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hello , can someone edit this script...


rko123

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this is the script for enchanting on armor , can someone eit this script, just make it Valkyrie armor only , and no other armor to enchant... thanks

//===== eAthena Script =======================================
//= Armor Enchanter
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= eAhena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Add a +1, 2, or 3, of a random stat to specified armor.
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
prontera,165,60,2 script Apprentice Craftsman 73,{
if (getgmlevel() >= 60) {
 mes "[Apprentice Craftsman]";
 mes "I've been studying ways to enhance an armor to maximize it's capability.";
 next;
 mes "[Apprentice Craftsman]";
 mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
 next;
 mes "[Apprentice Craftsman]";
 mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
 next;
 mes "[Apprentice Craftsman]";
 mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
 next;
 mes "[Apprentice Craftsman]";
 mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
 next;
 switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
 case 1:
  switch(select("Mantle:Coat:Chain Mail:Full Plate:Silk Robe:Saint's Robe:Holy Robe:Wooden Mail:Tights:Silver Robe:Mage Coat:Thief Clothes:Legion Plate Armor:Lucius's Fierce Armor of Volcano:Saphien's Armor of Ocean:Aebeccee's Raging Typhoon Armor:Claytos Cracking Earth Armor:Ninja Suit:Chameleon Armor:Glorious Suit:Glorious Popularized Suit:Glorious Mass-Production Suit")) {
  case 1:
callsub S_EnchantArmorGM,2307,84;
  case 2:
callsub S_EnchantArmorGM,2309,84;
  case 3:
callsub S_EnchantArmorGM,2314,84;
  case 4:
callsub S_EnchantArmorGM,2316,84;
  case 5:
callsub S_EnchantArmorGM,2321,84;
  case 6:
callsub S_EnchantArmorGM,2325,84;
  case 7:
callsub S_EnchantArmorGM,2327,84;
  case 8:
callsub S_EnchantArmorGM,2328,84;
  case 9:
callsub S_EnchantArmorGM,2330,84;
  case 10:
callsub S_EnchantArmorGM,2332,84;
  case 11:
callsub S_EnchantArmorGM,2334,84;
  case 12:
callsub S_EnchantArmorGM,2335,84;
  case 13:
callsub S_EnchantArmorGM,2341,84;
  case 14:
callsub S_EnchantArmorGM,2344,84;
  case 15:
callsub S_EnchantArmorGM,2346,84;
  case 16:
callsub S_EnchantArmorGM,2348,84;
  case 17:
callsub S_EnchantArmorGM,2350,84;
  case 18:
callsub S_EnchantArmorGM,2337,84;
  case 19:
callsub S_EnchantArmorGM,2386,84;
  case 20:
callsub S_EnchantArmorGM,2394,84;
  case 21:
callsub S_EnchantArmorGM,2395,84;
  case 22:
callsub S_EnchantArmorGM,2396,84;
  }
 case 2:
  switch(select("Mink Coat:Lord's Clothes:Glittering Jacket:Formal Suit:Mantle(1):Coat(1):Chain Mail(1):Full Plate(1):Silk Robe(1):Scapulare(1):Saint's Robe(1):Tights(1):Silver Robe(1):Thief Clothes(1):Legion Plate Armor(1):Lucius's Fierce Armor of Volcano(1):Saphien's Armor of Ocean(1):Aebeccee's Raging Typhoon Armor(1):Claytos Cracking Earth Armor(1)")) {
  case 1:
callsub S_EnchantArmorGM,2311,96;
  case 2:
callsub S_EnchantArmorGM,2318,96;
  case 3:
callsub S_EnchantArmorGM,2319,96;
  case 4:
callsub S_EnchantArmorGM,2320,96;
  case 5:
callsub S_EnchantArmorGM,2308,96;
  case 6:
callsub S_EnchantArmorGM,2310,96;
  case 7:
callsub S_EnchantArmorGM,2315,96;
  case 8:
callsub S_EnchantArmorGM,2317,96;
  case 9:
callsub S_EnchantArmorGM,2322,96;
  case 10:
callsub S_EnchantArmorGM,2324,96;
  case 11:
callsub S_EnchantArmorGM,2326,96;
  case 12:
callsub S_EnchantArmorGM,2331,96;
  case 13:
callsub S_EnchantArmorGM,2333,96;
  case 14:
callsub S_EnchantArmorGM,2336,96;
  case 15:
callsub S_EnchantArmorGM,2342,96;
  case 16:
callsub S_EnchantArmorGM,2345,96;
  case 17:
callsub S_EnchantArmorGM,2347,96;
  case 18:
callsub S_EnchantArmorGM,2349,96;
  case 19:
callsub S_EnchantArmorGM,2351,96;
  }
 case 3:
  switch(select("Meteo Plate Armor:Orlean's Gown:Life Link:Diablos Robe:Diablos Armor:Assaulter Plate:Elite Engineer Armor:Assassin Robe:Warlock's Battle Robe:Medic's Robe:Elite Archer Suit:Elite Shooter Sit:Sprint Mail:Kandura:Armor of Naga:Improved Tights:Valkyrie Armor:Brynhild")) {
  case 1:
callsub S_EnchantArmorGM,2364,100;
  case 2:
callsub S_EnchantArmorGM,2365,100;
  case 3:
callsub S_EnchantArmorGM,2391,100;
  case 4:
callsub S_EnchantArmorGM,2374,100;
  case 5:
callsub S_EnchantArmorGM,2375,100;
  case 6:
callsub S_EnchantArmorGM,2376,100;
  case 7:
callsub S_EnchantArmorGM,2377,100;
  case 8:
callsub S_EnchantArmorGM,2378,100;
  case 9:
callsub S_EnchantArmorGM,2379,100;
  case 10:
callsub S_EnchantArmorGM,2380,100;
  case 11:
callsub S_EnchantArmorGM,2381,100;
  case 12:
callsub S_EnchantArmorGM,2382,100;
  case 13:
callsub S_EnchantArmorGM,2387,100;
  case 14:
callsub S_EnchantArmorGM,2388,100;
  case 15:
callsub S_EnchantArmorGM,2389,100;
  case 16:
callsub S_EnchantArmorGM,2390,100;
  case 17:
callsub S_EnchantArmorGM,2357,100;
  case 18:
callsub S_EnchantArmorGM,2383,100;
  }
 case 4:
  mes "[Apprentice Craftsman]";
  mes "Please come back when you have any interest in enchanting your armor.";
  close;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
 close;
}
S_EnchantArmorGM:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
 mes "[Apprentice Craftsman]";
 mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "First and most importantly.";
 mes "^ff5555Existing Refine Level of the Armor";
 mes "and Cards will be GONE.^000000";
 mes "Do you still want to try an Enchant?";
 next;
 switch(select("Hmm... Let me think it over.:Go ahead.")) {
 case 1:
  mes "[Apprentice Craftsman]";
  mes "Well, I can't blame you. Safety first, Ey?";
  mes "Now you have a nice day.";
  close;
 case 2:
  mes "[Apprentice Craftsman]";
  mes "Quite of an adventurer huh? Well, shall we?";
  close2;
  specialeffect2 EF_MAPPILLAR;
  if (Zeny < 400000) {
mes "[Apprentice Craftsman]";
mes "Please use @zeny to increase your zeny.";
close;
  }
  mes "[Apprentice Craftsman]";
  mes "What kind of stat do you want to add?";
  mes "I will add 10 of your selected stat";
  next;
  switch(select("STR:INT:DEX:AGI:VIT:LUK:Flee:Critical:Matk:Atk")) {
  case 1:
set .@addpartGM,4709;
goto L_Work;
  case 2:
set .@addpartGM,4719;
goto L_Work;
  case 3:
set .@addpartGM,4729;
goto L_Work;
  case 4:
set .@addpartGM,4739;
goto L_Work;
  case 5:
set .@addpartGM,4749;
goto L_Work;
  case 6:
set .@addpartGM,4759;
goto L_Work;
  case 7:
set .@addpartGM,4763;
goto L_Work;
  case 8:
set .@addpartGM,4765;
goto L_Work;
  case 9:
set .@addpartGM,4761;
goto L_Work;
  case 10:
set .@addpartGM,4767;
goto L_Work;
  }
L_Work :
progressbar "ffff00",3;
set zeny,zeny-400000;
delitem .@itemid,1;
next;
mes "[Apprentice Craftsman]";
mes "done~";
//4700-4709 STR
//4710-4719 INT
//4720-4729 DEX
//4730-4739 AGI
//4740-4749 VIT
//4750-4759 LUK
//4760-4761 MAtk +1/2%
//4762-4763 Flee +6/12
//4764-4765 Critical +5/7
//4766-4767 Atk +1/2%
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpartGM;
close;
 }
}
else if (Zeny > 399999) {
 mes "[Apprentice Craftsman]";
 mes "I've been studying ways to enhance an armor to maximize it's capability.";
 next;
 mes "[Apprentice Craftsman]";
 mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
 next;
 mes "[Apprentice Craftsman]";
 mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
 next;
 mes "[Apprentice Craftsman]";
 mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
 next;
 mes "[Apprentice Craftsman]";
 mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
 next;
 switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
 case 1:
  switch(select("Mantle:Coat:Chain Mail:Full Plate:Silk Robe:Saint's Robe:Holy Robe:Wooden Mail:Tights:Silver Robe:Mage Coat:Thief Clothes:Legion Plate Armor:Lucius's Fierce Armor of Volcano:Saphien's Armor of Ocean:Aebeccee's Raging Typhoon Armor:Claytos Cracking Earth Armor:Ninja Suit:Chameleon Armor:Glorious Suit:Glorious Popularized Suit:Glorious Mass-Production Suit")) {
  case 1:
callsub S_EnchantArmor,2307,84;
  case 2:
callsub S_EnchantArmor,2309,84;
  case 3:
callsub S_EnchantArmor,2314,84;
  case 4:
callsub S_EnchantArmor,2316,84;
  case 5:
callsub S_EnchantArmor,2321,84;
  case 6:
callsub S_EnchantArmor,2325,84;
  case 7:
callsub S_EnchantArmor,2327,84;
  case 8:
callsub S_EnchantArmor,2328,84;
  case 9:
callsub S_EnchantArmor,2330,84;
  case 10:
callsub S_EnchantArmor,2332,84;
  case 11:
callsub S_EnchantArmor,2334,84;
  case 12:
callsub S_EnchantArmor,2335,84;
  case 13:
callsub S_EnchantArmor,2341,84;
  case 14:
callsub S_EnchantArmor,2344,84;
  case 15:
callsub S_EnchantArmor,2346,84;
  case 16:
callsub S_EnchantArmor,2348,84;
  case 17:
callsub S_EnchantArmor,2350,84;
  case 18:
callsub S_EnchantArmor,2337,84;
  case 19:
callsub S_EnchantArmor,2386,84;
  case 20:
callsub S_EnchantArmor,2394,84;
  case 21:
callsub S_EnchantArmor,2395,84;
  case 22:
callsub S_EnchantArmor,2396,84;
  }
 case 2:
  switch(select("Mink Coat:Lord's Clothes:Glittering Jacket:Formal Suit:Mantle(1):Coat(1):Chain Mail(1):Full Plate(1):Silk Robe(1):Scapulare(1):Saint's Robe(1):Tights(1):Silver Robe(1):Thief Clothes(1):Legion Plate Armor(1):Lucius's Fierce Armor of Volcano(1):Saphien's Armor of Ocean(1):Aebeccee's Raging Typhoon Armor(1):Claytos Cracking Earth Armor(1)")) {
  case 1:
callsub S_EnchantArmor,2311,96;
  case 2:
callsub S_EnchantArmor,2318,96;
  case 3:
callsub S_EnchantArmor,2319,96;
  case 4:
callsub S_EnchantArmor,2320,96;
  case 5:
callsub S_EnchantArmor,2308,96;
  case 6:
callsub S_EnchantArmor,2310,96;
  case 7:
callsub S_EnchantArmor,2315,96;
  case 8:
callsub S_EnchantArmor,2317,96;
  case 9:
callsub S_EnchantArmor,2322,96;
  case 10:
callsub S_EnchantArmor,2324,96;
  case 11:
callsub S_EnchantArmor,2326,96;
  case 12:
callsub S_EnchantArmor,2331,96;
  case 13:
callsub S_EnchantArmor,2333,96;
  case 14:
callsub S_EnchantArmor,2336,96;
  case 15:
callsub S_EnchantArmor,2342,96;
  case 16:
callsub S_EnchantArmor,2345,96;
  case 17:
callsub S_EnchantArmor,2347,96;
  case 18:
callsub S_EnchantArmor,2349,96;
  case 19:
callsub S_EnchantArmor,2351,96;
  }
 case 3:
  switch(select("Meteo Plate Armor:Orlean's Gown:Life Link:Diablos Robe:Diablos Armor:Assaulter Plate:Elite Engineer Armor:Assassin Robe:Warlock's Battle Robe:Medic's Robe:Elite Archer Suit:Elite Shooter Sit:Sprint Mail:Kandura:Armor of Naga:Improved Tights")) {
  case 1:
callsub S_EnchantArmor,2364,100;
  case 2:
callsub S_EnchantArmor,2365,100;
  case 3:
callsub S_EnchantArmor,2391,100;
  case 4:
callsub S_EnchantArmor,2374,100;
  case 5:
callsub S_EnchantArmor,2375,100;
  case 6:
callsub S_EnchantArmor,2376,100;
  case 7:
callsub S_EnchantArmor,2377,100;
  case 8:
callsub S_EnchantArmor,2378,100;
  case 9:
callsub S_EnchantArmor,2379,100;
  case 10:
callsub S_EnchantArmor,2380,100;
  case 11:
callsub S_EnchantArmor,2381,100;
  case 12:
callsub S_EnchantArmor,2382,100;
  case 13:
callsub S_EnchantArmor,2387,100;
  case 14:
callsub S_EnchantArmor,2388,100;
  case 15:
callsub S_EnchantArmor,2389,100;
  case 16:
callsub S_EnchantArmor,2390,100;
  }
 case 4:
  mes "[Apprentice Craftsman]";
  mes "Please come back when you have any interest in enchanting your armor.";
  close;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
 close;
}
S_EnchantArmor:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
 mes "[Apprentice Craftsman]";
 mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "First and most importantly.";
 mes "^ff5555Existing Refine Level of the Armor";
 mes "and Cards will be GONE.^000000";
 mes "Do you still want to try an Enchant?";
 next;
 switch(select("Hmm... Let me think it over.:Go ahead.")) {
 case 1:
  mes "[Apprentice Craftsman]";
  mes "Well, I can't blame you. Safety first, Ey?";
  mes "Now you have a nice day.";
  close;
 case 2:
  mes "[Apprentice Craftsman]";
  mes "Quite of an adventurer huh? Well, shall we?";
  close2;
  specialeffect2 EF_MAPPILLAR;
  if (Zeny < 400000) {
mes "[Apprentice Craftsman]";
mes "Sorry, but you don't have enough zeny.";
close;
  }
  progressbar "ffff00",7;
  set .@enc_ran,rand(1,.@failrate);
  set zeny,zeny-400000;
  delitem .@itemid,1;
//4700-4709 STR
//4710-4719 INT
//4720-4729 DEX
//4730-4739 AGI
//4740-4749 VIT
//4750-4759 LUK
//4760-4761 MAtk +1/2%
//4762-4763 Flee +6/12
//4764-4765 Critical +5/7
//4766-4767 Atk +1/2%
  if ((.@enc_ran > 0) && (.enc_ran < 10)) {
set .@addpart,rand(4700,4709);
  }
  else if ((.@enc_ran > 34) && (.enc_ran < 45)) {
set .@addpart,rand(4710,4719);
  }
  else if ((.@enc_ran > 44) && (.enc_ran < 55)) {
set .@addpart,rand(4720,4729);
  }
  else if ((.@enc_ran > 54) && (.enc_ran < 65)) {
set .@addpart,rand(4730,4739);
  }
  else if ((.@enc_ran > 64) && (.enc_ran < 75)) {
set .@addpart,rand(4740,4749);
  }
  else if ((.@enc_ran > 74) && (.enc_ran < 85)) {
set .@addpart,rand(4750,4759);
  }
  else if (.@enc_ran == 97) {
set .@addpart,4760;
  }
  else if (.@enc_ran == 98) {
set .@addpart,4761;
  }
  else if ((.@enc_ran > 84) && (.enc_ran < 92)) {
set .@addpart,rand(4762,4763);
  }
  else if ((.@enc_ran > 91) && (.enc_ran < 97)) {
set .@addpart,rand(4764,4765);
  }
  else if (.@enc_ran == 99) {
set .@addpart,4766;
  }
  else if (.@enc_ran == 100) {
set .@addpart,4767;
  }
  else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Apprentice Craftsman]";
mes "Well that's too bad.";
mes "The requested equipment has failed to enchant.";
close;
  }
  getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "Hmm? There's nothing to be enchanted!";
 mes "Please come back with just ONE equipment to be enchanted.";
 close;
}
}

Edited by Arcenciel
Codeboxed
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2 answers to this question

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  • Group:  Members
  • Topic Count:  22
  • Topics Per Day:  0.00
  • Content Count:  764
  • Reputation:   220
  • Joined:  11/14/11
  • Last Seen:  

Quick & dirty:

//===== eAthena Script =======================================
//= Armor Enchanter
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= eAhena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Add a +1, 2, or 3, of a random stat to specified armor.
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
prontera,165,60,2 script Apprentice Craftsman 73,{
if (getgmlevel() >= 60) {
 mes "[Apprentice Craftsman]";
 mes "I've been studying ways to enhance an armor to maximize it's capability.";
 next;
 mes "[Apprentice Craftsman]";
 mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
 next;
 mes "[Apprentice Craftsman]";
 mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
 next;
 mes "[Apprentice Craftsman]";
 mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
 next;
 mes "[Apprentice Craftsman]";
 mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
 next;
 switch(select("Valkyrie Armor:Maybe next time.")) {
 case 1:
  callsub S_EnchantArmorGM,2357,100;
 case 2:
  mes "[Apprentice Craftsman]";
  mes "Please come back when you have any interest in enchanting your armor.";
  close;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
 close;
}
S_EnchantArmorGM:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
 mes "[Apprentice Craftsman]";
 mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "First and most importantly.";
 mes "^ff5555Existing Refine Level of the Armor";
 mes "and Cards will be GONE.^000000";
 mes "Do you still want to try an Enchant?";
 next;
 switch(select("Hmm... Let me think it over.:Go ahead.")) {
 case 1:
  mes "[Apprentice Craftsman]";
  mes "Well, I can't blame you. Safety first, Ey?";
  mes "Now you have a nice day.";
  close;
 case 2:
  mes "[Apprentice Craftsman]";
  mes "Quite of an adventurer huh? Well, shall we?";
  close2;
  specialeffect2 EF_MAPPILLAR;
  if (Zeny < 400000) {
mes "[Apprentice Craftsman]";
mes "Please use @zeny to increase your zeny.";
close;
  }
  mes "[Apprentice Craftsman]";
  mes "What kind of stat do you want to add?";
  mes "I will add 10 of your selected stat";
  next;
  switch(select("STR:INT:DEX:AGI:VIT:LUK:Flee:Critical:Matk:Atk")) {
  case 1:
set .@addpartGM,4709;
goto L_Work;
  case 2:
set .@addpartGM,4719;
goto L_Work;
  case 3:
set .@addpartGM,4729;
goto L_Work;
  case 4:
set .@addpartGM,4739;
goto L_Work;
  case 5:
set .@addpartGM,4749;
goto L_Work;
  case 6:
set .@addpartGM,4759;
goto L_Work;
  case 7:
set .@addpartGM,4763;
goto L_Work;
  case 8:
set .@addpartGM,4765;
goto L_Work;
  case 9:
set .@addpartGM,4761;
goto L_Work;
  case 10:
set .@addpartGM,4767;
goto L_Work;
  }
L_Work :
progressbar "ffff00",3;
set zeny,zeny-400000;
delitem .@itemid,1;
next;
mes "[Apprentice Craftsman]";
mes "done~";
//4700-4709 STR
//4710-4719 INT
//4720-4729 DEX
//4730-4739 AGI
//4740-4749 VIT
//4750-4759 LUK
//4760-4761 MAtk +1/2%
//4762-4763 Flee +6/12
//4764-4765 Critical +5/7
//4766-4767 Atk +1/2%
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpartGM;
close;
 }
}
else if (Zeny > 399999) {
 mes "[Apprentice Craftsman]";
 mes "I've been studying ways to enhance an armor to maximize it's capability.";
 next;
 mes "[Apprentice Craftsman]";
 mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
 next;
 mes "[Apprentice Craftsman]";
 mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
 next;
 mes "[Apprentice Craftsman]";
 mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
 next;
 mes "[Apprentice Craftsman]";
 mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
 next;
 switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
 case 1:
  switch(select("Mantle:Coat:Chain Mail:Full Plate:Silk Robe:Saint's Robe:Holy Robe:Wooden Mail:Tights:Silver Robe:Mage Coat:Thief Clothes:Legion Plate Armor:Lucius's Fierce Armor of Volcano:Saphien's Armor of Ocean:Aebeccee's Raging Typhoon Armor:Claytos Cracking Earth Armor:Ninja Suit:Chameleon Armor:Glorious Suit:Glorious Popularized Suit:Glorious Mass-Production Suit")) {
  case 1:
callsub S_EnchantArmor,2307,84;
  case 2:
callsub S_EnchantArmor,2309,84;
  case 3:
callsub S_EnchantArmor,2314,84;
  case 4:
callsub S_EnchantArmor,2316,84;
  case 5:
callsub S_EnchantArmor,2321,84;
  case 6:
callsub S_EnchantArmor,2325,84;
  case 7:
callsub S_EnchantArmor,2327,84;
  case 8:
callsub S_EnchantArmor,2328,84;
  case 9:
callsub S_EnchantArmor,2330,84;
  case 10:
callsub S_EnchantArmor,2332,84;
  case 11:
callsub S_EnchantArmor,2334,84;
  case 12:
callsub S_EnchantArmor,2335,84;
  case 13:
callsub S_EnchantArmor,2341,84;
  case 14:
callsub S_EnchantArmor,2344,84;
  case 15:
callsub S_EnchantArmor,2346,84;
  case 16:
callsub S_EnchantArmor,2348,84;
  case 17:
callsub S_EnchantArmor,2350,84;
  case 18:
callsub S_EnchantArmor,2337,84;
  case 19:
callsub S_EnchantArmor,2386,84;
  case 20:
callsub S_EnchantArmor,2394,84;
  case 21:
callsub S_EnchantArmor,2395,84;
  case 22:
callsub S_EnchantArmor,2396,84;
  }
 case 2:
  switch(select("Mink Coat:Lord's Clothes:Glittering Jacket:Formal Suit:Mantle(1):Coat(1):Chain Mail(1):Full Plate(1):Silk Robe(1):Scapulare(1):Saint's Robe(1):Tights(1):Silver Robe(1):Thief Clothes(1):Legion Plate Armor(1):Lucius's Fierce Armor of Volcano(1):Saphien's Armor of Ocean(1):Aebeccee's Raging Typhoon Armor(1):Claytos Cracking Earth Armor(1)")) {
  case 1:
callsub S_EnchantArmor,2311,96;
  case 2:
callsub S_EnchantArmor,2318,96;
  case 3:
callsub S_EnchantArmor,2319,96;
  case 4:
callsub S_EnchantArmor,2320,96;
  case 5:
callsub S_EnchantArmor,2308,96;
  case 6:
callsub S_EnchantArmor,2310,96;
  case 7:
callsub S_EnchantArmor,2315,96;
  case 8:
callsub S_EnchantArmor,2317,96;
  case 9:
callsub S_EnchantArmor,2322,96;
  case 10:
callsub S_EnchantArmor,2324,96;
  case 11:
callsub S_EnchantArmor,2326,96;
  case 12:
callsub S_EnchantArmor,2331,96;
  case 13:
callsub S_EnchantArmor,2333,96;
  case 14:
callsub S_EnchantArmor,2336,96;
  case 15:
callsub S_EnchantArmor,2342,96;
  case 16:
callsub S_EnchantArmor,2345,96;
  case 17:
callsub S_EnchantArmor,2347,96;
  case 18:
callsub S_EnchantArmor,2349,96;
  case 19:
callsub S_EnchantArmor,2351,96;
  }
 case 3:
  switch(select("Meteo Plate Armor:Orlean's Gown:Life Link:Diablos Robe:Diablos Armor:Assaulter Plate:Elite Engineer Armor:Assassin Robe:Warlock's Battle Robe:Medic's Robe:Elite Archer Suit:Elite Shooter Sit:Sprint Mail:Kandura:Armor of Naga:Improved Tights")) {
  case 1:
callsub S_EnchantArmor,2364,100;
  case 2:
callsub S_EnchantArmor,2365,100;
  case 3:
callsub S_EnchantArmor,2391,100;
  case 4:
callsub S_EnchantArmor,2374,100;
  case 5:
callsub S_EnchantArmor,2375,100;
  case 6:
callsub S_EnchantArmor,2376,100;
  case 7:
callsub S_EnchantArmor,2377,100;
  case 8:
callsub S_EnchantArmor,2378,100;
  case 9:
callsub S_EnchantArmor,2379,100;
  case 10:
callsub S_EnchantArmor,2380,100;
  case 11:
callsub S_EnchantArmor,2381,100;
  case 12:
callsub S_EnchantArmor,2382,100;
  case 13:
callsub S_EnchantArmor,2387,100;
  case 14:
callsub S_EnchantArmor,2388,100;
  case 15:
callsub S_EnchantArmor,2389,100;
  case 16:
callsub S_EnchantArmor,2390,100;
  }
 case 4:
  mes "[Apprentice Craftsman]";
  mes "Please come back when you have any interest in enchanting your armor.";
  close;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
 close;
}
S_EnchantArmor:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
 mes "[Apprentice Craftsman]";
 mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
 next;
 mes "[Apprentice Craftsman]";
 mes "First and most importantly.";
 mes "^ff5555Existing Refine Level of the Armor";
 mes "and Cards will be GONE.^000000";
 mes "Do you still want to try an Enchant?";
 next;
 switch(select("Hmm... Let me think it over.:Go ahead.")) {
 case 1:
  mes "[Apprentice Craftsman]";
  mes "Well, I can't blame you. Safety first, Ey?";
  mes "Now you have a nice day.";
  close;
 case 2:
  mes "[Apprentice Craftsman]";
  mes "Quite of an adventurer huh? Well, shall we?";
  close2;
  specialeffect2 EF_MAPPILLAR;
  if (Zeny < 400000) {
mes "[Apprentice Craftsman]";
mes "Sorry, but you don't have enough zeny.";
close;
  }
  progressbar "ffff00",7;
  set .@enc_ran,rand(1,.@failrate);
  set zeny,zeny-400000;
  delitem .@itemid,1;
//4700-4709 STR
//4710-4719 INT
//4720-4729 DEX
//4730-4739 AGI
//4740-4749 VIT
//4750-4759 LUK
//4760-4761 MAtk +1/2%
//4762-4763 Flee +6/12
//4764-4765 Critical +5/7
//4766-4767 Atk +1/2%
  if ((.@enc_ran > 0) && (.enc_ran < 10)) {
set .@addpart,rand(4700,4709);
  }
  else if ((.@enc_ran > 34) && (.enc_ran < 45)) {
set .@addpart,rand(4710,4719);
  }
  else if ((.@enc_ran > 44) && (.enc_ran < 55)) {
set .@addpart,rand(4720,4729);
  }
  else if ((.@enc_ran > 54) && (.enc_ran < 65)) {
set .@addpart,rand(4730,4739);
  }
  else if ((.@enc_ran > 64) && (.enc_ran < 75)) {
set .@addpart,rand(4740,4749);
  }
  else if ((.@enc_ran > 74) && (.enc_ran < 85)) {
set .@addpart,rand(4750,4759);
  }
  else if (.@enc_ran == 97) {
set .@addpart,4760;
  }
  else if (.@enc_ran == 98) {
set .@addpart,4761;
  }
  else if ((.@enc_ran > 84) && (.enc_ran < 92)) {
set .@addpart,rand(4762,4763);
  }
  else if ((.@enc_ran > 91) && (.enc_ran < 97)) {
set .@addpart,rand(4764,4765);
  }
  else if (.@enc_ran == 99) {
set .@addpart,4766;
  }
  else if (.@enc_ran == 100) {
set .@addpart,4767;
  }
  else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Apprentice Craftsman]";
mes "Well that's too bad.";
mes "The requested equipment has failed to enchant.";
close;
  }
  getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
 }
}
else {
 mes "[Apprentice Craftsman]";
 mes "Hmm? There's nothing to be enchanted!";
 mes "Please come back with just ONE equipment to be enchanted.";
 close;
}
}

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tnx

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