caspa Posted July 6, 2012 Group: Members Topic Count: 194 Topics Per Day: 0.04 Content Count: 499 Reputation: 3 Joined: 03/11/12 Last Seen: September 18, 2023 Share Posted July 6, 2012 how do you make the enchant armor from the svn files into a non failure type ,, means its 100% and for every enchant it needs 3m not 400k =D thx in advance Quote Link to comment Share on other sites More sharing options...
Euphy Posted July 6, 2012 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted July 6, 2012 Replace: set .@failrate,36; // line 70 The Zeny is more self-explanatory, find and replace the 400000s (and the 399999 at the beginning) with 3000000. Quote Link to comment Share on other sites More sharing options...
caspa Posted July 6, 2012 Group: Members Topic Count: 194 Topics Per Day: 0.04 Content Count: 499 Reputation: 3 Joined: 03/11/12 Last Seen: September 18, 2023 Author Share Posted July 6, 2012 (edited) //===== eAthena Script ======================================= //= Armor Enchanter //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== //= 1.1 //===== 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. //= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586) //============================================================ prontera,165,60,2 script Apprentice Craftsman 73,{ 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,2307,50; case 2: callsub S_EnchantArmor,2309,50; case 3: callsub S_EnchantArmor,2314,50; case 4: callsub S_EnchantArmor,2316,50; case 5: callsub S_EnchantArmor,2321,50; case 6: callsub S_EnchantArmor,2325,50; case 7: callsub S_EnchantArmor,2327,50; case 8: callsub S_EnchantArmor,2328,50; case 9: callsub S_EnchantArmor,2330,50; case 10: callsub S_EnchantArmor,2332,50; case 11: callsub S_EnchantArmor,2334,50; case 12: callsub S_EnchantArmor,2335,50; case 13: callsub S_EnchantArmor,2341,50; case 14: callsub S_EnchantArmor,2344,50; case 15: callsub S_EnchantArmor,2346,50; case 16: callsub S_EnchantArmor,2348,50; case 17: callsub S_EnchantArmor,2350,50; case 18: callsub S_EnchantArmor,2337,50; case 19: callsub S_EnchantArmor,2386,50; case 20: callsub S_EnchantArmor,2394,50; case 21: callsub S_EnchantArmor,2395,50; case 22: callsub S_EnchantArmor,2396,50; } 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,2311,55; case 2: callsub S_EnchantArmor,2318,55; case 3: callsub S_EnchantArmor,2319,55; case 4: callsub S_EnchantArmor,2320,55; case 5: callsub S_EnchantArmor,2308,55; case 6: callsub S_EnchantArmor,2310,55; case 7: callsub S_EnchantArmor,2315,55; case 8: callsub S_EnchantArmor,2317,55; case 9: callsub S_EnchantArmor,2322,55; case 10: callsub S_EnchantArmor,2324,55; case 11: callsub S_EnchantArmor,2326,55; case 12: callsub S_EnchantArmor,2331,55; case 13: callsub S_EnchantArmor,2333,55; case 14: callsub S_EnchantArmor,2336,55; case 15: callsub S_EnchantArmor,2342,55; case 16: callsub S_EnchantArmor,2345,55; case 17: callsub S_EnchantArmor,2347,55; case 18: callsub S_EnchantArmor,2349,55; case 19: callsub S_EnchantArmor,2351,55; } 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 Suit:Sprint Mail:Kandura:Armor of Naga:Improved Tights")) { case 1: callsub S_EnchantArmor,2364,60; case 2: callsub S_EnchantArmor,2365,60; case 3: callsub S_EnchantArmor,2391,60; case 4: callsub S_EnchantArmor,2374,60; case 5: callsub S_EnchantArmor,2375,60; case 6: callsub S_EnchantArmor,2376,60; case 7: callsub S_EnchantArmor,2377,60; case 8: callsub S_EnchantArmor,2378,60; case 9: callsub S_EnchantArmor,2379,60; case 10: callsub S_EnchantArmor,2380,60; case 11: callsub S_EnchantArmor,2381,60; case 12: callsub S_EnchantArmor,2382,60; case 13: callsub S_EnchantArmor,2387,60; case 14: callsub S_EnchantArmor,2388,60; case 15: callsub S_EnchantArmor,2389,60; case 16: callsub S_EnchantArmor,2390,60; } 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; if (.@enc_ran == 1) { set .@addpart,4702; } else if (.@enc_ran == 2) { set .@addpart,4712; } else if (.@enc_ran == 3) { set .@addpart,4722; } else if (.@enc_ran == 4) { set .@addpart,4732; } else if (.@enc_ran == 5) { set .@addpart,4742; } else if (.@enc_ran == 6) { set .@addpart,4752; } else if ((.@enc_ran > 6) && (.@enc_ran < 9)) { set .@addpart,4701; } else if ((.@enc_ran > 8) && (.@enc_ran < 11)) { set .@addpart,4711; } else if ((.@enc_ran > 10) && (.@enc_ran < 13)) { set .@addpart,4721; } else if ((.@enc_ran > 12) && (.@enc_ran < 15)) { set .@addpart,4731; } else if ((.@enc_ran > 14) && (.@enc_ran < 17)) { set .@addpart,4741; } else if ((.@enc_ran > 16) && (.@enc_ran < 19)) { set .@addpart,4751; } else if ((.@enc_ran > 18) && (.@enc_ran < 22)) { set .@addpart,4700; } else if ((.@enc_ran > 21) && (.@enc_ran < 25)) { set .@addpart,4710; } else if ((.@enc_ran > 24) && (.@enc_ran < 28)) { set .@addpart,4720; } else if ((.@enc_ran > 27) && (.@enc_ran < 31)) { set .@addpart,4730; } else if ((.@enc_ran > 30) && (.@enc_ran < 34)) { set .@addpart,4740; } else if ((.@enc_ran > 33) && (.@enc_ran < 37)) { set .@addpart,4750; } 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; } } =================================================================================== i dont see the setfailrate you mention Edited July 6, 2012 by Euphy Codeboxed Quote Link to comment Share on other sites More sharing options...
Euphy Posted July 6, 2012 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted July 6, 2012 That'd be because you're not updated. :3 https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/npc/merchants/enchan_arm.txt Quote Link to comment Share on other sites More sharing options...
caspa Posted July 7, 2012 Group: Members Topic Count: 194 Topics Per Day: 0.04 Content Count: 499 Reputation: 3 Joined: 03/11/12 Last Seen: September 18, 2023 Author Share Posted July 7, 2012 (edited) even if i set-up the script to a no failure type enhancement, it will still give random orbs right? and not direct +3 stats orb? Edited July 7, 2012 by caspa Quote Link to comment Share on other sites More sharing options...
Euphy Posted July 7, 2012 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted July 7, 2012 Yes, all the orb distributions will be unchanged, there just won't be any chance of failure. Quote Link to comment Share on other sites More sharing options...
caspa Posted July 8, 2012 Group: Members Topic Count: 194 Topics Per Day: 0.04 Content Count: 499 Reputation: 3 Joined: 03/11/12 Last Seen: September 18, 2023 Author Share Posted July 8, 2012 sir euphy the enchanting of armor still fails... i already did what u told me, but still it fails...... can you make the script for me or rather replace the one that you told me and give the download link for it ... Quote Link to comment Share on other sites More sharing options...
clonolyxn Posted June 12, 2013 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 2 Reputation: 0 Joined: 11/08/12 Last Seen: April 14, 2020 Share Posted June 12, 2013 how can i make enchant armor with stat and special effect?like str+3 with atk+2% getitem2 .@itemid, 1, 1, 0, 0, 0, 0, .@addpart1,.@addpart2; Quote Link to comment Share on other sites More sharing options...
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caspa
how do you make the enchant armor from the svn files into a non failure type ,, means its 100% and for every enchant it needs 3m not 400k =D thx in advance
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