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//===== rAthena Script =======================================
//= Episode 16.2 - Illusion Enchants
//===== Description: =========================================
//= [Walkthrough Conversion]
//= Illusion series related merchants and enchanters
// Note:
// - Some dialog are missing in Illusion of Luanda exchange NPC.
//===== Changelog: ===========================================
//= 1.0 Initial release of Illusion of Moonlight [crazyarashi]
//= 1.1 Cleanup and improvements [Everade]
//= 1.2 Added Illusion of Vampire enchanter [Capuche]
//= 1.3 Added Illusion of Frozen enchanter [Capuche]
//= 1.4 Added Illusion of Turtle enchanter [Capuche]
//= 1.5 Added Illusion of Luanda enchanter [Capuche]
//= 1.6 Added Illusion of Underwater exchange [Capuche]
//= 1.7 Added Illusion of Twins enchanter [Capuche]
//= 1.8 Added Illusion Merchant [Haydrich]
//= 1.9 Added Illusion of Teddy Bear exchange [Atemo]
//============================================================
//============================================================
//= Illusion of Moonlight
//============================================================
pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{
mes "[ Gemcutter ]";
mes "Do you have business with me?";
next;
switch( select( "What are you doing here?", "Upgrade equipments" ) ) {
case 1:
mes "[ Gemcutter ]";
mes "I came to the ruined village,";
mes "looking for some materials. Touched some strange light, and now I'm here.";
next;
mes "[ Gemcutter ]";
mes "I've decided to stick around for a little while. Figured I'd be safe so long as I stay close to this soldier.";
mes "I have a proposition for you. I want some materials that can only be found in this place.";
next;
mes "[ Gemcutter ]";
mes "Get them for me, and I'll improve your equipment in exchange. Just so you know, I can only improve certain types.";
next;
mes "[ Gemcutter ]";
mes "If you're interested, we can discuss the details of our bargain.";
close;
case 2:
mes "[ Gemcutter ]";
mes "Make sure ^0000FFyour equipment is refined to at least +9^000000 before bringing it to me.";
mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
next;
mes "[ Gemcutter ]";
mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000";
mes "Otherwise, I can't evaluate its condition.";
next;
mes "[ Gemcutter ]";
mes "As you may have guessed, your equipment will transform into something new after this.";
mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000";
next;
mes "[ Gemcutter ]";
mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
mes "Pick an item you want and I'll tell you what I need.";
close2;
callshop( "barter_ill_moonlight" );
end;
}
end;
OnTouch:
if (illusion_moonlight > 7)
npctalk "What kind of place is this?", "", bc_self;
end;
}
//============================================================
//= Illusion of Vampire
//============================================================
gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
mes "[Great Merchant]";
mes "Adventurer, do you have ^0000cdIllusion Stones^000000? If you have a ^0000cdweapon, a piece armor^000000, or ^0000cdan accessory at Refining Level 9 or higher^000000, ";
mes "then I can exchange it for something better at the cost of some Illusion Stones and other materials.";
next;
mes "[Great Merchant]";
mes "So, what do you want?";
next;
switch( select( "Exchange illusion equipment", "What are Illusion Stones?", "Can I strengthen the exchanged item?", "Cancel" ) ) {
case 1:
specialeffect EF_HFLIMOON3;
emotion ET_BEST;
mes "[Great Merchant]";
mes "Use it well and come see me later if you find more Illusion Stones! *Chuckle*";
close2;
callshop( "barter_ill_vampire" );
end;
case 2:
mes "[Great Merchant]";
mes "What are ^0000cdIllusion Stones^000000, you ask? Well... I don't think anyone knows exactly what they are.";
next;
mes "[Great Merchant]";
mes "I only know they're rare and can only be found in some special places, and I'm here to collect them for my clients.";
next;
mes "[Great Merchant]";
mes "My clients want to figure out what these stones are. They're paying me a lot of money,";
next;
mes "[Great Merchant]";
mes "so I could offer adventurers like you ^0000cdexpensive equipment in exchange for the stones^000000, and still fetch a profit.";
next;
mes "[Great Merchant]";
mes "Bring ^0000cda piece of refined equipment, Illusion Stones^000000, and various materials that are only found in this place. I'll ^0000cdupgrade the equipment, weapon, armor, or accessory?^000000for you.";
next;
mes "[Great Merchant]";
mes "This benefits both of us. Let me know if you're interested in my proposition.";
close;
case 3:
mes "[Great Merchant]";
mes "So, you want to reinforce the equipment you get. You're thorough. I like that!";
next;
mes "[Great Merchant]";
mes "A while ago, an adventurer who passed through this place told me that a chemist in Prontera refines the Illusion equipment in exchange for Illusion Stones.";
next;
mes "[Great Merchant]";
mes "It seems Illusion Stones are a popular topic everywhere. Everyone wants to know about what they are.";
next;
mes "[Great Merchant]";
mes "If you want to refine your equipment, then go to the <NAVI>Illusion Enchanter<INFO>prontera,90,115,000,0,</INFO></NAVI> near the Town Office.";
close;
case 4:
mes "[Great Merchant]";
mes "Did you find anything you liked? If you need anything, please let me know at any time.";
close;
}
end;
}
//============================================================
//= Illusion of Frozen
//============================================================
// illusion exchange npc - trade items for illusion gears
ice_dun02,153,18,3 script Illusion Stone Research 4_M_ALCHE_B,{
disable_items;
mes "[Illusion Stone Researcher]";
mes "Ah, Illusion Stones are truly mysterious...";
next;
switch( select( "What are you doing here?", "Upgrade equipments", "Cancel" ) ) {
case 1:
mes "[Illusion Stone Researcher]";
mes "I'm here to find some Illusion Stones that I need for my research.";
next;
mes "[Illusion Stone Researcher]";
mes "This cave is very mysterious, but I'm not strong enough to explore it by myself.";
mes "If you go in there, could you procure some things for me?";
next;
mes "[Illusion Stone Researcher]";
mes "In exchange, I'll improve your equipment.";
mes "What do you say?";
close;
case 2:
mes "[Illusion Stone Researcher]";
mes "Make sure ^4d4dffyour equipment is refined to at least +9^000000 before bringing it to me.";
mes "Make sure you're ^4d4dffequipped with the item that you want to improve^000000.";
next;
mes "[Illusion Stone Researcher]";
mes "As you may have guessed, your equipment will transform into something new after this.";
mes "In other words, ^4d4dffit'll lose its current Refining and Upgrade levels.^000000";
next;
mes "[Illusion Stone Researcher]";
mes "And I need ^4d4dffIllusion Stones and some other materials^000000 to upgrade your equipment.";
mes "Pick an item you want. I'll tell you what I need.";
close2;
callshop( "barter_ill_frozen" );
end;
case 3:
mes "[Illusion Stone Researcher]";
mes "It's just hard to get..";
close;
}
end;
}
// illusion enhancing - enhance the illusion gears
// note: unknown enhance rate
prontera,90,115,5 script Illusion Enchanter#0 4_GEFFEN_09,3,3,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "I'm overweight. I'd better lighten my bag first.";
close;
}
disable_items;
if (isbegin_quest(12415) == 0) {
mes "[Illusion Enchanter]";
mes "Oh, do you have Illusion equipment?";
next;
select("No. I don't even know what Illusion equipment is.");
mes "[Illusion Enchanter]";
mes "Oops, I'm sorry. I should've introduced myself first.";
next;
mes "[Illusion Enchanter]";
mes "I'm a chemist specializing in the study of Illusion Stones, which have been circulating among adventurers.";
next;
select("Illusion Stones?");
mes "[Illusion Enchanter]";
mes "You don't know, don't you? They're the hottest trend these days.";
next;
select("I don't care about trends.");
mes "[Illusion Enchanter]";
mes "You must have heard about the strange places that have sprung up here and there lately. Illusion Stones are only found in those places,";
next;
mes "[Illusion Enchanter]";
mes "and their atomic structure is unlike any mineral I've seen. *Blah Blah* ...Their chemical chains... *Blah Blah*";
next;
select("(Uh-oh, he's zoning out!)");
mes "[Illusion Enchanter]";
mes "Anyway, I can enchant equipment that is exchanged for or purchased with Illusion Stones. I call them the Illusion equipment.";
next;
select("(He has no sense when it comes to names.)");
mes "[Illusion Enchanter]";
mes "This equipment at least responds positively to Illusion Stones, or it has the potential to be enchanted successfully.";
next;
mes "[Illusion Enchanter]";
mes "Explore the worlds of illusions, collect Illusion Stones, and exchange them for equipment. I can enchant the equipment for you.";
next;
mes "[Illusion Enchanter]";
mes "This benefits both of us. I need Illusion Stones for my studies, and you need powerful equipment for your adventures.";
next;
mes "[Illusion Enchanter]";
mes "That said, my service is not for free. It requires a few Illusion Stones and Zeny.";
next;
mes "[Illusion Enchanter]";
mes "If you're interested, how'd you like to get a membership for my service? You can get discounts that way!";
next;
if (select( "Sure!", "Not interested." ) == 2) {
mes "[Illusion Enchanter]";
mes "Okay, but let me know if you change your mind.";
close;
}
mes "[Illusion Enchanter]";
mes "Alright, then I'll add you to my member list. I hope you'll have some Illusion equipment next time I see you.";
setquest 12415;
completequest 12415;
close;
}
mes "[Illusion Enchanter]";
mes "I can enchant Illusion equipment.";
next;
switch( select( "How much do you charge?", "Add stats to Illusion equipment.", "Reset enchanted Illusion equipment." ) ) {
case 1:
mes "[Illusion Enchanter]";
mes "First, let me tell you that I can only enchant certain types of Illusion equipment.";
next;
mes "[Illusion Enchanter]";
mes "Up to 2 sockets can be enchanted, and enchanting each socket requires 5 Illusion Stones. You can reset enchanted Illusion equipment at any time.";
next;
mes "[Illusion Enchanter]";
mes "Enchanting never fails, but resetting sometimes failes. Even modern science can't change that.";
next;
mes "[Illusion Enchanter]";
mes "Resetting requires a different amount of Zeny depending on the success chance you choose. Select the menu if you'd like to see the available payment options.";
close;
case 2:
.@reset = false;
break;
case 3:
.@reset = true;
break;
}
setarray .@location[0], EQI_HAND_R, EQI_ARMOR, EQI_SHOES, EQI_GARMENT, EQI_ACC_R, EQI_ACC_L, EQI_HEAD_TOP, EQI_HAND_L;
.@s = select( "Right-handed Weapon", "Armor", "Shoes", "Garment", "Right Accessory", "Left accessory", "Helm (Upper)", "Left-handed Weapon/Shield" ) - 1;
.@loc = .@location[.@s];
.@eq_id = getequipid(.@loc);
switch(.@eq_id) {
// Illusion of Moonlight
case 15195: // Puente_Robe_IL
case 16063: // Long_Mace_IL
case 19209: // Nurse_Cap_IL
case 20838: // Muffler_IL
case 19210: // Apple_Of_Archer_IL
case 22133: // Shoes_IL
case 26007: // Spectral_Spear_IL
case 26109: // Staff_Of_Bordeaux_IL
case 28725: // Moonlight_Sword_IL
// Illusion of Vampire
case 28022: // Infiltrator_IL
case 28023: // Ghoul_Leg_IL
case 2039: // Wizardy_Staff_IL
case 18149: // Balistar_IL
case 28612: // Book_Of_The_Apo_IL
case 20840: // Cape_Of_Ancient_Lord_IL
case 28508: // Skul_Ring_IL
case 28509: // Ring_IL
// Illusion of Frozen
case 1846: // Combo_Battle_Glove_IL
case 13337: // Huuma_Flutter_Snow_IL
case 19223: // Cap_IL
case 28922: // Herald_Of_GOD_IL
case 20847: // Clack_Of_Servival_IL
// Illusion of Teddy bear
case 28745: // Illusion_Counter_Dagger
case 28244: // Illusion_Gate_Keeper_DD
case 2051: // Illusion_Survivor's_Staff
case 22190: // Illusion_Boots
case 19344: // Illusion_Hot_blooded_Headband
// Illusion of Turtle
case 13469: // Illusion_Immaterial_Sword
case 1326: // Illusion_War_Axe
case 32005: // Illusion_Pole_Axe
case 13338: // Illusion_Wing_Shuriken
case 16065: // Illusion_Iron_Driver
case 19247: // Illusion_Fancy_Flower
// Illusion of Twins
case 450182: // Sprint_Mail_IL
case 470066: // Sprint_Shoes_IL
case 490120: // Sprint_Ring_IL
case 490121: // Sprint_Glove_IL
case 550030: // Thorn_Staff_IL
case 550031: // Dea_Staff_IL
case 530015: // Gelerdria_IL
case 500030: // Excalibur_IL
case 620010: // Doom_Slayer_IL
case 510034: // Ancient_Dagger_IL
case 460017: // Guard_IL
case 460018: // Siver_Guard_IL
// Illusion of Luanda
case 28626: // Illusion_Tablet
case 18174: // Illusion_Hunter_Bow
case 19366: // Illusion_Goibne_Helm
case 15348: // Illusion_Goibne_Armor
case 20923: // Illusion_Goibne_Spaulders
case 22192: // Illusion_Goibne's_Greaves
// Illusion of Labyrinth
case 19428: // Illusion_Morpheus's_Hood
case 20948: // Illusion_Morpheus's_Shawl
case 32238: // Illusion_Morpheus's_Ring
case 32239: // Illusion_Morpheus's_Bracelet
case 28254: // Illusion_Butcher
case 21050: // Illusion_Tae_Goo_Lyeon
case 32301: // Illusion_Gold_Lux
case 28762: // Illusion_Bazerald
// Illusion of underwater
case 570008: // Electronic_Guitar_IL
case 580008: // Electric_Eel_IL
case 630006: // Brionac_IL
case 610012: // KatarOfCold_Icicle_IL
case 600011: // Death_Guidance_IL
case 630007: // Zephyrus_IL
case 450144: // Saint_Robe_IL
case 450145: // Water_Sprits_Armor_IL
case 450146: // Chain_Mail_IL
case 400053: // Morrigane's_Helm_IL
case 480054: // Morrigane's_Manteau_IL
case 490069: // Morrigane's_Belt_IL
case 490070: // Morrigane's_Pendant_IL
break;
case -1:
mes "[Illusion Enchanter]";
mes "You must be equipped with an item in the selected location to have it enchanted.";
close;
default:
mes "[Illusion Enchanter]";
mes "This equipment is not from a world of fantastic illusions. I'm offended that you even showed it to me.";
close;
}
for ( .@i = 0; .@i < MAX_ITEM_RDM_OPT-1; ++.@i ) {
if (getequiprandomoption(.@loc, .@i, ROA_ID) > 0) {
mes "^ff0000Random options are checked for that equipment. The equipment cannot be enchanted.^000000";
close;
}
}
.@weapon_lvl = getequipweaponlv(.@loc);
.@loc_enchant = .@loc; // variable for enhancing function
switch(.@weapon_lvl) {
case 0:
break;
case 1:
case 2:
case 3:
if (.@loc_enchant == EQI_HAND_L)
.@loc_enchant = EQI_HAND_R; // the equipment is a weapon so the enchantments must be for weapons
break;
default: // illusion weapon level 4 can't be enhanced
mes "[Illusion Enchanter]";
mes "This is the best of all Illusion equipment. There's no technology available in this day and age that can enchant it. Even the most skilled enchanter can't do that.";
next;
mes "[Illusion Enchanter]";
mes "Well, not unless he's willing to risk his mental and physical health.";
next;
mes "[Illusion Enchanter]";
mes "But who knows? Maybe someday you'll meet someone who is talented enough to handle this precious equipment.";
close;
}
.@refine = getequiprefinerycnt(.@loc);
.@card[0] = getequipcardid(.@loc,0);
.@card[1] = getequipcardid(.@loc,1);
.@card[2] = getequipcardid(.@loc,2);
.@card[3] = getequipcardid(.@loc,3);
switch(.@reset) {
case false:
.@item_req = 25271; // IllusionStone
.@item_req_count = 5;
if (.@card[2] > 0 && .@card[3] > 0) {
mes "[Illusion Enchanter]";
mes "This equipment is already enchanted to the maximum limit.";
close;
}
if (.@weapon_lvl > 0) {
mes "[Illusion Enchanter]";
mes "What kind of effect would you like to add?";
next;
.@weapon_enchant_type = select( "Melee", "Ranged", "Magic" );
}
mes "[Illusion Enchanter]";
if (.@card[3] > 0) {
.@slot = 2;
.@string$ = "second";
}
else {
.@slot = 3;
.@string$ = "first";
}
mes "I'll try to enchant the " + .@string$ + " ability for your item. ^ff0000Its existing Refining level and cards will not be damaged. It will not be destroyed, even if this attempt fails.^000000 Do you want to continue?";
next;
if (select( "I'll come back later.", "Sure!" ) == 1) {
mes "[Illusion Enchanter]";
mes "No problem. Come back if you change your mind.";
close;
}
if (countitem(.@item_req) < .@item_req_count) {
mes "[Illusion Enchanter]";
mes "This item requires " + .@item_req_count + " " + getitemname(.@item_req) + ", and you don't have all that I need from you.";
close;
}
// anti-hack
if (callfunc("F_IsEquipIDHack", .@loc, .@eq_id) || callfunc("F_IsEquipCardHack", .@loc, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@loc, .@refine))
close;
.@card[.@slot] = callsub( S_Enchant, .@loc_enchant, .@slot, .@weapon_enchant_type );
delitem .@item_req, .@item_req_count;
delequip .@loc;
getitem2 .@eq_id,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
mes "[Illusion Enchanter]";
mes "It's done. Please check.";
specialeffect2 EF_REPAIRWEAPON;
close;
case true:
if (!F_IsCharm(.@card[2]) || !F_IsCharm(.@card[3])) {
mes "[Illusion Enchanter]";
mes "Only fully enchanted items can be reset. Please enchant it twice, and if you still want to reset it, then bring it to me.";
close;
}
mes "[Illusion Enchanter]";
mes "Your resetting chance varies, depending on the amount of Zeny you pay. What would you like to do?";
next;
.@s = select( "I'll come back later.", "100,000 Zeny (50%)", "200,000 Zeny (60%)", "300,000 Zeny (70%)", "400,000 Zeny (80%)", "500,000 Zeny (90%)" ) - 1;
if (.@s == 0) {
mes "[Illusion Enchanter]";
mes "No problem. Come back if you change your mind.";
close;
}
.@cost = 100000 * .@s;
.@rate = 40 + 10 * .@s;
if (Zeny < .@cost) {
mes "[Illusion Enchanter]";
mes "You don't have enough money.";
close;
}
// anti-hack
if (callfunc("F_IsEquipIDHack", .@loc, .@eq_id) || callfunc("F_IsEquipCardHack", .@loc, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@loc, .@refine))
close;
Zeny -= .@cost;
delequip .@loc;
if (rand(100) < .@rate) {
getitem2 .@eq_id,1,1,.@refine,0,.@card[0],.@card[1],0,0;
mes "[Illusion Enchanter]";
mes "It's done. Please check.";
specialeffect2 EF_REPAIRWEAPON;
close;
}
mes "[Illusion Enchanter]";
mes "Ah, that was unfortunate. Well, you can't always be lucky.";
specialeffect2 EF_LORD;
close;
}
end;
S_Enchant:
.@slot = getarg(1);
switch( getarg(0)) { // location
case EQI_HAND_R:
switch( getarg(2)) {// weapon enchant type
case 1:// Melee
switch( .@slot ) {
case 2:
case 3:
// <item ID>, <rate> (unknown)
setarray .@item[0],
4700, 1, // Strength1
4701, 1, // Strength2
4702, 1, // Strength3
4703, 1, // Strength4
4720, 1, // Dexterity1
4721, 1, // Dexterity2
4722, 1, // Dexterity3
4723, 1, // Dexterity4
4750, 1, // Luck1
4751, 1, // Luck2
4752, 1, // Luck3
4753, 1, // Luck4
4808, 1, // Fighting_Spirit4
4809, 1, // Fighting_Spirit3
4810, 1, // Fighting_Spirit2
4811, 1, // Fighting_Spirit1
4820, 1, // Fighting_Spirit5
29081, 1, // Expect1Lv
29082, 1, // Expect2Lv
29083, 1, // Expect3Lv
29084, 1, // Expect4Lv
29085, 1, // Expect5Lv
29061, 1, // Ambition1Lv
29062, 1, // Ambition2Lv
29063, 1, // Ambition3Lv
29064, 1, // Ambition4Lv
29065, 1, // Ambition5Lv
4807, 1, // Atk_Speed1
4842, 1; // Atk_Speed2
break;
default:
return 0;
}
break;
case 2:// Ranged
switch( .@slot ) {
case 2:
case 3:
// <item ID>, <rate>
setarray .@item[0],
4730, 1, // Agility1
4731, 1, // Agility2
4732, 1, // Agility3
4733, 1, // Agility4
4720, 1, // Dexterity1
4721, 1, // Dexterity2
4722, 1, // Dexterity3
4723, 1, // Dexterity4
4750, 1, // Luck1
4751, 1, // Luck2
4752, 1, // Luck3
4753, 1, // Luck4
4807, 1, // Atk_Speed1
4842, 1, // Atk_Speed2
4832, 1, // Expert_Archer1
4833, 1, // Expert_Archer2
4834, 1, // Expert_Archer3
4835, 1, // Expert_Archer4
4836, 1, // Expert_Archer5
29091, 1, // ArchLine1Lv
29092, 1, // ArchLine2Lv
29093, 1, // ArchLine3Lv
29094, 1, // ArchLine4Lv
29095, 1, // ArchLine5Lv
29071, 1, // Tab1Lv
29072, 1, // Tab2Lv
29073, 1, // Tab3Lv
29074, 1, // Tab4Lv
29075, 1; // Tab5Lv
break;
default:
return 0;
}
break;
case 3:// Magic
switch( .@slot ) {
case 2:
case 3:
// <item ID>, <rate>
setarray .@item[0],
4710, 1, // Inteligence1
4711, 1, // Inteligence2
4712, 1, // Inteligence3
4713, 1, // Inteligence4
4720, 1, // Dexterity1
4721, 1, // Dexterity2
4722, 1, // Dexterity3
4723, 1, // Dexterity4
4750, 1, // Luck1
4751, 1, // Luck2
4752, 1, // Luck3
4753, 1, // Luck4
4812, 1, // Spell4
4813, 1, // Spell3
4814, 1, // Spell2
4815, 1, // Spell1
4826, 1, // Spell5
4805, 1, // Heal_Amount2
4850, 1; // Heal_Amount3
break;
default:
return 0;
}
break;
default:
return 0;
}
break;
case EQI_ARMOR:
case EQI_SHOES:
case EQI_GARMENT:
case EQI_HAND_L:
case EQI_HEAD_TOP:
switch( .@slot ) {
case 2:
case 3:
// <item ID>, <rate>
setarray .@item[0],
4700, 700, // Strength1
4701, 600, // Strength2
4702, 500, // Strength3
4703, 200, // Strength4
4740, 700, // Vitality1
4741, 600, // Vitality2
4742, 500, // Vitality3
4743, 200, // Vitality4
4710, 700, // Inteligence1
4711, 600, // Inteligence2
4712, 500, // Inteligence3
4713, 200, // Inteligence4
4750, 700, // Luck1
4751, 600, // Luck2
4752, 500, // Luck3
4753, 200, // Luck4
4994, 10, // Rune of Strength Lv 1
4995, 10, // Rune of Strength Lv 2
4997, 10, // Rune of Agility Lv 1
4998, 10, // Rune of Agility Lv 2
29009, 10, // Rune of Vitality Lv 1
29010, 10, // Rune of Vitality Lv 2
29000, 10, // Rune of Intellect Lv 1
29001, 10, // Rune of Intellect Lv 2
29003, 10, // Rune of Dexterity Lv 1
29004, 10, // Rune of Dexterity Lv 2
29006, 10, // Rune of Luck Lv 1
29007, 10, // Rune of Luck Lv 2
4861, 700, // MHP1
4862, 600, // MHP2
4867, 440, // MHP3
4868, 100, // MHP4
4992, 10, // HPAbsorb1_Supplement_Reactor
4993, 10, // SPAbsorb1_Supplement_Reactor
29208, 10, // SP_Absorption_2
29210, 10; // HP_Absorption_23
break;
default:
return 0;
}
break;
case EQI_ACC_L:
case EQI_ACC_R:
switch( .@slot ) {
case 2:
case 3:
// <item ID>, <rate>
setarray .@item[0],
4700, 576, // Strength1
4701, 460, // Strength2
4702, 115, // Strength3
4703, 11, // Strength4
4730, 576, // Agility1
4731, 460, // Agility2
4732, 115, // Agility3
4733, 11, // Agility4
4740, 576, // Vitality1
4741, 460, // Vitality2
4742, 115, // Vitality3
4743, 11, // Vitality4
4710, 576, // Inteligence1
4711, 460, // Inteligence2
4712, 115, // Inteligence3
4713, 11, // Inteligence4
4720, 576, // Dexterity1
4721, 460, // Dexterity2
4722, 115, // Dexterity3
4723, 11, // Dexterity4
4750, 576, // Luck1
4751, 460, // Luck2
4752, 115, // Luck3
4753, 11, // Luck4
4928, 576, // SP10
4870, 460, // SP25
4800, 345, // SP50
4871, 115, // SP75
4801, 11, // SP100
4795, 576, // HP100
4796, 460, // HP200
4797, 345, // HP300
4798, 115, // HP400
4799, 11; // HP500
break;
default:
return 0;
}
break;
default:
return 0;
}
.@size = getarraysize(.@item);
for ( .@i = 0; .@i < .@size; .@i += 2 )
.@total_rate += .@item[.@i+1];
.@r = rand(.@total_rate);
for ( .@i = 0; .@i < .@size; .@i += 2 ) {
.@rate_tmp += .@item[.@i+1];
if (.@r < .@rate_tmp)
break;
}
return .@item[.@i];
OnTouch:
if (isbegin_quest(12415) == 0)
npctalk "Illusion Enchanter: Come talk to me if you're interested in the Illusion equipment!", "", bc_self;
end;
}
//============================================================
//= Illusion of Turtle
//============================================================
// Exchange npc
alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
.@illusion_stone_name$ = getitemname(25271);
mes "[Equipment Researcher]";
mes "I'm the one who researches " + .@illusion_stone_name$ + " to enhance armors and weapons.";
mes "If you have the materials I need for my research, wouldn't you hand them over?";
mes "If you give me some equipment and some materials, I'll exchange them for my reinforced equipment.";
next;
switch( select( "What are you doing here?", "Exchange equipment" ) ) {
case 1:
mes "[Equipment Researcher]";
mes "I'm working on how to use an " + .@illusion_stone_name$ + " to strengthen equipment.";
mes "I went to go to the place where " + .@illusion_stone_name$ + " was found, and I barely got back..";
next;
mes "[Equipment Researcher]";
mes "I think I met a girl...";
mes "Anyway, after that, I couldn't find a way to go back.";
mes "Here, we're getting research materials from adventurers with " + .@illusion_stone_name$ + ", and I'm offering enhanced equipment instead.";
close;
case 2:
mes "[Equipment Researcher]";
mes "What are the equipment I can exchange? Wait a minute. I'll let you know.";
next;
mes "[Equipment Researcher]";
mes "As a material, you can bring ^0000CDexisting equipment that have been refined to +9 or higher.^000000";
mes "And I need some ^0000CD" + .@illusion_stone_name$ + " and other materials.^000000";
next;
mes "[Equipment Researcher]";
mes "Of course, we're giving you new equipment, so don't forget that all the existing ^0000CDsmelting and enchantments^000000 will disappear.";
mes "So, what kind of weapon do you want?";
close2;
callshop( "barter_ill_turtle" );
end;
}
}
//============================================================
//= Illusion of Luanda
//============================================================
// Exchange npc
com_d02_i,234,266,6 script Village Soap#Lu 4_M_ORIENT01,{
mes "[Village Soap]";
mes "I've also rolled up my sleeves for the adventurers who work hard for the village. Can I make your equipment stronger? Is there anything on the list you want?";
next;
if (select( "Look at the illusion equipment", "Cancel" ) == 2) {
mes "[Village Soap]";
mes "Please come later. Just bring the ingredients and I'll make it for you.";
close;
}
mes "[Village Soap]";
mes "Who made it? It might be useful for you to take it with you.";
close2;
callshop( "barter_ill_luanda" );
end;
}
//============================================================
//= Illusion of Underwater
//============================================================
iz_d04_i,134,228,4 script Horen#Horen 4_M_BIBI,{
if (checkweight(1201,3) == 0) {
mes "Conversation cannot proceed because you have too many items.";
mes "Please clean up your inventory and try again.";
close;
}
mes "[Horen]";
mes "Hello. If you have rare materials from this place, I can enhance your equipment.";
next;
mes "[Horen]";
mes "Would you like to see upgradeable equipment?";
next;
if (select( "Yes", "No" ) == 2) {
mes "[Horen]";
mes "Come back if interested.";
close;
}
mes "[Horen]";
mes "There are many types, so take your time. If you want something, I can enhance it right away.";
close2;
callshop( "barter_ill_underwater" );
end;
}
//============================================================
//= Illusion of Twins
//============================================================
// ant_d02_i,175,186,3 script From#iltw MECHANIC,{
ant_d02_i,175,186,3 script From#iltw HIDDEN_NPC,{
if (checkweight(1201,3) == 0) {
mes "- You cannot proceed with the quest because you have too many items. -";
close;
}
mes "[From]";
mes "I feel like I'm going crazy.";
mes "It's because of my mood. I'm human and it's not like you're mistaken.";
mes "I'll help you if you get a lot here.";
mes "Do you want to enhance your equipment?";
close2;
callshop( "barter_ill_twins" );
end;
OnInit:
.@npc_id = getnpcid(0);
setunitdata .@npc_id, UNPC_CLASS, 4058;
setunitdata .@npc_id, UNPC_SEX, SEX_MALE;
setunitdata .@npc_id, UNPC_CLOTHCOLOR, 1;
setunitdata .@npc_id, UNPC_HAIRSTYLE, 11;
setunitdata .@npc_id, UNPC_HAIRCOLOR, 6;
end;
}
//============================================================
//= Illusion Merchant
//============================================================
- marketshop market_resonance_stone -1,100003:2000000:99999,100004:2000000:99999
prontera,88,113,5 script Illusion Merchant#0829 HIDDEN_NPC,{
mes "[Illusion Merchant]";
mes "I'm selling two random optional weapon grant scrolls that I made myself. You can choose the payment method you like.";
next;
switch( select( "Purchase with Zeny.", "Purchase with Illusion Stones" )) {
case 1:
mes "[Illusion Merchant]";
mes "I hope you like it.";
close2;
callshop "market_resonance_stone";
end;
case 2:
mes "[Illusion Merchant]";
mes "I hope you like it.";
close2;
callshop "resonance_stone_barter";
end;
}
OnInit:
.@npc_id = getnpcid(0);
setunitdata .@npc_id,UNPC_CLASS, JOB_MAGE_HIGH;
setunitdata .@npc_id,UNPC_SEX,SEX_FEMALE;
setunitdata .@npc_id,UNPC_HEADTOP,142;
setunitdata .@npc_id,UNPC_HEADMIDDLE,92;
setunitdata .@npc_id,UNPC_HAIRSTYLE,2;
setunitdata .@npc_id,UNPC_HAIRCOLOR,2;
// Restock
npcshopupdate "market_resonance_stone",100003,2000000,99999;
npcshopupdate "market_resonance_stone",100004,2000000,99999;
end;
}
//============================================================
//= Illusion of Teddy Bear
//============================================================
ein_d02_i,177,158,3 script Bear Wanting Illusion Stone#ITB 4_NASARIAN,{
.@item_name$ = getitemname(25271); // IllusionStone
mes "[Bear Wanting " + .@item_name$ + "]";
mes "If you give me an " + .@item_name$ + ", I'll do something nice for you!";
next;
switch( select( "Reason for being here", "Good thing [Illusion equipment]", "Quit" ) ) {
case 1:
mes "[Bear Wanting " + .@item_name$ + "]";
mes "I don't know why...!";
mes "The other teddy bears were in line, so I was in line too!";
mes "Whoaaaaaa!!!!";
mes "I didn't know it was here!";
next;
mes "[Bear Wanting " + .@item_name$ + "]";
mes "A teddy bear with an " + .@item_name$ + "!";
mes "Strong!";
mes "I don't have any " + .@item_name$ + "s!";
mes "Less... stronger...";
next;
mes "[Bear Wanting " + .@item_name$ + "]";
mes "What are " + .@item_name$ + "s?";
mes "I don't know but I want some!";
close;
case 2:
mes "[Bear Wanting " + .@item_name$ + "]";
mes "Makes you good with what you have!";
next;
mes "[Bear Wanting " + .@item_name$ + "]";
mes "If you want to do well, bring equipment refined to ^ff0000+9 or higher. It'll all disappear... haha?^000000";
next;
mes "[Bear Wanting " + .@item_name$ + "]";
mes "^ff0000" + .@item_name$ + "^000000!!! " + .@item_name$ + " is the most important thing, but... other materials are also needed.";
mes "For every good thing you need another good thing.";
next;
close2;
callshop( "barter_ill_teddy" );
end;
case 3:
mes "[Bear Wanting " + .@item_name$ + "]";
mes "Okay...";
close;
}
end;
}