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[Optimized Item Enchanter]


Yudax

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I have this script and I want to request to edit this and make these possible changes:

( 1 ) They can choose what to put / enchant on the item, but only a maximum of +3 each stat like:

"Please choose what you want to enchant on your item?"
Str
Agi
Vit
Int
Dex
Luk

 

If they chose on Str they will see this:

Str + 1 <-- cost 3 tcg
Str + 2 <-- cost 5 tcg
Str + 3 <-- cost 7 tcg


 

If Agi

Agi + 1 <-- cost 3 tcg
Agi + 2 <-- cost 5 tcg
Agi + 3 <-- cost 7 tcg


 

so on until Luk.

 

They can only enchant their equips up to 3x only.

 

prontera,160,187,5	script	Item Echant	100,{
	mes "[^0000FFItem Enchant^000000]";
	mes "I can enchant your equipment.";
	next;
	mes "[^0000FFItem Enchant^000000]";
	mes "But you need to have 3 ^0000FFTCG^000000 to do this, do you have it?";
	menu "Yes, I have it.",T_yes,"Sorry, I dont have it.",T_no;
T_yes:
	mes "What would you like to Enchant?";
	menu "Armor",T_armor;
	close;
T_no:
	mes "[^0000FFItem Enchant^000000]";
	mes "Okay, Come back if you have it already.";
	close;
	
T_armor:
	if ( select ( "Yes", "No" ) == 2 ) close;
	mes "[^0000FFItem Enchant^000000]";
	if ( !getequipisequiped( EQI_ARMOR ) ) {
		mes "You dont have any ^0000FFArmor^000000 that is being equipped.";
		close;
	}
	.@id = getequipid( EQI_ARMOR );
	.@ref = getequiprefinerycnt( EQI_ARMOR );
	.@card1 = getequipcardid( EQI_ARMOR, 0 );
	.@card2 = getequipcardid( EQI_ARMOR, 1 );
	.@card3 = getequipcardid( EQI_ARMOR, 2 );
	.@card4 = getequipcardid( EQI_ARMOR, 3 );
	if ( .@card1 == 255 || .@card1 == 254 ) {
		mes "I can't enchant a signed equipment.";
		close;
	}
	if ( !.@card4 )
		.@enchant = 0;
	else if ( !.@card3 )
		.@enchant = 1;
	else if ( !.@card2 )
		.@enchant = 2;
	else {
		mes "Sorry, this ^0000FFArmor^000000 has already been enchanted 3 times.";
		close;
	}
	if ( countitem( .item_id ) < .item_req[ .@enchant ] ) {
		mes "Sorry, you need "+ .item_req[ .@enchant ] +" "+ getitemname( .item_id ) +" to enchant this armor.";
		close;
	}
	.@rand = rand(.totalchance);
	while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++;
	.@o = rand(0,5); // orb of str/int/dex ...
	delitem .item_id, .item_req[ .@enchant ];
	delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, .@card4;
	if ( !.@card4 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r;
	else if ( !.@card3 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, 4700 + .@o * 10 + .@r, .@card4;
	else
		getitem2 .@id, 1,1, .@ref, 0, .@card1, 4700 + .@o * 10 + .@r, .@card3, .@card4;
	equip .@id;
	mes "Armor Enchancement successful !";
	announce ""+strcharinfo(0)+" enchanted his ARMOR!",0;
	close;
OnInit:
    waitingroom "Item Enchanter",0;
	setarray .rate, 40,30,20,10; // rate of getting +1 is 50%, +2 is 33%, +3 is 17%
	.item_id = 7227; // item ID requirement use to refine
	setarray .item_req, 3,5,7;

	while ( .@i < 3 ) {
		.totalchance = .totalchance + .rate[.@i];
		.@i++;
	}
	end;

}


I hope this is possible and if someone is willing to share their scripts like this. Thank you all for the support!

Edited by Yudax
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i really love Socket Enchanters, i could try helping with your request, since it's fair simple.

I will post some updates as soon as i can.

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i really love Socket Enchanters, i could try helping with your request, since it's fair simple.

I will post some updates as soon as i can.

Thank you sir :)

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bump

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does anyone of you knows how to do this script?

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Yes but to be in the mood for make it is another history

I will take a look


 

EDIT:

and voila

prontera,160,187,5	script	Item Echant	100,{
	mes "[^0000FFItem Enchant^000000]";
	mes "I can enchant your equipment.";
	next;
T_yes:
	mes "[^0000FFItem Enchant^000000]";
	mes "What would you like to Enchant?";
	menu "Armor",T_armor;
	close;
T_no:
	mes "[^0000FFItem Enchant^000000]";
	mes "Okay, Come back if you have it already.";
	close;
	
T_armor:
	if ( select ( "Yes", "No" ) == 2 ) close;
	next;
	mes "[^0000FFItem Enchant^000000]";
	if ( !getequipisequiped( EQI_ARMOR ) ) {
		mes "You dont have any ^0000FFArmor^000000 that is being equipped.";
		close;
	}
	.@id = getequipid( EQI_ARMOR );
	.@ref = getequiprefinerycnt( EQI_ARMOR );
	.@card1 = getequipcardid( EQI_ARMOR, 0 );
	.@card2 = getequipcardid( EQI_ARMOR, 1 );
	.@card3 = getequipcardid( EQI_ARMOR, 2 );
	.@card4 = getequipcardid( EQI_ARMOR, 3 );
	if ( .@card1 == 255 || .@card1 == 254 ) {
		mes "I can't enchant a signed equipment.";
		close;
	}
	if ( !.@card4 )
		.@enchant = 0;
	else if ( !.@card3 )
		.@enchant = 1;
	else if ( !.@card2 )
		.@enchant = 2;
	else {
		mes "Sorry, this ^0000FFArmor^000000 has already been enchanted 3 times.";
		close;
	}
	mes "Please choose what you want to enchant on your item?";
	.@o = select( implode( .effect$, ":" ) ) -1;
	for( .@i = 1; .@i <= 3; .@i++ )
		.@menu$ = .@menu$ + .effect$[ .@o ] +" +"+ .@i +":";
	.@r = select( .@menu$ ) -1;
	next;
	mes "[^0000FFItem Enchant^000000]";
	mes "Enchant your armor with "+ .effect$[ .@o ] +" +"+ ( .@r +1 ) +" will cost "+ .item_req[ .@r ] +" "+ getitemname( .item_id ) +", shall we continue ?";
	if ( select ( "Yes", "No" ) == 2 ) close;
	if ( countitem( .item_id ) < .item_req[ .@r ] ) {
		mes "Sorry, you need "+ .item_req[ .@r ] +" "+ getitemname( .item_id ) +" to enchant this armor.";
		close;
	}
	// .@rand = rand(.totalchance);
	// while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++;
	// .@o = rand(0,5); // orb of str/int/dex ...
	delitem .item_id, .item_req[ .@r ];
	delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, .@card4;
	if ( !.@card4 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r;
	else if ( !.@card3 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, 4700 + .@o * 10 + .@r, .@card4;
	else
		getitem2 .@id, 1,1, .@ref, 0, .@card1, 4700 + .@o * 10 + .@r, .@card3, .@card4;
	equip .@id;
	mes "Armor Enchancement successful !";
	announce ""+strcharinfo(0)+" enchanted his ARMOR!",0;
	close;
OnInit:
    waitingroom "Item Enchanter",0;
	// setarray .rate, 40,30,20,10; // rate of getting +1 is 50%, +2 is 33%, +3 is 17%
	.item_id = 7227; // item ID requirement use to refine
	setarray .item_req, 3,5,7;
	setarray .effect$, "Str", "Int", "Dex", "Agi", "Vit", "Luk";// in order according to item_db
	// while ( .@i < 3 ) {
		// .totalchance = .totalchance + .rate[.@i];
		// .@i++;
	// }
	end;

}

 

Edited by Capuche
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Works like a charm sir! I've waited for this for so long. Is there any way to adjust the required items required for refine:

Attribute +1 = 3TCG + 1 #item 6024.

Attribute +2 = 5TCG + 3 #item 6024.

Attribute +3 = 7TCG + 5 #item 6024.

 

1st enchant = 50%

2nd enchant = 30 %

3rd enchant = 20%

 

if fail = only tcg and #item 6024 will be gone.

 

Thankyou sir!

Edited by Yudax
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@capuche nice work man.

can you make it not just for armor?

i mean it is posible to enchant boots and garment?

do i have to make a new request for this kind of script?

@Yudax find this "item_id = 7227; // item ID requirement use to refine".

              and this "item_req, 3,5,7;". number 3 cost of +1, 5 is for +2 and 7 for +3.

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Whats that for?

@capuche nice work man.

can you make it not just for armor?

i mean it is posible to enchant boots and garment?

do i have to make a new request for this kind of script?

@Yudax find this "item_id = 7227; // item ID requirement use to refine".

              and this "item_req, 3,5,7;". number 3 cost of +1, 5 is for +2 and 7 for +3.

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Yudax i made a mistake. 

you want  additional requirments right.  /wah

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Works like a charm sir! I've waited for this for so long. Is there any way to adjust the required items required for refine:

Attribute +1 = 3TCG + 1 #item 6024.

Attribute +2 = 5TCG + 3 #item 6024.

Attribute +3 = 7TCG + 5 #item 6024.

 

1st enchant = 50%

2nd enchant = 30 %

3rd enchant = 20%

 

if fail = only tcg and #item 6024 will be gone.

 

Thankyou sir!

 

Like you ask :

prontera,160,187,5	script	Item Echant	100,{
	mes "[^0000FFItem Enchant^000000]";
	mes "I can enchant your equipment.";
	next;
T_yes:
	mes "[^0000FFItem Enchant^000000]";
	mes "What would you like to Enchant?";
	menu "Armor",T_armor;
	close;
T_no:
	mes "[^0000FFItem Enchant^000000]";
	mes "Okay, Come back if you have it already.";
	close;
	
T_armor:
	if ( select ( "Yes", "No" ) == 2 ) close;
	next;
	mes "[^0000FFItem Enchant^000000]";
	if ( !getequipisequiped( EQI_ARMOR ) ) {
		mes "You dont have any ^0000FFArmor^000000 that is being equipped.";
		close;
	}
	.@id = getequipid( EQI_ARMOR );
	.@ref = getequiprefinerycnt( EQI_ARMOR );
	.@card1 = getequipcardid( EQI_ARMOR, 0 );
	.@card2 = getequipcardid( EQI_ARMOR, 1 );
	.@card3 = getequipcardid( EQI_ARMOR, 2 );
	.@card4 = getequipcardid( EQI_ARMOR, 3 );
	if ( .@card1 == 255 || .@card1 == 254 ) {
		mes "I can't enchant a signed equipment.";
		close;
	}
	if ( !.@card4 )
		.@enchant = 0;
	else if ( !.@card3 )
		.@enchant = 1;
	else if ( !.@card2 )
		.@enchant = 2;
	else {
		mes "Sorry, this ^0000FFArmor^000000 has already been enchanted 3 times.";
		close;
	}
	mes "Please choose what you want to enchant on your item?";
	.@o = select( implode( .effect$, ":" ) ) -1;
	for( .@i = 1; .@i <= 3; .@i++ )
		.@menu$ = .@menu$ + .effect$[ .@o ] +" +"+ .@i +":";
	.@r = select( .@menu$ ) -1;
	next;
	mes "[^0000FFItem Enchant^000000]";
	mes "Enchant your armor with "+ .effect$[ .@o ] +" +"+ ( .@r +1 ) +" will cost "+ .item_req0[ .@r ] +" "+ getitemname( .item_id[0] ) +" and "+ .item_req1[ .@r ] +" "+ getitemname( .item_id[1] ) +", shall we continue ?";
	if ( select ( "Yes", "No" ) == 2 ) close;
	next;
	mes "[^0000FFItem Enchant^000000]";
	if ( countitem( .item_id[0] ) < .item_req0[ .@r ] || countitem( .item_id[1] ) < .item_req1[ .@r ] ) {
		mes "Sorry, you need "+ 
			( countitem( .item_id[0] ) < .item_req0[ .@r ] ? .item_req0[ .@r ] +" "+ getitemname( .item_id[0] ) : "" ) + 
			( countitem( .item_id[1] ) < .item_req1[ .@r ] ? .item_req1[ .@r ] +" "+ getitemname( .item_id[1] ) : "" ) + 
			" to enchant this armor.";
		close;
	}
	// .@rand = rand(.totalchance);
	// while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++;
	// .@o = rand(0,5); // orb of str/int/dex ...
	delitem .item_id[0], .item_req0[ .@r ];
	delitem .item_id[1], .item_req1[ .@r ];
	if( .rate[ .@r ] < rand( 1,100 ) ) {
		mes "Sorry enchancement failed.";
		close;
	}
	delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, .@card4;
	if ( !.@card4 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r;
	else if ( !.@card3 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, 4700 + .@o * 10 + .@r, .@card4;
	else
		getitem2 .@id, 1,1, .@ref, 0, .@card1, 4700 + .@o * 10 + .@r, .@card3, .@card4;
	equip .@id;
	mes "Armor Enchancement successful !";
	announce ""+strcharinfo(0)+" enchanted his ARMOR!",0;
	close;
OnInit:
    waitingroom "Item Enchanter",0;
	setarray .rate, 50,30,20; // rate of enchant
	setarray .item_id, 7227, 6024; // items ID requirement use to refine
	setarray .item_req0, 3,5,7; // how much item_id[0] pc need
	setarray .item_req1, 1,3,5; // how much item_id[1] pc need
	setarray .effect$, "Str", "Agi", "Vit", "Int", "Dex", "Luk";
	// while ( .@i < 3 ) {
		// .totalchance = .totalchance + .rate[.@i];
		// .@i++;
	// }
	end;

}

 

 

 

 

 

@capuche nice work man.

can you make it not just for armor?

i mean it is posible to enchant boots and garment?

do i have to make a new request for this kind of script?

@Yudax find this "item_id = 7227; // item ID requirement use to refine".

              and this "item_req, 3,5,7;". number 3 cost of +1, 5 is for +2 and 7 for +3.

You can enchant other equipment with a little modification

Same condition that Yudax's request ? tgc card, enchant failed, +3 limit, you can choose the enchant

If not yeah do another topic

Edited by Capuche
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Yes! Thank you so much sir capuche!

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i have a question ,  how to put to enchant all Type of equipment ? Works? or no only Armor?

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Not optimized way :

duplicate label T_armor: and change all EQI_ARMOR by the equipment you want (example : EQI_SHOES to enchant shoes) in the duplicate

EQI_HEAD_TOP (1)          - Upper Headear
EQI_ARMOR (2)             - Armor (Where you keep your Jackets and Robes)
EQI_HAND_L (3)            - What is in your Left hand.
EQI_HAND_R (4)            - What is in your Right hand.
EQI_GARMENT (5)           - The garment slot (Mufflers, Hoods, Manteaus)
EQI_SHOES (6)             - What foot gear the player has on.
EQI_ACC_L (7)             - Accessory 1.
EQI_ACC_R (8)             - Accessory 2.
EQI_HEAD_MID (9)          - Middle Headgear (masks and glasses)
EQI_HEAD_LOW (10)         - Lower Headgear (beards, some masks)
EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear

 

Then add a new label (the duplicate) in the menu

menu "Armor",T_armor,"Shoes",T_shoes;

 

Edited by Capuche
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@edit

i put the label in the menu works, but how to put in this :
 

    .@id = getequipid( EQI_ARMOR );
    .@ref = getequiprefinerycnt( EQI_ARMOR );
    .@card1 = getequipcardid( EQI_ARMOR, 0 );
    .@card2 = getequipcardid( EQI_ARMOR, 1 );
    .@card3 = getequipcardid( EQI_ARMOR, 2 );
    .@card4 = getequipcardid( EQI_ARMOR, 3 );

 

and how to put the all equipaments in here:


announce ""+strcharinfo(0)+" Enchanted your "ITEM" with sucess!",0;

 

i'm new in scripts ;\ and i'm brazilian sorry for the bad english :S

Edited by nhofije
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T_shoes:
	if ( select ( "Yes", "No" ) == 2 ) close;
	next;
	mes "[^0000FFItem Enchant^000000]";
	if ( !getequipisequiped( EQI_SHOES ) ) {
		mes "You dont have any ^0000FFArmor^000000 that is being equipped.";
		close;
	}
	.@id = getequipid( EQI_SHOES );
	.@ref = getequiprefinerycnt( EQI_SHOES );
	.@card1 = getequipcardid( EQI_SHOES, 0 );
	.@card2 = getequipcardid( EQI_SHOES, 1 );
	.@card3 = getequipcardid( EQI_SHOES, 2 );
	.@card4 = getequipcardid( EQI_SHOES, 3 );
	if ( .@card1 == 255 || .@card1 == 254 ) {
		mes "I can't enchant a signed equipment.";
		close;
	}
	if ( !.@card4 )
		.@enchant = 0;
	else if ( !.@card3 )
		.@enchant = 1;
	else if ( !.@card2 )
		.@enchant = 2;
	else {
		mes "Sorry, this ^0000FFArmor^000000 has already been enchanted 3 times.";
		close;
	}
	mes "Please choose what you want to enchant on your item?";
	.@o = select( implode( .effect$, ":" ) ) -1;
	for( .@i = 1; .@i <= 3; .@i++ )
		.@menu$ = .@menu$ + .effect$[ .@o ] +" +"+ .@i +":";
	.@r = select( .@menu$ ) -1;
	next;
	mes "[^0000FFItem Enchant^000000]";
	mes "Enchant your armor with "+ .effect$[ .@o ] +" +"+ ( .@r +1 ) +" will cost "+ .item_req0[ .@r ] +" "+ getitemname( .item_id[0] ) +" and "+ .item_req1[ .@r ] +" "+ getitemname( .item_id[1] ) +", shall we continue ?";
	if ( select ( "Yes", "No" ) == 2 ) close;
	next;
	mes "[^0000FFItem Enchant^000000]";
	if ( countitem( .item_id[0] ) < .item_req0[ .@r ] || countitem( .item_id[1] ) < .item_req1[ .@r ] ) {
		mes "Sorry, you need "+ 
			( countitem( .item_id[0] ) < .item_req0[ .@r ] ? .item_req0[ .@r ] +" "+ getitemname( .item_id[0] ) : "" ) + 
			( countitem( .item_id[1] ) < .item_req1[ .@r ] ? .item_req1[ .@r ] +" "+ getitemname( .item_id[1] ) : "" ) + 
			" to enchant this armor.";
		close;
	}
	// .@rand = rand(.totalchance);
	// while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++;
	// .@o = rand(0,5); // orb of str/int/dex ...
	delitem .item_id[0], .item_req0[ .@r ];
	delitem .item_id[1], .item_req1[ .@r ];
	if( .rate[ .@r ] < rand( 1,100 ) ) {
		mes "Sorry enchancement failed.";
		close;
	}
	delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, .@card4;
	if ( !.@card4 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r;
	else if ( !.@card3 )
		getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, 4700 + .@o * 10 + .@r, .@card4;
	else
		getitem2 .@id, 1,1, .@ref, 0, .@card1, 4700 + .@o * 10 + .@r, .@card3, .@card4;
	equip .@id;
	mes "SHOES Enchancement successful !";
	announce ""+strcharinfo(0)+" enchanted his SHOES!",0;
	close;

 

	menu "Armor",T_armor,"Shoes",T_shoes;
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How to have only one menu on each category, for example +3 Dex will only show up on the menu.. and same as the other additional stats..

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