redwingangel Posted March 6, 2023 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 13 Reputation: 0 Joined: 10/27/15 Last Seen: February 27 Share Posted March 6, 2023 Can anyone help me? About this enchantment system. I use this script but it doesn't work at all. prontera,98,76,3 script enchant_test 2_DROP_MACHINE,{ item_enchant(1); end; } I use 2021-1107 2022-0330 2022-0406 and I can't open the enchantment system. 下載.jfif Quote Link to comment Share on other sites More sharing options...
1 khyle650 Posted March 6, 2023 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 42 Reputation: 40 Joined: 05/08/12 Last Seen: November 24, 2023 Share Posted March 6, 2023 (edited) On 3/6/2023 at 10:59 AM, hendra814 said: what's is char ID. I don't know <char ID> means, could you help me Use this example: create npc script. - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- } // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add enchant in DB: rathena\db\import\item_enchant.yml # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and enchant in Data\luafiles514\lua files\Enchant\EnchantList.lub Example: ItemDBNameTbl.lub: F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub: Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Edited March 7, 2023 by khyle650 1 1 1 Quote Link to comment Share on other sites More sharing options...
0 KazumaSatou Posted March 6, 2023 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 157 Reputation: 37 Joined: 05/15/20 Last Seen: 10 hours ago Share Posted March 6, 2023 1 hour ago, redwingangel said: Can anyone help me? About this enchantment system. I use this script but it doesn't work at all. prontera,98,76,3 script enchant_test 2_DROP_MACHINE,{ item_enchant(1); end; } I use 2021-1107 2022-0330 2022-0406 and I can't open the enchantment system. 下載.jfif 6.6 kB · 1 download This system is case-sensitive even 1 extra space, it wont load. I already activated this system on Pre-renewal and a selected items to be enchanted. Quote Link to comment Share on other sites More sharing options...
0 hendra814 Posted March 6, 2023 Group: Members Topic Count: 59 Topics Per Day: 0.01 Content Count: 1281 Reputation: 170 Joined: 06/12/12 Last Seen: Just now Share Posted March 6, 2023 32 minutes ago, KazumaSatou said: This system is case-sensitive even 1 extra space, it wont load. I already activated this system on Pre-renewal and a selected items to be enchanted. may i know how to enable it? Quote Link to comment Share on other sites More sharing options...
0 Virtue Posted March 6, 2023 Group: Members Topic Count: 92 Topics Per Day: 0.02 Content Count: 354 Reputation: 22 Joined: 11/17/11 Last Seen: May 12, 2024 Share Posted March 6, 2023 14 minutes ago, hendra814 said: may i know how to enable it? https://github.com/rathena/rathena/blob/bb8c4a03c8d3d9559637ab537babdd0733ecc041/doc/script_commands.txt#L8376 *item_enchant(<client side LUA index>{,<char ID>}); Opens the enchant UI for the attached character or the player given by the <char ID> parameter. If the player exceeds 70% weight the client will not open the enchant UI and will trigger an error message instead. This command requires packet version 2021-11-03 or newer. It's a script command. You'd also have to make sure the all the necessary info/items are updated on your lua files. https://github.com/llchrisll/ROenglishRE/blob/master/Renewal/data/luafiles514/lua files/Enchant/EnchantList.lub 1 Quote Link to comment Share on other sites More sharing options...
0 redwingangel Posted March 6, 2023 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 13 Reputation: 0 Joined: 10/27/15 Last Seen: February 27 Author Share Posted March 6, 2023 Thanks guys, I think my problem is with EnchantList and enchantlist_f. But I used the lub of ROenglishRE and it is still wrong. Anyone have these two files, about EnchantList and enchantlist_f. Thank you very much. Quote Link to comment Share on other sites More sharing options...
0 hendra814 Posted March 6, 2023 Group: Members Topic Count: 59 Topics Per Day: 0.01 Content Count: 1281 Reputation: 170 Joined: 06/12/12 Last Seen: Just now Share Posted March 6, 2023 (edited) 11 hours ago, Virtue said: https://github.com/rathena/rathena/blob/bb8c4a03c8d3d9559637ab537babdd0733ecc041/doc/script_commands.txt#L8376 *item_enchant(<client side LUA index>{,<char ID>}); Opens the enchant UI for the attached character or the player given by the <char ID> parameter. If the player exceeds 70% weight the client will not open the enchant UI and will trigger an error message instead. This command requires packet version 2021-11-03 or newer. It's a script command. You'd also have to make sure the all the necessary info/items are updated on your lua files. https://github.com/llchrisll/ROenglishRE/blob/master/Renewal/data/luafiles514/lua files/Enchant/EnchantList.lub what is char ID. I don't know <char ID> means, could you help me Edited March 6, 2023 by hendra814 Quote Link to comment Share on other sites More sharing options...
0 hendra814 Posted March 7, 2023 Group: Members Topic Count: 59 Topics Per Day: 0.01 Content Count: 1281 Reputation: 170 Joined: 06/12/12 Last Seen: Just now Share Posted March 7, 2023 8 hours ago, khyle650 said: Use this example: create npc script. - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add emchant in DB: rathena\db\import\item_enchant.yml # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and Data\luafiles514\lua files\Enchant\EnchantList.lub Example: ItemDBNameTbl.lub: F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub: Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Thank You for this guide Quote Link to comment Share on other sites More sharing options...
0 redwingangel Posted March 7, 2023 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 13 Reputation: 0 Joined: 10/27/15 Last Seen: February 27 Author Share Posted March 7, 2023 thanks to everyone who helped me Quote Link to comment Share on other sites More sharing options...
0 AinsLord Posted July 11, 2023 Group: Members Topic Count: 261 Topics Per Day: 0.08 Content Count: 758 Reputation: 20 Joined: 11/21/15 Last Seen: April 6 Share Posted July 11, 2023 On 3/7/2023 at 12:48 AM, khyle650 said: Use this example: create npc script. - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- } // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add enchant in DB: rathena\db\import\item_enchant.yml # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and enchant in Data\luafiles514\lua files\Enchant\EnchantList.lub Example: ItemDBNameTbl.lub: F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub: Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) tried this one i got problem upon clicking enchant in normal tab it doesnt proceed thats supposedly random enchant ryt but doesnt proceed like this @khyle650 Quote Link to comment Share on other sites More sharing options...
0 Bob74 Posted July 28, 2023 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 3 Reputation: 0 Joined: 06/05/23 Last Seen: August 13, 2023 Share Posted July 28, 2023 On 3/6/2023 at 5:48 PM, khyle650 said: Use this example: create npc script. - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- } // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add enchant in DB: rathena\db\import\item_enchant.yml # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and enchant in Data\luafiles514\lua files\Enchant\EnchantList.lub Example: ItemDBNameTbl.lub: F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub: Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Thanks, this example works fine. But only if items are grouped in one ID (good for custom enchants) in the item_enchant.yml. Is there a custom or standard script that use the original item_enchant.yml? bcuz there are +80 IDs and i only want to use the standard enchants Quote Link to comment Share on other sites More sharing options...
0 noblesse Posted July 6, 2024 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 17 Reputation: 0 Joined: 05/15/16 Last Seen: November 27, 2024 Share Posted July 6, 2024 is there a way to reload the item_enchant.yml without restarting the server? Quote Link to comment Share on other sites More sharing options...
0 Racaae Posted July 6, 2024 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 214 Reputation: 95 Joined: 06/02/12 Last Seen: 17 minutes ago Share Posted July 6, 2024 1 hour ago, noblesse said: is there a way to reload the item_enchant.yml without restarting the server? @reloaditemdb Quote Link to comment Share on other sites More sharing options...
0 noblesse Posted July 12, 2024 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 17 Reputation: 0 Joined: 05/15/16 Last Seen: November 27, 2024 Share Posted July 12, 2024 On 7/6/2024 at 9:25 PM, Racaae said: @reloaditemdb I tried but it is not working, i just changed the amount of required Quote Link to comment Share on other sites More sharing options...
Question
redwingangel
Can anyone help me? About this enchantment system.
I use this script but it doesn't work at all.
prontera,98,76,3 script enchant_test 2_DROP_MACHINE,{
item_enchant(1);
end;
}
I use 2021-1107 2022-0330 2022-0406 and I can't open the enchantment system.
下載.jfif
Link to comment
Share on other sites
13 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.