//===== rAthena Script ======================================= //= Malangdo Enchants //===== By: ================================================== //= Muad_Dib //===== Current Version: ===================================== //= 1.0.3 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= [Official Conversion] //= Adds enchantments to many high level weapons in exchange //= for Malangdo coins. //===== Additional Comments: ================================= //= 1.0 First Version. [Euphy] //= 1.0.1 Added 'delequip' command. [Euphy] //= 1.0.2 Remove redundant usage of 'getarg' [Cydh] //= 1.0.3 Fixed typo in 1.0.2 [Dastgir] //============================================================ // Enchanter NPC :: mal_yong //============================================================ malangdo,213,167,4 script Mayomayo#mal 555,{ disable_items; if (checkweight(1201,1) == 0) { mes "You have too many kinds of objects. Let's try to continue after reducing those objects."; close; } if (MaxWeight - Weight < 10000) { mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight."; close; } mes "[Mayomayo]"; mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons."; next; switch( select( "Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)" ) ) { case 1: mes "[Mayomayo]"; mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction."; next; mes "[Mayomayo]"; mes "Have you ever seen a building of person of reinforcement capacity association?"; next; if (select( "I've seen it before.", "I haven't seen it before." ) == 2) { mes "[Mayomayo]"; mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?"; close; } mes "[Mayomayo]"; mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill."; next; mes "[Mayomayo]"; mes "Every night I became his butler and did odd jobs. That is how I learned to enchant."; next; mes "[Mayomayo]"; mes "Several rules are changed. Well, you better have experience."; close; case 2: @mal_enchant_select = 1; break; case 3: @mal_enchant_select = 2; break; } if (!getequipisequiped(EQI_HAND_R)) { mes "[Mayomayo]"; mes "Did you take off your equipment?"; @mal_enchant_select = 0; close; } @mal_equip_id = getequipid(EQI_HAND_R); .@equip_type = getiteminfo(@mal_equip_id, ITEMINFO_VIEW); // callsub L_Socket,,<4-x enchants possible>; switch(.@equip_type) { // Check weapon type first to speed up the checks. case 1: // Daggers switch(@mal_equip_id) { case 1224: callsub L_Socket,1,2; // Sword_Breaker case 1225: callsub L_Socket,1,2; // Mail_Breaker case 1227: callsub L_Socket,1,2; // Weeder_Knife case 1229: callsub L_Socket,1,2; // Mama's_Knife case 1232: callsub L_Socket,1,2; // Assasin_Dagger case 1233: callsub L_Socket,1,2; // Exercise case 1235: callsub L_Socket,1,2; // Azoth case 1236: callsub L_Socket,1,2; // Sucsamad case 1237: callsub L_Socket,1,2; // Grimtooth_ case 1240: callsub L_Socket,1,2; // Princess_Knife case 1241: callsub L_Socket,1,2; // Cursed_Dagger case 1242: callsub L_Socket,1,2; // Counter_Dagger case 1244: callsub L_Socket,1,2; // Holy_Dagger case 13046: callsub L_Socket,1,3; // Krieg case 13047: callsub L_Socket,1,2; // Weihna case 13061: callsub L_Socket,1,2; // Black_Wing case 1223: callsub L_Socket,2,2; // Forturn_Sword case 1228: callsub L_Socket,2,2; // Combat_Knife case 1234: callsub L_Socket,2,2; // Moonlight_Sword case 1230: callsub L_Socket,4,2; // House_Auger case 1231: callsub L_Socket,4,2; // Bazerald case 13062: callsub L_Socket,4,2; // Ancient_Dagger } break; case 16: // Katars switch(@mal_equip_id) { case 1271: callsub L_Socket,1,2; // Blood_Tears case 1263: callsub L_Socket,1,2; // Unholy_Touch case 1270: callsub L_Socket,1,2; // Drill_Katar case 1284: callsub L_Socket,1,2; // Krishna case 1285: callsub L_Socket,1,2; // Cakram case 1268: callsub L_Socket,2,2; // Wild_Beast_Claw case 1269: callsub L_Socket,2,2; // Inverse_Scale case 1265: callsub L_Socket,2,2; // Bloody_Roar case 1261: callsub L_Socket,4,2; // Infiltrator case 1266: callsub L_Socket,4,2; // Infiltrator_ case 28010: callsub L_Socket,4,2; // Juliette_D._Rachel } break; case 6: // 1-H Axes switch(@mal_equip_id) { case 1305: callsub L_Socket,1,2; // Cleaver case 1311: callsub L_Socket,1,2; // Vecer_Axe } break; case 7: // 2-H Axes switch(@mal_equip_id) { case 1364: callsub L_Socket,1,2; // Great_Axe case 1365: callsub L_Socket,1,2; // Sabbath case 1385: callsub L_Socket,1,2; // Bradium_Stonehammer case 1367: callsub L_Socket,1,2; // Slaughter case 1368: callsub L_Socket,1,2; // Tomahawk case 1387: callsub L_Socket,2,2; // Giant_Axe case 1369: callsub L_Socket,2,2; // Guillotine case 1363: callsub L_Socket,2,2; // Brood_Axe case 1376: callsub L_Socket,4,2; // Heart_Breaker case 1377: callsub L_Socket,4,2; // Hurricane_Fury case 1366: callsub L_Socket,4,2; // Right_Epsilon case 1370: callsub L_Socket,4,2; // Doom_Slayer case 1371: callsub L_Socket,4,2; // Doom_Slayer_ } break; case 2: // 1-H Swords switch(@mal_equip_id) { case 1131: callsub L_Socket,1,2; // Ice_Falchon case 1133: callsub L_Socket,1,2; // Fire_Brand case 1134: callsub L_Socket,1,2; // Scissores_Sword case 1135: callsub L_Socket,1,2; // Cutlas case 13400: callsub L_Socket,1,2; // Cutlas_ case 1136: callsub L_Socket,1,2; // Solar_Sword case 1138: callsub L_Socket,1,2; // Mysteltainn_ case 1139: callsub L_Socket,1,2; // Tale_Fing_ case 1140: callsub L_Socket,1,2; // Byeorrun_Gum case 1141: callsub L_Socket,1,2; // Immaterial_Sword case 1148: callsub L_Socket,1,2; // Star_Dust_Blade case 13421: callsub L_Socket,1,2; // Ruber case 13431: callsub L_Socket,2,2; // Chrome_Sword case 1137: callsub L_Socket,2,2; // Excalibur case 1130: callsub L_Socket,2,2; // Nagan case 1132: callsub L_Socket,4,2; // Edge // case 13460: callsub L_Socket,?,2; // Sealed_Magic_Sword // case 13461: callsub L_Socket,?,2; // Sealed_Evil_Sword // case 13462: callsub L_Socket,?,2; // Sealed_Maximum_Sword case 13412: callsub L_Socket,1,3; // Twin_Edge_B case 13413: callsub L_Socket,1,3; // Twin_Edge_R } break; case 3: // 2-H Swords switch(@mal_equip_id) { case 1164: callsub L_Socket,1,2; // Muramasa case 1166: callsub L_Socket,1,2; // Dragon_Slayer case 1167: callsub L_Socket,1,2; // Schweizersabel case 1168: callsub L_Socket,1,2; // Zweihander case 1170: callsub L_Socket,1,2; // Katzbalger case 1171: callsub L_Socket,1,2; // Zweihander_ case 1176: callsub L_Socket,1,2; // Muscle_Cutter case 1178: callsub L_Socket,1,2; // Schweizersabel_ case 1180: callsub L_Socket,1,2; // Dragon_Slayer_ case 1181: callsub L_Socket,1,2; // Tae_Goo_Lyeon case 1182: callsub L_Socket,1,2; // Bloody_Eater case 1188: callsub L_Socket,1,2; // Veteran_Sword case 1189: callsub L_Socket,1,3; // Krasnaya case 1196: callsub L_Socket,2,2; // Chrome_Twohand_Sword case 1165: callsub L_Socket,2,2; // Masamune case 1169: callsub L_Socket,2,2; // Executioner_ case 1179: callsub L_Socket,2,2; // Executioner__ case 1175: callsub L_Socket,2,2; // Altas_Weapon case 1185: callsub L_Socket,4,2; // Violet_Fear case 1186: callsub L_Socket,4,2; // Death_Guidance case 21018: callsub L_Socket,4,2; // Lindy_Hop } break; case 4: // 1-H Spears switch(@mal_equip_id) { case 1420: callsub L_Socket,1,2; // Long_Horn case 1413: callsub L_Socket,1,2; // Gungnir case 1414: callsub L_Socket,1,2; // Gelerdria case 1416: callsub L_Socket,1,2; // Tjungkuletti case 1418: callsub L_Socket,1,2; // Gungnir_ case 1433: callsub L_Socket,2,2; // Imperial_Spear case 1415: callsub L_Socket,2,2; // Skewer case 1421: callsub L_Socket,2,2; // Battle_Hook case 1422: callsub L_Socket,4,2; // Hunting_Spear // case 1447: callsub L_Socket,?,3; // Poison_Forged_Spear } break; case 5: // 2-H Spears switch(@mal_equip_id) { case 1466: callsub L_Socket,1,2; // Crescent_Scythe case 1467: callsub L_Socket,1,2; // Bill_Guisarme case 1468: callsub L_Socket,1,2; // Zephyrus case 1469: callsub L_Socket,1,2; // Longinus's_Spear case 1470: callsub L_Socket,1,2; // Brionac case 1471: callsub L_Socket,1,2; // Hell_Fire case 1474: callsub L_Socket,1,2; // Gae_Bolg case 1476: callsub L_Socket,1,2; // Crescent_Scythe_ case 1477: callsub L_Socket,1,2; // Spectral_Spear case 1478: callsub L_Socket,1,2; // Ahlspiess case 1479: callsub L_Socket,1,2; // Spectral_Spear_ case 1480: callsub L_Socket,1,2; // Gae_Bolg_ case 1481: callsub L_Socket,1,3; // Zephyrus_ case 1484: callsub L_Socket,2,2; // Cardo } break; case 10: // Staves switch(@mal_equip_id) { case 1616: callsub L_Socket,1,2; // Staff_Of_Wing case 1629: callsub L_Socket,1,2; // Walking_Stick case 1631: callsub L_Socket,1,2; // Holy_Stick case 1643: callsub L_Socket,1,2; // Dead_Tree_Cane case 1654: callsub L_Socket,1,2; // Mental_Stick case 1636: callsub L_Socket,2,2; // Thorn_Staff case 1637: callsub L_Socket,2,2; // Eraser // case 1697: callsub L_Socket,?,2; // Exquisite_Yellow_Foxtail_Model // case 1693: callsub L_Socket,?,2; // Magical_Yellow_Foxtail_Staff } break; case 23: // New 2-H Staves switch(@mal_equip_id) { case 1473: callsub L_Socket,1,2; // Wizardy_Staff case 2004: callsub L_Socket,1,2; // Kronos case 2005: callsub L_Socket,1,2; // Dea_Staff case 2001: callsub L_Socket,2,2; // Divine_Cross case 2000: callsub L_Socket,4,2; // Destruction_Rod // case 2027: callsub L_Socket,4,?; // Sunflower_Kid } break; case 8: // Maces switch(@mal_equip_id) { case 1524: callsub L_Socket,1,2; // Golden_Mace case 1525: callsub L_Socket,1,2; // Long_Mace case 1527: callsub L_Socket,1,2; // Quadrille case 1539: callsub L_Socket,1,2; // Golden_Mace_ case 1541: callsub L_Socket,1,2; // Nemesis case 16000: callsub L_Socket,1,2; // Erde case 16001: callsub L_Socket,1,2; // Red_Square_Bag case 16010: callsub L_Socket,1,2; // Red_Ether_Bag case 1523: callsub L_Socket,2,2; // Spike case 1538: callsub L_Socket,2,2; // Spike_ case 1526: callsub L_Socket,2,2; // Slash case 1528: callsub L_Socket,4,2; // Grand_Cross case 1540: callsub L_Socket,4,2; // Grand_Cross_ } break; case 15: // Books switch(@mal_equip_id) { case 1557: callsub L_Socket,1,2; // Book_Of_The_Apocalypse case 1558: callsub L_Socket,1,2; // Girl's_Diary case 1559: callsub L_Socket,1,2; // Legacy_Of_Dragon case 1561: callsub L_Socket,1,2; // Hardback case 1562: callsub L_Socket,1,2; // Bible_Of_Battlefield case 1565: callsub L_Socket,4,2; // Death_Note } break; case 12: // Knuckles switch(@mal_equip_id) { case 1813: callsub L_Socket,1,2; // Kaiser_Knuckle case 1814: callsub L_Socket,1,2; // Berserk case 1815: callsub L_Socket,1,2; // Claw_Of_Garm case 1816: callsub L_Socket,1,2; // Berserk_ case 1830: callsub L_Socket,2,2; // Sura_Rampage } break; case 11: // Bows switch(@mal_equip_id) { case 1719: callsub L_Socket,1,2; // Bow_Of_Roguemaster case 1722: callsub L_Socket,1,2; // Balistar case 1724: callsub L_Socket,1,2; // Dragon_Wing case 1725: callsub L_Socket,1,2; // Bow_Of_Minstrel case 1727: callsub L_Socket,1,2; // Balistar_ case 1737: callsub L_Socket,1,2; // Ixion_Wing case 1740: callsub L_Socket,1,2; // Nepenthes_Bow case 1741: callsub L_Socket,1,2; // Cursed_Lyre case 1745: callsub L_Socket,1,2; // Falken_Blitz case 18103: callsub L_Socket,1,2; // Mystic_Bow case 1720: callsub L_Socket,2,2; // Bow_Of_Rudra } break; case 13: // Musical Instruments switch(@mal_equip_id) { case 1913: callsub L_Socket,1,2; // Electronic_Guitar case 1918: callsub L_Socket,1,2; // Oriental_Lute case 1920: callsub L_Socket,1,2; // Berserk_Guitar case 1922: callsub L_Socket,1,2; // Oriental_Lute_ case 1926: callsub L_Socket,1,2; // Harp_Of_Nepenthes case 1930: callsub L_Socket,2,2; // Green_Whistle } break; case 14: // Whips switch(@mal_equip_id) { case 1962: callsub L_Socket,1,2; // Lariat case 1963: callsub L_Socket,1,2; // Rapture_Rose case 1964: callsub L_Socket,1,2; // Chemeti case 1969: callsub L_Socket,1,2; // Bladed_Whip case 1970: callsub L_Socket,1,2; // Queen's_Whip case 1972: callsub L_Socket,1,2; // Electric_Eel case 1973: callsub L_Socket,1,2; // Sea_Witch_Foot case 1974: callsub L_Socket,1,2; // Carrot_Whip case 1976: callsub L_Socket,1,2; // Queen's_Whip_ case 1979: callsub L_Socket,1,2; // Stem_Of_Nepenthes case 1984: callsub L_Socket,2,2; // Stem_Whip case 1985: callsub L_Socket,4,2; // Rosebine } break; case 17: // Revolvers case 18: // Rifles case 19: // Gatling guns case 20: // Shotguns case 21: // Grenade launchers // switch(@mal_equip_id) { // case 13138: callsub L_Socket,4,2; // Dark_Rose // case 28223: callsub L_Socket,4,2; // Finisher // case 28224: callsub L_Socket,4,2; // Dustfire // case 28225: callsub L_Socket,4,2; // Burning_Rose // case 28226: callsub L_Socket,4,2; // Avenger // } break; } mes "[Mayomayo]"; if (@mal_enchant_select == 1) mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~"; else mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~"; @mal_equip_id = 0; @mal_enchant_select = 0; close; L_Socket: .@select = @mal_enchant_select; .@equip_id = @mal_equip_id; .@equip_refine = getequiprefinerycnt(EQI_HAND_R); .@equip_name$ = getitemname(.@equip_id) + ( getitemslots(.@equip_id) ? "[" + getitemslots(.@equip_id) + "]" : "" ); setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0), getequipcardid(EQI_HAND_R,1), getequipcardid(EQI_HAND_R,2), getequipcardid(EQI_HAND_R,3); @mal_equip_id = 0; @mal_enchant_select = 0; if (.@select == 1) { mes "[Mayomayo]"; mes "^0000ff" + .@equip_name$ + "^000000! Do you want to enchant this equipment? How will you pay for this?"; next; .@enccost = getarg(0); .@enclimit = getarg(1); setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier .@menu$ = "Stop:"; .@size_coin = getarraysize(.@coin); for ( .@i = 0; .@i < .@size_coin; ++.@i) { .@count[.@i] = countitem(.@coin[.@i]); .@total[.@i] = .@enccost * .@cost[.@i]; if (.@count[.@i] < .@total[.@i]) .@menu$ += "^999999" + getitemname(.@coin[.@i]) + " (missing " + (.@total[.@i]-.@count[.@i]) + ")^000000:"; else .@menu$ += getitemname(.@coin[.@i]) + " (have " + .@count[.@i] + ", need " + .@total[.@i] + "):"; } .@coin_select = select(.@menu$) - 2; if (.@coin_select == -1) { mes "[Mayomayo]"; mes "Come back again if you change your mind."; close; } else if (.@count[.@coin_select] < .@total[.@coin_select]) { mes "[Mayomayo]"; mes "You don't have enough coins. Do you want to check again?"; close; } switch(.@coin_select) { case 0: // Egrade_Coin .@enchant_type = 10; break; case 1: // Dgrade_Coin .@enchant_type = 9; break; case 2: // Cgrade_Coin .@enchant_type = 8; break; case 3: // Bgrade_Coin .@enchant_type = 7; break; case 4: // Agrade_Coin case 5: // Anger_Seagod mes "[Mayomayo]"; mes "When you use the " + getitemname(.@coin[.@coin_select]) + ", you can choose the enchant type."; next; switch( select( "Stop", "Short Range Type", "Long Range Type", "Caster Type") ) { case 1: mes "[Mayomayo]"; mes "Ok. If you change your mind, let me know."; close; case 2: .@enchant_type = ((.@coin_select == 4) ? 4 : 1); break; case 3: .@enchant_type = ((.@coin_select == 4) ? 5 : 2); break; case 4: .@enchant_type = ((.@coin_select == 4) ? 6 : 3); break; } break; } if (.@equip_card[3] == 0 && .@enclimit < 4) { .@socket = 4; .@str$ = "1st"; } else if (.@equip_card[2] == 0 && .@enclimit < 3) { .@socket = 3; .@str$ = "2nd"; } else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon."; close; } mes "[Mayomayo]"; mes "I'm trying for the " + .@str$ + " enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?"; next; if (select( "I'll come back later.", "Please, continue." ) == 1) { mes "[Mayomayo]"; mes "Ok. If you change your mind, come back again."; close; } switch(.@enchant_type) { case 10: // Egrade_Coin .@i = rand(1,531); if (.@i < 101) .@enchant = 4787; // Mdef4 else if (.@i < 201) .@enchant = 4792; // Def6 else if (.@i < 301) .@enchant = 4801; // SP100 else if (.@i < 351) .@enchant = 4795; // HP100 else if (.@i < 401) .@enchant = 4796; // HP200 else if (.@i < 451) .@enchant = 4819; // Atk1 else if (.@i < 476) .@enchant = 4720; // Dexterity1 else if (.@i < 501) .@enchant = 4740; // Vitality1 else if (.@i < 526) .@enchant = 4750; // Luck1 else if (.@i < 528) .@enchant = 4700; // Strength1 else if (.@i < 530) .@enchant = 4730; // Agility1 else if (.@i < 532) .@enchant = 4710; // Inteligence1 else .@enchant = 9; break; case 9: // Dgrade_Coin .@i = rand(1,531); if (.@i < 101) .@enchant = 4795; // HP100 else if (.@i < 201) .@enchant = 4796; // HP200 else if (.@i < 301) .@enchant = 4819; // Atk1 else if (.@i < 351) .@enchant = 4720; // Dexterity1 else if (.@i < 401) .@enchant = 4740; // Vitality1 else if (.@i < 451) .@enchant = 4750; // Luck1 else if (.@i < 476) .@enchant = 4700; // Strength1 else if (.@i < 501) .@enchant = 4730; // Agility1 else if (.@i < 526) .@enchant = 4710; // Inteligence1 else if (.@i < 528) .@enchant = 4701; // Strength2 else if (.@i < 530) .@enchant = 4731; // Agility2 else if (.@i < 532) .@enchant = 4711; // Inteligence2 else .@enchant = 9; break; case 8: // Cgrade_Coin .@i = rand(1,531); if (.@i < 101) .@enchant = 4720; // Dexterity1 else if (.@i < 201) .@enchant = 4740; // Vitality1 else if (.@i < 301) .@enchant = 4750; // Luck1 else if (.@i < 351) .@enchant = 4700; // Strength1 else if (.@i < 401) .@enchant = 4730; // Agility1 else if (.@i < 451) .@enchant = 4710; // Inteligence1 else if (.@i < 476) .@enchant = 4701; // Strength2 else if (.@i < 501) .@enchant = 4731; // Agility2 else if (.@i < 526) .@enchant = 4711; // Inteligence2 else if (.@i < 528) .@enchant = 4702; // Strength3 else if (.@i < 530) .@enchant = 4732; // Agility3 else if (.@i < 532) .@enchant = 4712; // Inteligence3 else .@enchant = 9; break; case 7: // Bgrade_Coin .@i = rand(1,531); if (.@i < 101) .@enchant = 4700; // Strength1 else if (.@i < 201) .@enchant = 4730; // Agility1 else if (.@i < 301) .@enchant = 4710; // Inteligence1 else if (.@i < 351) .@enchant = 4701; // Strength2 else if (.@i < 401) .@enchant = 4731; // Agility2 else if (.@i < 451) .@enchant = 4711; // Inteligence2 else if (.@i < 476) .@enchant = 4702; // Strength3 else if (.@i < 501) .@enchant = 4732; // Agility3 else if (.@i < 526) .@enchant = 4712; // Inteligence3 else if (.@i < 528) .@enchant = 4703; // Strength4 else if (.@i < 530) .@enchant = 4733; // Agility4 else if (.@i < 532) .@enchant = 4713; // Inteligence4 else .@enchant = 9; break; case 6: // Agrade_Coin - Caster .@i = rand(1,555); if (.@i < 81) .@enchant = 4711; // Inteligence2 else if (.@i < 161) .@enchant = 4721; // Dexterity2 else if (.@i < 241) .@enchant = 4814; // Spell2 else if (.@i < 311) .@enchant = 4712; // Inteligence3 else if (.@i < 371) .@enchant = 4722; // Dexterity3 else if (.@i < 431) .@enchant = 4813; // Spell3 else if (.@i < 476) .@enchant = 4713; // Inteligence4 else if (.@i < 516) .@enchant = 4812; // Spell4 else if (.@i < 526) .@enchant = 4760; // Matk1 else if (.@i < 546) .@enchant = 4714; // Inteligence5 else if (.@i < 551) .@enchant = 4826; // Spell5 else if (.@i < 556) .@enchant = 4761; // Matk2 else .@enchant = 9; break; case 5: // Agrade_Coin - Long Range .@i = rand(1,555); if (.@i < 81) .@enchant = 4731; // Agility2 else if (.@i < 161) .@enchant = 4833; // Expert_Archer2 else if (.@i < 241) .@enchant = 4817; // Sharp2 else if (.@i < 311) .@enchant = 4732; // Agility3 else if (.@i < 371) .@enchant = 4834; // Expert_Archer3 else if (.@i < 431) .@enchant = 4816; // Sharp3 else if (.@i < 476) .@enchant = 4733; // Agility4 else if (.@i < 516) .@enchant = 4835; // Expert_Archer4 else if (.@i < 526) .@enchant = 4807; // Atk_Speed1 else if (.@i < 546) .@enchant = 4734; // Agility5 else if (.@i < 551) .@enchant = 4836; // Expert_Archer5 else if (.@i < 556) .@enchant = 4807; // Atk_Speed1 else .@enchant = 9; break; case 4: // Agrade_Coin - Short Range .@i = rand(1,555); if (.@i < 81) .@enchant = 4731; // Agility2 else if (.@i < 161) .@enchant = 4808; // Fighting_Spirit4 else if (.@i < 241) .@enchant = 4817; // Sharp2 else if (.@i < 311) .@enchant = 4732; // Agility3 else if (.@i < 371) .@enchant = 4820; // Fighting_Spirit5 else if (.@i < 431) .@enchant = 4816; // Sharp3 else if (.@i < 476) .@enchant = 4733; // Agility4 else if (.@i < 516) .@enchant = 4821; // Fighting_Spirit6 else if (.@i < 526) .@enchant = 4807; // Atk_Speed1 else if (.@i < 546) .@enchant = 4734; // Agility5 else if (.@i < 551) .@enchant = 4822; // Fighting_Spirit7 else if (.@i < 556) .@enchant = 4807; // Atk_Speed1 else .@enchant = 9; break; case 3: // Anger_Seagod - Caster .@i = rand(1,555); if (.@i < 81) .@enchant = 4712; // Inteligence3 else if (.@i < 161) .@enchant = 4722; // Dexterity3 else if (.@i < 241) .@enchant = 4813; // Spell3 else if (.@i < 311) .@enchant = 4713; // Inteligence4 else if (.@i < 371) .@enchant = 4812; // Spell4 else if (.@i < 431) .@enchant = 4760; // Matk1 else if (.@i < 476) .@enchant = 4714; // Inteligence5 else if (.@i < 516) .@enchant = 4826; // Spell5 else if (.@i < 526) .@enchant = 4761; // Matk2 else if (.@i < 546) .@enchant = 4715; // Inteligence6 else if (.@i < 551) .@enchant = 4827; // Spell6 else if (.@i < 556) .@enchant = 4761; // Matk2 else .@enchant = 9; break; case 2: // Anger_Seagod - Long Range .@i = rand(1,555); if (.@i < 81) .@enchant = 4732; // Agility3 else if (.@i < 161) .@enchant = 4834; // Expert_Archer3 else if (.@i < 241) .@enchant = 4843; // Sharp4 else if (.@i < 311) .@enchant = 4733; // Agility4 else if (.@i < 371) .@enchant = 4835; // Expert_Archer4 else if (.@i < 431) .@enchant = 4844; // Sharp5 else if (.@i < 476) .@enchant = 4734; // Agility5 else if (.@i < 516) .@enchant = 4836; // Expert_Archer5 else if (.@i < 526) .@enchant = 4807; // Atk_Speed1 else if (.@i < 546) .@enchant = 4735; // Agility6 else if (.@i < 551) .@enchant = 4837; // Expert_Archer6 else if (.@i < 556) .@enchant = 4807; // Atk_Speed1 else .@enchant = 9; break; case 1: // Anger_Seagod - Short Range .@i = rand(1,555); if (.@i < 81) .@enchant = 4732; // Agility3 else if (.@i < 161) .@enchant = 4820; // Fighting_Spirit5 else if (.@i < 241) .@enchant = 4843; // Sharp4 else if (.@i < 311) .@enchant = 4733; // Agility4 else if (.@i < 371) .@enchant = 4821; // Fighting_Spirit6 else if (.@i < 431) .@enchant = 4844; // Sharp5 else if (.@i < 476) .@enchant = 4734; // Agility5 else if (.@i < 516) .@enchant = 4822; // Fighting_Spirit7 else if (.@i < 526) .@enchant = 4807; // Atk_Speed1 else if (.@i < 546) .@enchant = 4735; // Agility6 else if (.@i < 551) .@enchant = 4823; // Fighting_Spirit8 else if (.@i < 556) .@enchant = 4807; // Atk_Speed1 else .@enchant = 9; break; default: mes "[Mayomayo]"; mes "There is something wrong. Please try again."; close; } // anti-hack if (callfunc("F_IsEquipIDHack", EQI_HAND_R, .@equip_id) || callfunc("F_IsEquipRefineHack", EQI_HAND_R, .@equip_refine) || callfunc("F_IsEquipCardHack", EQI_HAND_R, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3])) close; if (.@equip_card[3] == 0 && .@enclimit < 4) .@equip_card[3] = .@enchant; else if (.@equip_card[2] == 0 && .@enclimit < 3) .@equip_card[2] = .@enchant; else if (.@equip_card[1] == 0 && .@enclimit < 2) .@equip_card[1] = .@enchant; else if (.@equip_card[0] == 0 && .@enclimit < 1) .@equip_card[0] = .@enchant; else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. I provide enchant for two times maximum."; next; mes "[Mayomayo]"; mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~"; close; } if (.@enchant == 9) { // Should never happen. specialeffect2 EF_SUI_EXPLOSION; mes "[Mayomayo]"; mes "Oh my god!"; mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry."; delitem .@coin[.@coin_select],.@total[.@coin_select]; delequip EQI_HAND_R; close; } specialeffect2 EF_REPAIRWEAPON; mes "[Mayomayo]"; mes "I have enchanted ^990000slot " + .@socket + "^000000 of this equipment."; delitem .@coin[.@coin_select], .@total[.@coin_select]; delequip EQI_HAND_R; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; close; } else if (.@select == 2) { mes "[Mayomayo]"; mes "I will only initialize the enchant effect without touching previous refined level and cards."; next; if (select( "Stop", "Continue" ) == 1) { mes "[Mayomayo]"; mes "If you change your mind, come back anytime."; close; } if (countitem(6417) == 0) { mes "[Mayomayo]"; mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?"; close; } if (!getequipisequiped(EQI_HAND_R)) { mes "[Mayomayo]"; mes "Did you take off the equipment?"; close; } if (.@equip_card[3] == 0) { mes "[Mayomayo]"; mes "This equipment has nothing to initialize. Please check again."; close; } specialeffect2 EF_REPAIRWEAPON; mes "[Mayomayo]"; mes "Initialize the enchant effect from the equipment."; delitem 6417,1; // Silvervine // anti-hack if (callfunc("F_IsEquipIDHack", EQI_HAND_R, .@equip_id) || callfunc("F_IsEquipRefineHack", EQI_HAND_R, .@equip_refine) || callfunc("F_IsEquipCardHack", EQI_HAND_R, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3])) close; delequip EQI_HAND_R; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] for ( .@i = getiteminfo(.@equip_id, ITEMINFO_SLOT); .@i < MAX_SLOTS; .@i++ ) { if (getiteminfo(.@equip_card[.@i], ITEMINFO_SUBTYPE) == CARD_ENCHANT) .@equip_card[.@i] = 0;// Armor Enchant System } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; close; } }