I modify an enchant script to add shield enchant and random enchant +1 ~ +10 but don"t work and , npc appear but not the tchat screen
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s_atelier,176,69,1 script Enchanteuse 73,{
if (Zeny > 399999) {
mes "[Enchanteuse]";
mes "I've been studying ways to enhance an armor to maximize it's capability.";
next;
mes "[Enchanteuse]";
mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
next;
mes "[Enchanteuse]";
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 "[Enchanteuse]";
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 "[Enchanteuse]";
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("Armures sans slot.:Armures avec slot.:Armure de haut grade.:Boucliers.:La prochaine fois peut-être.")) {
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):Pantie")) {
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 20:
callsub S_EnchantArmor,2371,55;
}
case 3:
switch(select("Meteor 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:
switch(select("Novice Shield:Valkyrja's Shield")) {
case 1:
callsub S_EnchantArmor,2113,60;
case 2:
callsub S_EnchantArmor,2115,60;
}
case 5:
mes "[Enchanteuse]";
mes "Reviens quand tu veux.";
close;
}
}
else {
mes "[Enchanteuse]";
mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
next;
mes "[Enchanteuse]";
mes "Si par hasard tu veux enchanter ton équipement, donne moi 400,000 zeny et l'objet que tu veux enchanter.";
close;
}
S_EnchantArmor:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
mes "[Enchanteuse]";
mes "L'enchantement te coûtera 400,000 zeny. Tu auras un enchantement aléatoire et une chance de détruire ton équipement.";
next;
mes "[Enchanteuse]";
mes "First and most importantly.";
mes "^ff5555L'upgrade actuel de ton équipement";
mes "et les cartes dedans disparaitrons.^000000";
mes "Tu veux toujours enchanter ton équipement?";
next;
switch(select("Laissez moi réfléchir.:C'est parti!")) {
case 1:
mes "[Enchanteuse]";
mes "Comme tu voudras.";
mes "Passe une bonne journée.";
close;
case 2:
mes "[Enchanteuse]";
mes "Quel type d'enchantement veux-tu?";
next;
switch(select("Str:Agi:Vit:Int:Dex:Luk")) {
case 1:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4700;
}
else if (.@enc_ran == 2) {
set .@addpart,4701;
}
else if (.@enc_ran == 3) {
set .@addpart,4702;
}
else if (.@enc_ran == 4) {
set .@addpart,4703;
}
else if (.@enc_ran == 5) {
set .@addpart,4704;
}
else if (.@enc_ran == 6) {
set .@addpart,4705;
}
else if (.@enc_ran == 7) {
set .@addpart,4706;
}
else if (.@enc_ran == 8) {
set .@addpart,4707;
}
else if (.@enc_ran == 9) {
set .@addpart,4708;
}
else if (.@enc_ran == 10) {
set .@addpart,4709;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
case 2:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4730;
}
else if (.@enc_ran == 2) {
set .@addpart,4731;
}
else if (.@enc_ran == 3) {
set .@addpart,4732;
}
else if (.@enc_ran == 4) {
set .@addpart,4733;
}
else if (.@enc_ran == 5) {
set .@addpart,4734;
}
else if (.@enc_ran == 6) {
set .@addpart,4735;
}
else if (.@enc_ran == 7) {
set .@addpart,4736;
}
else if (.@enc_ran == 8) {
set .@addpart,4737;
}
else if (.@enc_ran == 9) {
set .@addpart,4738;
}
else if (.@enc_ran == 10) {
set .@addpart,4739;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
case 3:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4740;
}
else if (.@enc_ran == 2) {
set .@addpart,4741;
}
else if (.@enc_ran == 3) {
set .@addpart,4742;
}
else if (.@enc_ran == 4) {
set .@addpart,4743;
}
else if (.@enc_ran == 5) {
set .@addpart,4744;
}
else if (.@enc_ran == 6) {
set .@addpart,4745;
}
else if (.@enc_ran == 7) {
set .@addpart,4746;
}
else if (.@enc_ran == 8) {
set .@addpart,4747;
}
else if (.@enc_ran == 9) {
set .@addpart,4748;
}
else if (.@enc_ran == 10) {
set .@addpart,4749;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
case 4:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4710;
}
else if (.@enc_ran == 2) {
set .@addpart,4711;
}
else if (.@enc_ran == 3) {
set .@addpart,4712;
}
else if (.@enc_ran == 4) {
set .@addpart,4713;
}
else if (.@enc_ran == 5) {
set .@addpart,4714;
}
else if (.@enc_ran == 6) {
set .@addpart,4715;
}
else if (.@enc_ran == 7) {
set .@addpart,4716;
}
else if (.@enc_ran == 8) {
set .@addpart,4717;
}
else if (.@enc_ran == 9) {
set .@addpart,4718;
}
else if (.@enc_ran == 10) {
set .@addpart,4719;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
case 5:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4720;
}
else if (.@enc_ran == 2) {
set .@addpart,4721;
}
else if (.@enc_ran == 3) {
set .@addpart,4722;
}
else if (.@enc_ran == 4) {
set .@addpart,4723;
}
else if (.@enc_ran == 5) {
set .@addpart,4724;
}
else if (.@enc_ran == 6) {
set .@addpart,4725;
}
else if (.@enc_ran == 7) {
set .@addpart,4726;
}
else if (.@enc_ran == 8) {
set .@addpart,4727;
}
else if (.@enc_ran == 9) {
set .@addpart,4728;
}
else if (.@enc_ran == 10) {
set .@addpart,4729;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
case 6:
mes "[Enchanteuse]";
mes "Tu as tout d'un aventurier, hein? Eh bien, allons-y?";
close2;
specialeffect2 EF_MAPPILLAR;
if (Zeny < 400000) {
mes "[Enchanteuse]";
mes "Désolé mais tu n'as pas assez de Zeny.";
close;
}
progressbar "ffff00",7;
set .@enc_ran,rand(1,.@failrate);
set zeny,zeny-400000;
delitem .@itemid,1;
if (.@enc_ran == 1) {
set .@addpart,4750;
}
else if (.@enc_ran == 2) {
set .@addpart,4751;
}
else if (.@enc_ran == 3) {
set .@addpart,4752;
}
else if (.@enc_ran == 4) {
set .@addpart,4753;
}
else if (.@enc_ran == 5) {
set .@addpart,4754;
}
else if (.@enc_ran == 6) {
set .@addpart,4755;
}
else if (.@enc_ran == 7) {
set .@addpart,4756;
}
else if (.@enc_ran == 8) {
set .@addpart,4757;
}
else if (.@enc_ran == 9) {
set .@addpart,4758;
}
else if (.@enc_ran == 10) {
set .@addpart,4759;
}
else {
specialeffect2 EF_PHARMACY_FAIL;
mes "[Enchanteuse]";
mes "Ah mince!";
mes "L'enchantement à raté , désolé.";
close;
}
getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
}
}
}
else {
mes "[Enchanteuse]";
mes "Hmm? There's nothing to be enchanted!";
mes "Please come back with just ONE equipment to be enchanted.";
close;
}
}
Edited by Potatoe use [codebox] if the script > 10 lines
Question
Potatoe
I modify an enchant script to add shield enchant and random enchant +1 ~ +10 but don"t work and , npc appear but not the tchat screen
Edited by Potatoeuse [codebox] if the script > 10 lines
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