "Certifique-se de estar equipado com "+getitemname( .faw_itemid );
}
close;


OnInit:
// FAW item id
.faw_itemid = 2589;

// enchant success rate
.success_rate = 100;

// enchant reset cost
.enchant_reset_Zeny = 1000000;
              
// enchant reset cost (skull)
.enchant_reset_skull = 10;              

// enchant type category
setarray .enchant_type$,"Espírito do Lutador","Pedra Mágica","Mira Apurada","Crítico","MaxHP","MaxSP","ASPD","STR","AGI","DEX","VIT","INT","LUK";

// enchant list ( Fighting Spirit )
setarray .enchant_list_1,4810,4809,4808;
// enchant list ( Magic )
setarray .enchant_list_2,4812,4827,4826;
// enchant list ( Archer )
setarray .enchant_list_3,4832,4833,4834;
// enchant list ( Critical )
setarray .enchant_list_4,4764,4765;
// enchant list ( Max HP )
setarray .enchant_list_5,4797,4798,4799;
// enchant list ( Max SP )
setarray .enchant_list_6,4870,4800,4801;
// enchant list ( ASPD )
setarray .enchant_list_7,4807,4842;
// enchant list ( STR )
setarray .enchant_list_8,4702,4703,4704;
// enchant list ( AGI )
setarray .enchant_list_9,4732,4733,4734;
// enchant list ( DEX )
setarray .enchant_list_10,4722,4723,4724;
// enchant list ( VIT )
setarray .enchant_list_11,4742,4743,4744;
// enchant list ( INT )
setarray .enchant_list_12,4712,4713,4714;
// enchant list ( LUK )
setarray .enchant_list_13,4752,4753,4754;

// extra 1 special enchant for 3rd slot if refine above 9 ( follow by category sequences )
//setarray .special_enchant,4821,4828,4835,4765,4868,4801,4807,4853,4854,4857,4855,4856,4858;


.enchant_type_size = getarraysize( .enchant_type$ );
for( .@i = 0; .@i < .enchant_type_size; .@i++ ){
    .enchant_list_size[.@i] = getarraysize( getd( ".enchant_list_"+( .@i+1 ) ) );
    if( !.enchant_list_size[.@i] ){
        .enchant_type$[.@i] = "";
    }
    else{
        .enchant_type_menu$ = .enchant_type_menu$ + .enchant_type$[.@i];
    }
    .enchant_type_menu$ = .enchant_type_menu$ + ":";
}
end;
}

 

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