/
armor_enchant.txt
357 lines (338 loc) · 12.2 KB
/
armor_enchant.txt
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//===== rAthena Script =======================================
//= Equipment Enchanter
//===== By ===================================================
//= llchrisll
//===== Version ==============================================
//= 1.0 - Initial Version
//===== Tested With ==========================================
//= rAthena 10/10/2018 Revision
//= GIT Hash: 55acdb9863382d8935d9df25e1462d5d1ebd7d54
//===== Description ==========================================
//= This NPC allows players to enchant Equipment.
//= Features:
// > Stat Enchantment is selectable or random (configureable)
// > Refine Level unlocks the Enchantment Levels or random (configureable)
// > Chances for success are changeable (.enchant_chance)
// > Allowed equipment types are changeable (.enchant_equip)
// > Decide how many slots can be enchanted at all (.enchant_slots)
// > Price for Enchanting and Reseting an Enchantment are changeable (.enchant_price and .enchant_reset)
//= See config at the end
//===== ToDo =================================================
//- ...
//============================================================
prontera,150,160,4 script Equipment Enchanter 101,{
mes .n$;
mes "Hello, "+strcharinfo(0)+"!";
mes "How can I help you today?";
next;
switch(select("- Enchant Equipment:- Reset Enchantment:- Information:- Nevermind")) {
case 1:
mes .n$;
mes "Please select the equipment you want me to enchant:";
for ( set .@s,0; .@s < getarraysize(.enchant_equip); set .@s,.@s + 1) {
switch(.enchant_equip[.@s]) {
case 1: set .@c_slot$,"Accessory Left"; break;
case 2: set .@c_slot$,"Accessory Right"; break;
case 3: set .@c_slot$,"Shoes"; break;
case 4: set .@c_slot$,"Garment"; break;
case 5: set .@c_slot$,"Mouth"; break;
case 6: set .@c_slot$,"Eyes"; break;
case 7: set .@c_slot$,"Head"; break;
case 8: set .@c_slot$,"Armor"; break;
case 9: set .@c_slot$,"Shield"; break;
}
set .@c_m$,.@c_m$ + ((getequipid(.enchant_equip[.@s]-1) != -1)?.@c_slot$ + "-["+getitemname(getequipid(.enchant_equip[.@s]-1))+"]":"") + ( (.enchant_equip[.@s+1] != 0)?":":"");
}
set .@c_m$,.@c_m$ + ":Cancel";
set .@part,.enchant_equip[select(.@c_m$) - 1] - 1;
if(.@part >= getarraysize(.enchant_equip)) close;
next;
mes .n$;
if(getequipid(.@part) == -1) {
mes "It looks like you don't have anything equipped on there.";
close;
}
// Preventing from enchanting an Dual Weapon or Two Handed weapon by accident
if(.@part == 8 && getiteminfo(getequipid(.@part),5) != 32) {
mes "I'm sorry, but the equipment in your left hand is not an shield!";
close;
}
set .@eq,getequipid(.@part); // Saving Item ID
set .@ref,getequiprefinerycnt(.@part); // Saving Refine Level, if there is one
set .@card1,getequipcardid(.@part,0); // Save Item ID of Card Slot 1
set .@card2,getequipcardid(.@part,1); // Save existing Enchantment ID of Slot 2
set .@card3,getequipcardid(.@part,2); // Save existing Enchantment ID of Slot 3
set .@card4,getequipcardid(.@part,3); // Save existing Enchantment ID of Slot 4
mes "Selected Equipment:";
mes "["+getitemname(getequipid(.@part))+"]";
switch(.enchant_slots) {
case 1: if(getequipcardid(.@part,3) != 0) set .@f,1; break;
case 2: if(getequipcardid(.@part,3) != 0 && getequipcardid(.@part,2) != 0) set .@f,1; break;
case 3: if(getequipcardid(.@part,3) != 0 && getequipcardid(.@part,2) != 0 && getequipcardid(.@part,1) != 0) set .@f,1; break;
}
if(.@f) {
mes "But it looks like you already have enchant every slot possible in this equipment.";
close;
}
next;
if(!.enchant_type) { // Random Stat Enchantment
set .@enc_t,rand(850); // Total of 6 Stats
if(.@enc_t < 100) set .@t,1;
else if(.@enc_t < 250) set .@t,2;
else if(.@enc_t < 400) set .@t,3;
else if(.@enc_t < 550) set .@t,4;
else if(.@enc_t < 700) set .@t,5;
else if(.@enc_t < 850) set .@t,6;
} else if(.enchant_type) {
mes .n$;
mes "Please select which Stat Enchantment you want:";
set .@t,select("- STR:- AGI:- VIT:- INT:- DEX:- LUK");
next;
}
if(!.enchant_refine) {
set .@ref_r,rand(1000);
if(.@ref_r < 100) set .@r,0;
else if(.@ref_r < 200) set .@r,1;
else if(.@ref_r < 300) set .@r,2;
else if(.@ref_r < 400) set .@r,3;
else if(.@ref_r < 500) set .@r,3;
else if(.@ref_r < 600) set .@r,4;
else if(.@ref_r < 700) set .@r,6;
else if(.@ref_r < 800) set .@r,7;
else if(.@ref_r < 900) set .@r,8;
else if(.@ref_r < 1000) set .@r,9;
} else if(.enchant_refine) {
// Selected Equipment is not refineable
if(getequipisenableref(.@part) == 0) {
set .@ref_r,rand(1000);
if(.@ref_r < 100) set .@r,0;
else if(.@ref_r < 200) set .@r,1;
else if(.@ref_r < 300) set .@r,2;
else if(.@ref_r < 400) set .@r,3;
else if(.@ref_r < 500) set .@r,3;
else if(.@ref_r < 600) set .@r,4;
else if(.@ref_r < 700) set .@r,6;
else if(.@ref_r < 800) set .@r,7;
else if(.@ref_r < 900) set .@r,8;
else if(.@ref_r < 1000) set .@r,9;
// Selectd Equipment doesn't have an refine and is refineable
} else if(!.@ref) {
mes .n$;
mes "I'm sorry, but you need at least +1 on your equipment for an Enchantment.";
close;
// Selected Equipment has refine
} else {
// Maximum +10 Refine
if(.@ref > 10)
set .@r,9;
else
set .@r,.@ref - 1;
}
}
mes .n$;
mes "I will now try to enchant your equipment with an +"+getitemname(getd(".enchant_id"+.@t+"["+.@r+"]"))+" at a "+.enchant_chance[.@r]+"% success chance:";
next;
mes .n$;
switch(.enchant_price) {
case 0: break;
case 1:
if(Zeny < .enchant_cost) {
mes "But it looks like you don't have enough Zeny!";
close;
}
set Zeny,Zeny - .enchant_cost;
break;
case 2:
if(countitem(.enchant_item) < .enchant_cost) {
mes "But it looks like you don't have enough "+getitemname(.enchant_item)+"!";
close;
}
delitem .enchant_item,.enchant_cost;
break;
case 3:
if(#CASHPOINTS < .enchant_cost) {
mes "But it looks like you don't have enough Cash Points!";
close;
}
set #CASHPOINTS,#CASHPOINTS - .enchant_cost;
break;
}
if(rand(100) <= .enchant_chance[.@r]){
delequip .@part;
if(!.@card4) // First slot is empty
getitem2 .@eq,1,1,.@ref,0,.@card1,0,0,getd(".enchant_id"+.@t+"["+.@r+"]");
else if(!.@card3) // 2nd slot is empty
getitem2 .@eq,1,1,.@ref,0,.@card1,0,getd(".enchant_id"+.@t+"["+.@r+"]"),.@card4;
else if(!.@card2) // 3rd slot is empty
getitem2 .@eq,1,1,.@ref,0,.@card1,getd(".enchant_id"+.@t+"["+.@r+"]"),.@card3,.@card4;
equip .@eq;
mes "The enchantment was a success.";
} else
mes "I'm sorry, but the enchantment has failed.";
mes "See ya next time.";
break;
case 2:
mes .n$;
mes "Please select the equipment you want me to reset the enchantment!";
for ( set .@s,0; .@s < getarraysize(.enchant_equip); set .@s,.@s + 1) {
switch(.enchant_equip[.@s]) {
case 1: set .@c_slot$,"Accessory Left"; break;
case 2: set .@c_slot$,"Accessory Right"; break;
case 3: set .@c_slot$,"Shoes"; break;
case 4: set .@c_slot$,"Garment"; break;
case 5: set .@c_slot$,"Mouth"; break;
case 6: set .@c_slot$,"Eyes"; break;
case 7: set .@c_slot$,"Head"; break;
case 8: set .@c_slot$,"Armor"; break;
case 9: set .@c_slot$,"Shield"; break;
}
set .@c_m$,.@c_m$ + ((getequipid(.enchant_equip[.@s]-1) != -1)?.@c_slot$ + "-["+getitemname(getequipid(.enchant_equip[.@s]-1))+"]":"") + ( (.enchant_equip[.@s+1] != 0)?":":"");
}
set .@c_m$,.@c_m$ + ":Cancel";
set .@part,.enchant_equip[select(.@c_m$) - 1] - 1;
if(.@part >= getarraysize(.enchant_equip)) close;
next;
mes .n$;
if(getequipcardid(.@part,3) == 0) {
mes "It looks like you don't have any enchantment in this equipment.";
close;
}
// Preventing from disenchanting an Dual Weapon or Two Handed weapon by accident
if(.@part == 8 && getiteminfo(getequipid(.@part),5) != 32) {
mes "I'm sorry, but the equipment in your left hand is not an shield!";
close;
}
set .@eq,getequipid(.@part); // Saving Item ID
set .@ref,getequiprefinerycnt(.@part); // Saving Refine Level, if there is one
set .@card1,getequipcardid(.@part,0); // Save Item ID of Card Slot 1
mes "Selected Equipment:";
mes "["+getitemname(getequipid(.@part))+"]";
mes "Proceed?";
if(select("- Yes:- No") - 1) close;
next;
switch(.enchant_reset) {
case 0: break;
case 1:
if(Zeny < .enchant_rcost) {
mes "It looks like you don't have enough Zeny!";
close;
}
set Zeny,Zeny - .enchant_rcost;
break;
case 2:
if(countitem(.enchant_ritem) < .enchant_rcost) {
mes "It looks like you don't have enough "+getitemname(.enchant_ritem)+"!";
close;
}
delitem .enchant_ritem,.enchant_rcost;
break;
case 3:
if(#CASHPOINTS < .enchant_rcost) {
mes "It looks like you don't have enough Cash Points!";
close;
}
set #CASHPOINTS,#CASHPOINTS - .enchant_rcost;
break;
}
delequip .@part;
getitem2 .@eq,1,1,.@ref,0,.@card1,0,0,0;
equip .@eq;
mes .n$;
mes "The enchantment has been reseted.";
mes "See ya next time.";
break;
case 3:
mes .n$;
mes "If you like I can enchant your equipment up to "+.enchant_slots+" slots with any enchantment I have in store";
mes ( (!.enchant_price)?"for free":"in exchange for "+.enchant_cost+"x "+( (.enchant_price == 1)?"Zeny":( (.enchant_price == 2)?getitemname(.enchant_price):"Cash Points")))+".";
mes "The Stat Enchantment itself will be "+( (.enchant_type == 1)?"selectable":"random")+".";
mes "For every Stat Enchantment also exists various levels, which ranges from +1 till +10.";
mes "Which will "+( (.enchant_refine == 1)?"depend on the refine level of the equipment, which means that any refine unlocks the same Enchantment Level. I can't enchant an +0 Equipment tho, except Accessories, which will be random selected":"be random selected")+".";
next;
mes .n$;
mes "The Stat Enchantment Levels have certain chances to happen:";
for ( set .@l,0; .@l < getarraysize(.enchant_chance); set .@l,.@l + 1)
mes "STAT+"+(.@l+1)+" = "+.enchant_chance[.@l]+"%";
mes " ";
mes "I can also reset an Enchantment"+ ( (!.enchant_reset)?" for free":", but I require "+.enchant_rcost+"x "+ ((.enchant_reset == 1)?"Zeny":( (.enchant_reset == 2)?getitemname(.enchant_ritem):"Cash Points")))+".";
break;
case 4: break;
}
end;
OnInit:
set .n$,"[Equipment Enchanter]";
// Enter here every Equipment Slot, which you want to be enchantable
// Valid Entries:
// Note: The order of these values defines how they will be displayed!
// - 7 = EQI_HEAD_TOP
// - 6 = EQI_HEAD_MID
// - 5 = EQI_HEAD_LOW
// - 8 = EQI_ARMOR
// - 9 = EQI_HAND_L
// - 4 = EQI_GARMENT
// - 3 = EQI_SHOES
// - 2 = EQI_ACC_R
// - 1 = EQI_ACC_L
setarray .enchant_equip[0],7,6,5,8,9,4,3,2,1;
// Stat Enchants > +1-+10
setarray .enchant_id1[0],4700,4701,4702,4703,4704,4705,4706,4707,4708,4709; // STR Stat
setarray .enchant_id2[0],4730,4731,4732,4733,4734,4735,4736,4737,4738,4739; // AGI Stat
setarray .enchant_id3[0],4740,4741,4742,4743,4744,4745,4746,4747,4748,4749; // VIT Stat
setarray .enchant_id4[0],4710,4711,4712,4713,4714,4715,4716,4717,4718,4719; // INT Stat
setarray .enchant_id5[0],4720,4721,4722,4723,4724,4725,4726,4727,4728,4729; // DEX Stat
setarray .enchant_id6[0],4750,4751,4752,4753,4754,4755,4756,4757,4758,4759; // LUK Stat
// Enchantment Chances in percent
setarray .enchant_chance[0],70,70,60,60,50,20,20,10,10,5;
// Enchantment Type
// Should be the enchantment be random or can you select which Stat you want
// 1 = Selectable
// 0 = Random
set .enchant_type,0;
// Enchantment Slots
// How many slots can be enchanted?
// Valid values: 1-3
set .enchant_slots,3;
// Enchantment Refine Type
// Should be the enchants level be unlocked based on refine of the equipment?
// Example: +5 Armor can recieve +5 STR
// 1 = Refine based Unlocks
// 0 = Random
set .enchant_refine,0;
// Price for enchanting:
// 0 = Disable
// 1 = Zeny
// 2 = Item ID
// 3 = Cash Points
set .enchant_price,1;
switch(.enchant_price) {
case 1:
set .enchant_cost,50000; // 50k Zeny
break;
case 2:
set .enchant_item,7539; // Item ID (Default: 7539 = Poring Coin)
set .enchant_cost,10; // Amount
break;
case 3:
set .enchant_cost,25; // Cash Points
break;
}
// Price for reseting:
// 0 = Disable
// 1 = Zeny
// 2 = Item ID
// 3 = Cash Points
set .enchant_reset,1;
switch(.enchant_reset) {
case 1:
set .enchant_rcost,100000; // 50k Zeny
break;
case 2:
set .enchant_ritem,7539; // Item ID (Default: 7539 = Poring Coin)
set .enchant_rcost,10; // Amount
break;
case 3:
set .enchant_rcost,5; // Cash Points
break;
}
end;
}