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@@ -15,6 +15,7 @@
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//= 1.5 Added GM management function. [Euphy]
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//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy]
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//= 2.0 Updated Instructor Ur's quests. [Capuche]
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+//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche]
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//============================================================
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moc_para01,25,35,4 script Instructor Boya#para01 469,{
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@@ -5115,698 +5116,622 @@ spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{
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close;
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}
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-moc_para01,111,83,3 script Toren 813,{
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- if (checkweight(1101,5) == 0) {
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- mes "^3355FFWait a second!";
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- mes "Right now, you're carrying";
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- mes "to many things with you.";
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- mes "Please come back after";
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- mes "using the Kafra Service";
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- mes "to store some of your items.^000000";
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+moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{
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+ if (checkweight(2571,5) == 0) {
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+ mes "- You have too many items in your inventory to continue -";
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close;
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}
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- mes "[Toren]";
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- mes "Hello adventurer, what can I do for you?";
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+ mes "[Thorn]";
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+ if (countitem(6219) < 1) {// Para_Team_Mark
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+ mes "Hmm, are you a member of Eden Group?";
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+ mes "You need to be one of our members to use my services.";
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+ close;
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+ }
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+ mes "What's going on?";
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next;
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- switch(select("Where is my reward?:I want an enchantment!")) {
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+ switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) {
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+ mes "[Thorn]";
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case 1:
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- if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
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- mes "[Toren]";
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- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
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- next;
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- mes "[Toren]";
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- mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
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- next;
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- mes "[Toren]";
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- if (BaseClass == Job_Swordman) {
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- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
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- callsub L_Select,
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- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
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- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
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- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
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+ if (para_2nd01 < 6) {
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+ mes "Hmm equipment strengthening.";
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+ mes "I don't exactly do that for just anyone.";
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+ mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?";
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+ next;
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+ mes "[Thorn]";
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+ mes "You have not awakened yet.";
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+ mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment.";
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+ next;
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+ mes "[Thorn]";
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+ mes "I won't help you unless you do that first!";
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+ }
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+ else if (para_2nd04 == 3) {
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+ mes "Strengthen your equipment eh?";
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+ mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost.";
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+ next;
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+ mes "[Thorn]";
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+ mes "So what equipment do you want to enhance?";
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+ next;
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+ switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) {
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+ case 1: callsub S_Enchant,2571,"Manteau";// Para_Team_Manteau2
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+ case 2: callsub S_Enchant,15031,"Armor";// Para_Team_Armor
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+ case 3: callsub S_Enchant,2473,"Boots";// Para_Team_Boots4
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}
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- else if (BaseClass == Job_Merchant) {
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- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
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- callsub L_Select,
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- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
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- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
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+ }
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+ else {
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+ mes "I will strengthen your equipment after you've done a personal request of mine.";
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+ next;
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+ mes "[Thorn]";
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+ mes "I just want to be sure that you're worthy of using my services.";
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+ }
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+ close;
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+ case 2:
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+ if (para_2nd02 < 2) {
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+ mes "Have you started the request of Instructor Ur?";
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+ mes "I'm lending my services to those who are worthy.";
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+ next;
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+ mes "[Thorn]";
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+ mes "Besides, you won't have the equipment that I can enhance until you do those missions.";
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+ }
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+ else if (para_2nd04 == 0) {
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+ mes "Glad you're here.";
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+ mes "As a blacksmith I am in need of Iron materials constantly.";
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+ next;
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+ mes "[Thorn]";
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+ mes "Of course there will be a reward eventually...";
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+ mes "So...";
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+ next;
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+ mes "[Thorn]";
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+ if (BaseLevel < 80) {
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+ mes "Bring me some materials.";
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+ mes "I need 20 Iron Ore, and 10 Iron.";
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}
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- else if (BaseJob == Job_Assassin) {
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- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
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- callsub L_Select,
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- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
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- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
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+ else {
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+ mes "Bring me some materials.";
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+ mes "Bring 20 Used Iron Plate.";
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+ .@add = 1;
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}
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- else if (BaseJob == Job_Rogue) {
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- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
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- callsub L_Select,
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
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- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
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- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
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+ mes "It shouldn't be hard to get these can you bring them right away?";
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+ next;
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+ switch( select( "Sure thing.", "I don't want to." ) ) {
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+ mes "[Thorn]";
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+ case 1:
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+ mes "I appreciate it.";
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+ mes "So take your time and I'll be waiting.";
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+ para_2nd04 = 1 + .@add;
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+ setquest (7238 + .@add);// Errands for Thorn (easy/hard)
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+ close;
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+ case 2:
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+ mes "Eh...?";
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+ mes "Guess you're too busy to help me.";
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+ close;
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}
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- else if (BaseJob == Job_Thief) {
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- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
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- callsub L_Select,
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
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- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
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+ }
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+ else if (para_2nd04 == 1 || para_2nd04 == 2) {
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+ if (para_2nd04 == 1) {
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+ setarray .@item[0],1002,998;// Iron_Ore, Iron
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+ setarray .@amount[0],20,10;
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+ setarray .@countitem[0],countitem(1002),countitem(998);
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+ .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron.";
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}
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- else if (BaseJob == Job_Bard) {
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- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
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- callsub L_Select,
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- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
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- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ else {
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+ .@item[0] = 7319;
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+ .@amount[0] = 20;
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+ .@countitem[0] = countitem(7319);
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+ .@add = 1;
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+ .@string$ = "I asked you to get 20 Used Iron Plate.";
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}
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- else if (BaseJob == Job_Dancer) {
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- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
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- callsub L_Select,
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- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
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- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) {
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+ mes "Let me guess...";
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+ mes "You've brought me the best quality materials.";
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+ mes "Good.";
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+ next;
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+ mes "[Thorn]";
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+ mes "I can always use more Iron materials.";
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+ mes "Instead of a normal reward I'll give you an advanced equipment.";
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+ next;
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+ mes "[Thorn]";
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+ mes "If at any time you think you have equipment that you need to strengthen come by me again.";
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+ delitem .@item[0],.@amount[0];
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+ if (.@countitem[1])
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+ delitem .@item[1],.@amount[1];
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+ para_2nd04 = 3;
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+ erasequest (7238 + .@add);
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+ setquest 7240;
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}
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- else if (BaseClass == Job_Archer) {
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- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
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- callsub L_Select,
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- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ else {
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+ mes .@string$;
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+ mes "I'm pretty sure that it isn't that difficult to do.";
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}
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- else if (BaseJob == Job_Priest) {
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- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
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- callsub L_Select,
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- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
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- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
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- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
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+ }
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+ else if (para_2nd04 == 3) {
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+ mes "Now, that's it.";
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+ mes "That's enough for today.";
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+ mes "For now, ask me to strengthen your equipment and I'll do it for you.";
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+ next;
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+ mes "[Thorn]";
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+ mes "If you have one of these bring them to me.";
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+ mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV.";
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+ }
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+ else if (para_2nd04 == 4) {
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+ if (checkquest(7241,PLAYTIME) == 0) {
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+ mes "Come back later.";
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+ mes "You have to wait for some time first.";
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}
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- else if (BaseJob == Job_Monk) {
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- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
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- callsub L_Select,
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- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
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- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
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- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
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+ else {
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+ mes "Uh-huh...";
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+ mes "What are we going to... oh don't worry.";
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+ mes "Come to me later.";
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+ erasequest 7241;// Errands for Thorn timer
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+ para_2nd04 = 0;
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+ }
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+ }
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+ close;
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+ case 3:
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+ if (para_2nd02 < 1) {
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+ mes "I'm not permitted to do this by Instructor Ur.";
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+ mes "Don't mess with me.";
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+ }
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+ else if (para_2nd02 == 1) {
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+ mes "Okay, I'll give you equipment.";
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+ mes "I'll give you good armor and equipment that you'll be proud of.";
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+ next;
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+ mes "[Thorn]";
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+ mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000";
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+ next;
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+ if (select( "Let me organize my inventory.", "I have free space." ) == 1) {
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+ mes "[Thorn]";
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+ mes "You do that.";
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+ mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment.";
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+ close;
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+ }
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+ mes "[Thorn]";
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+ if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
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+ callsub L_Select,"One-handed sword, two-handed sword or spear.",
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+ 1197,"Eden Group Slayer III","Two-handed Sword, Attack 200",
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+ 13434,"Eden Group Saber III","One-handed Sword, Attack 185",
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+ 1434,"Eden Group Spear I","One-handed, Attack 165";
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+ }
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+ else if (BaseJob == Job_Assassin) {
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+ callsub L_Select,"You have your choice of dagger or katar.",
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+ 13066,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
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+ 1289,"Eden Group Katar I","Katar, ATK 155";
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}
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- else if (BaseJob == Job_Acolyte) {
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- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
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- callsub L_Select,
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- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
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- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
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+ else if (BaseJob == Job_Rogue || BaseClass == Job_Novice)
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+ getitem 13066,1;// P.Dagger III
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+ else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) {
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+ callsub L_Select,"Your options are Mace, Saber and Axe.",
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+ 16014,"Eden Group Mace III","Mace, Attack 172",// P_Mace3
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+ 13434,"Eden Group Saber III","Sword, Attack 185",//P.Saber III
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+ 1391,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I
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}
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+ else if (BaseJob == Job_Wizard)
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+ getitem 1658,1;// P.Staff III
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else if (BaseJob == Job_Sage) {
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- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
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- callsub L_Select,
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- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
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- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ callsub L_Select,"",
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+ 1658,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
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+ 1583,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I
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}
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- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
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- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
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- callsub L_Select,
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- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ else if (BaseJob == Job_Priest) {
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+ callsub L_Select,"",
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+ 1658,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
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+ 1583,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I
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+ 16014,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
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}
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- else if (BaseClass == Job_Ninja) {
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- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
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- callsub L_Select,
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- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
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- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
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+ else if (BaseJob == Job_Monk) {
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+ callsub L_Select,"",
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+ 1831,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I
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+ 16014,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
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}
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- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
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- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
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- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
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- getitem 18514,1; //Paradise Hat II
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- getitem 2571,1; //Paradise Mantle II
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- getitem 2473,1; //Paradise Boots IV
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- getitem 15031,1; //Paradise Uniform IV
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- set para_suv02,14;
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- if (para_suv01 > 40)
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- set para_suv01, para_suv01+1;
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- if (Class == Job_Taekwon) {
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- mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
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- next;
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+ else if (BaseJob == Job_Hunter)
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+ getitem 18106,1;// P.Bow III
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+ else if (BaseJob == Job_Bard) {
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+ callsub L_Select,"",
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+ 18106,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
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+ 1931,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I
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}
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- mes "See you later, and good luck on your adventures!";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (para_suv02 == 14) {
|
|
|
- setarray .@Check[0],18514,2571,2473,15031;
|
|
|
- setarray .@Item$[0],"Hat","Mantle","Boots","Uniform";
|
|
|
- for(set .@i,0; .@i<4; set .@i,.@i+1)
|
|
|
- if (countitem(.@Check[.@i]) < 1) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?";
|
|
|
- next;
|
|
|
- mes "[Toren]";
|
|
|
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
|
|
|
- next;
|
|
|
- if(select("Ok.:No, thanks.") == 2) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Come back if you change your mind.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (Zeny < 250000) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "You dont have enough zeny.";
|
|
|
- close;
|
|
|
- }
|
|
|
- set Zeny, Zeny - 250000;
|
|
|
- getitem .@Check[.@i],1;
|
|
|
- mes "[Toren]";
|
|
|
- mes "These advanced gears are not easy to make, please take better care of this one.";
|
|
|
- close;
|
|
|
- }
|
|
|
- mes "[Toren]";
|
|
|
- mes "I already gave you the most advanced gears we have to offer.";
|
|
|
- close;
|
|
|
- }
|
|
|
- mes "[Toren]";
|
|
|
- mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
|
|
|
- close;
|
|
|
- case 2:
|
|
|
- if (para_suv02 < 14) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (paragearenchant < 1) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Alright, but I'll need a few items for the enchantment process.";
|
|
|
- next;
|
|
|
- if (BaseLevel >= 90) {
|
|
|
- set paragearenchant,1;
|
|
|
- setquest 7239;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
|
|
|
- close;
|
|
|
+ else if (BaseJob == Job_Dancer) {
|
|
|
+ callsub L_Select,"",
|
|
|
+ 18106,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
|
|
|
+ 1986,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I
|
|
|
}
|
|
|
- set paragearenchant,2;
|
|
|
- setquest 7238;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (paragearenchant == 1) {
|
|
|
- if (countitem(7319) >= 20) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Thanks, that's what I needed!";
|
|
|
- next;
|
|
|
- delitem 7319,20; // Used Iron Plate
|
|
|
- set paragearenchant,3;
|
|
|
- changequest 7239,7240;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Give me a second to prepare before I enchant your gears.";
|
|
|
- close;
|
|
|
+ else if (Class == Job_Ninja) {
|
|
|
+ callsub L_Select,"",
|
|
|
+ 13066,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
|
|
|
+ 13310,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I
|
|
|
}
|
|
|
- mes "[Toren]";
|
|
|
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (paragearenchant == 2) {
|
|
|
- if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Thanks, that's what I needed!";
|
|
|
+ else if (Class == Job_Star_Gladiator)
|
|
|
+ getitem 1583,1; //P.Book I
|
|
|
+ else if (Class == Job_Soul_Linker) {
|
|
|
+ callsub L_Select,"",
|
|
|
+ 13066,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
|
|
|
+ 1658,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III
|
|
|
+ }
|
|
|
+ else if (Class == Job_Gunslinger)
|
|
|
+ getitem 13114,1; //P.Revolver III
|
|
|
+ else {
|
|
|
+ mes "Hmm, you are eligible to receive equipment.";
|
|
|
+ mes "Yeah I understand that.";
|
|
|
next;
|
|
|
- delitem 1002,20; // Iron Ore
|
|
|
- delitem 998,10; // Iron
|
|
|
- set paragearenchant,3;
|
|
|
- changequest 7238,7240;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Give me a second to prepare before I enchant your gears.";
|
|
|
+ mes "[Thorn]";
|
|
|
+ mes "Hmm something went wrong though. I'm not sure what...";
|
|
|
close;
|
|
|
}
|
|
|
- mes "[Toren]";
|
|
|
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
|
|
|
- close;
|
|
|
+ para_2nd02 = 2;
|
|
|
+ getitem 18514,1;// Paradise Hat II
|
|
|
+ getitem 2571,1;// Paradise Mantle II
|
|
|
+ getitem 2473,1;// Paradise Boots IV
|
|
|
+ getitem 15031,1;// Paradise Uniform IV
|
|
|
+ mes "Here's your equipment.";
|
|
|
+ mes "I'll also give you the other gear that comes along with this set.";
|
|
|
}
|
|
|
- if (paragearenchant == 3) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
|
|
|
- next;
|
|
|
- mes "[Toren]";
|
|
|
- mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
|
|
|
+ else if (para_2nd02 == 2) {
|
|
|
+ mes "You can strengthen the equipment that I gave you.";
|
|
|
+ mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you.";
|
|
|
next;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Now pick which gear you would like me to enchant.";
|
|
|
- next;
|
|
|
- setarray .@Item[0],2571,2473,15031;
|
|
|
- set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
|
|
|
- if (countitem(.@Item[.@i]) < 1) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Bring one and I'll enchant it.";
|
|
|
- close;
|
|
|
- }
|
|
|
- set .@paragearcount, .@Item[.@i];
|
|
|
- mes "[Toren]";
|
|
|
- mes "Here we go!";
|
|
|
- close2;
|
|
|
- specialeffect2 EF_MAPPILLAR;
|
|
|
- progressbar "ffff00",4;
|
|
|
- set .@enc_paragear,rand(1,42);
|
|
|
- if (.@enc_paragear == 1) set .@addpart,4763;
|
|
|
- else if (.@enc_paragear == 2) set .@addpart,4765;
|
|
|
- else if (.@enc_paragear == 3) set .@addpart,4790;
|
|
|
- else if (.@enc_paragear == 4) set .@addpart,4794;
|
|
|
- else if (.@enc_paragear < 7) set .@addpart,4762;
|
|
|
- else if (.@enc_paragear < 9) set .@addpart,4764;
|
|
|
- else if (.@enc_paragear < 11) set .@addpart,4789;
|
|
|
- else if (.@enc_paragear < 13) set .@addpart,4793;
|
|
|
- else if (.@enc_paragear < 15) set .@addpart,4701;
|
|
|
- else if (.@enc_paragear < 17) set .@addpart,4711;
|
|
|
- else if (.@enc_paragear < 19) set .@addpart,4721;
|
|
|
- else if (.@enc_paragear < 21) set .@addpart,4731;
|
|
|
- else if (.@enc_paragear < 23) set .@addpart,4741;
|
|
|
- else if (.@enc_paragear < 25) set .@addpart,4751;
|
|
|
- else if (.@enc_paragear < 28) set .@addpart,4788;
|
|
|
- else if (.@enc_paragear < 31) set .@addpart,4792;
|
|
|
- else if (.@enc_paragear < 35) set .@addpart,4787;
|
|
|
- else if (.@enc_paragear < 39) set .@addpart,4791;
|
|
|
- else if (.@enc_paragear < 43) set .@addpart,4786;
|
|
|
- set .@addpart2,4701+(10*rand(6));
|
|
|
- delitem .@paragearcount,1;
|
|
|
- getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
|
|
|
- set paragearenchant,4;
|
|
|
- changequest 7240,7241;
|
|
|
- mes "[Toren]";
|
|
|
- mes "It is finished! Come back tomorrow if you want to enchant more.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
|
|
|
- mes "[Toren]";
|
|
|
- mes "Please come back tomorrow if you want to enchant more.";
|
|
|
- close;
|
|
|
+ mes "[Thorn]";
|
|
|
+ mes "So go to him and he can make your equipment stronger.";
|
|
|
}
|
|
|
- if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
|
|
|
- set paragearenchant,0;
|
|
|
- erasequest 7241;
|
|
|
- mes "[Toren]";
|
|
|
- mes "Another day, another piece of equipment to enchant!";
|
|
|
- close;
|
|
|
+ else {
|
|
|
+ mes "Have you gotten your gear yet?";
|
|
|
+ mes "I can give you the gear but I can't strengthen it for you.";
|
|
|
+ next;
|
|
|
+ mes "[Thorn]";
|
|
|
+ mes "Your armor can be strengthened by someone else.";
|
|
|
+ mes "I wish I could but I can't.";
|
|
|
}
|
|
|
}
|
|
|
- end;
|
|
|
+ close;
|
|
|
L_Select:
|
|
|
- next;
|
|
|
- mes "[Toren]";
|
|
|
- set .@menu$,"";
|
|
|
- for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
|
|
|
- set .@menu$, .@menu$+getarg(.@i+1)+".:";
|
|
|
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
|
|
|
- mes " ";
|
|
|
+ mes "Choose a weapon.";
|
|
|
+ mes getarg(0);
|
|
|
+ mes "Choose from the following.";
|
|
|
+ for ( .@i = 1; .@i < getargcount(); .@i += 3 ) {
|
|
|
+ set .@menu$, .@menu$ + getarg(.@i+1) + ":";
|
|
|
+ mes getarg(.@i+1)+" : "+ getarg(.@i+2);
|
|
|
}
|
|
|
next;
|
|
|
- set .@i, select(.@menu$)-1;
|
|
|
- getitem getarg(.@i*3),1;
|
|
|
+ .@i = (select(.@menu$) -1) *3 +1;
|
|
|
mes "[Toren]";
|
|
|
+ getitem getarg(.@i),1;
|
|
|
return;
|
|
|
+S_Enchant:
|
|
|
+ mes "[Thorn]";
|
|
|
+ if (countitem(getarg(0)) > 0) {
|
|
|
+ // .@1st = rand(1,12);
|
|
|
+ // .@2nd = rand(1,12);
|
|
|
+
|
|
|
+ // if (.@1st == 1) .@1st = 4751;// Luck2
|
|
|
+ // else if (.@1st == 2) .@1st = 4787;// Mdef4
|
|
|
+ // else if (.@1st == 3) .@1st = 4791;// Def3
|
|
|
+ // else if (.@1st == 4) .@1st = 4701;// Strength2
|
|
|
+ // else if (.@1st == 5) .@1st = 4788;// Mdef6
|
|
|
+ // else if (.@1st == 6) .@1st = 4792;// Def6
|
|
|
+ // else if (.@1st == 7) .@1st = 4731;// Agility2
|
|
|
+ // else if (.@1st == 8) .@1st = 4789;// Mdef8
|
|
|
+ // else if (.@1st == 9) .@1st = 4793;// Def9
|
|
|
+ // else if (.@1st == 10) .@1st = 4721;// Dexterity2
|
|
|
+ // else if (.@1st == 11) .@1st = 4711;// Inteligence2
|
|
|
+ // else if (.@1st == 12) .@1st = 4741;// Vitality2
|
|
|
+
|
|
|
+ // if (.@2nd == 1) .@2nd = 4701;// Strength2
|
|
|
+ // else if (.@2nd == 2) .@2nd = 4787;// Mdef4
|
|
|
+ // else if (.@2nd == 3) .@2nd = 4741;// Vitality2
|
|
|
+ // else if (.@2nd == 4) .@2nd = 4791;// Def3
|
|
|
+ // else if (.@2nd == 5) .@2nd = 4788;// Mdef6
|
|
|
+ // else if (.@2nd == 6) .@2nd = 4792;// Def6
|
|
|
+ // else if (.@2nd == 7) .@2nd = 4721;// Dexterity2
|
|
|
+ // else if (.@2nd == 8) .@2nd = 4793;// Def9
|
|
|
+ // else if (.@2nd == 9) .@2nd = 4751;// Luck2
|
|
|
+ // else if (.@2nd == 10) .@2nd = 4789;// Mdef8
|
|
|
+ // else if (.@2nd == 11) .@2nd = 4731;// Agility2
|
|
|
+ // else if (.@2nd == 12) .@2nd = 4711;// Inteligence2
|
|
|
+ setarray .@bonus[0],
|
|
|
+ 4751,// Luck2
|
|
|
+ 4787,// Mdef4
|
|
|
+ 4791,// Def3
|
|
|
+ 4701,// Strength2
|
|
|
+ 4788,// Mdef6
|
|
|
+ 4792,// Def6
|
|
|
+ 4731,// Agility2
|
|
|
+ 4789,// Mdef8
|
|
|
+ 4793,// Def9
|
|
|
+ 4721,// Dexterity2
|
|
|
+ 4711,// Inteligence2
|
|
|
+ 4741;// Vitality2
|
|
|
+ .@1st = .@bonus[ rand(1,12) ];
|
|
|
+ .@2nd = .@bonus[ rand(1,12) ];
|
|
|
+ mes "Eden Group "+ getarg(1) +"?";
|
|
|
+ mes "I understand.";
|
|
|
+ mes "Remember the stats that are enhanced will be random.";
|
|
|
+ mes "You sure you want me to enhance this?";
|
|
|
+ next;
|
|
|
+ switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
|
|
|
+ mes "[Thorn]";
|
|
|
+ case 1:
|
|
|
+ mes "You sure you don't want to enhance it?";
|
|
|
+ mes "It's your choice.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "I understand.";
|
|
|
+ mes "Let's begin the enhancement.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_REPAIRWEAPON;
|
|
|
+ progressbar "ffff00",3;
|
|
|
+ delitem getarg(0),1;
|
|
|
+ para_2nd04 = 4;
|
|
|
+ // erasequest 7240;// Equipment Enhancement
|
|
|
+ // setquest 7241;// Errands for Thorn timer
|
|
|
+ changequest 7240,7241;
|
|
|
+ getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
|
|
|
+ mes "[Thorn]";
|
|
|
+ mes "Ok, seems that the enhancement went well.";
|
|
|
+ mes "If you don't like the result then you can come back again tomorrow.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "Hmm... Don't you have the "+ getarg(1) +"?";
|
|
|
+ mes "I don't think you have it with you.";
|
|
|
+ close;
|
|
|
}
|
|
|
|
|
|
-moc_para01,112,79,3 script Weapons Expert 851,{
|
|
|
- if (checkweight(1101,5) == 0) {
|
|
|
- mes "^3355FFWait a second!";
|
|
|
- mes "Right now, you are carrying";
|
|
|
- mes "to many things with you.";
|
|
|
- mes "Please come back after";
|
|
|
- mes "using the Kafra Service";
|
|
|
- mes "to store some of your items.^000000";
|
|
|
+moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{
|
|
|
+ setarray .@wplist[0],
|
|
|
+ 1197, // P_Slayer3
|
|
|
+ 13434, // P_Saber3
|
|
|
+ 13066, // P_Dagger3
|
|
|
+ 1289, // P_Katar1
|
|
|
+ 1391, // P_Two_Handed_Axe1
|
|
|
+ 1434, // P_Spear I
|
|
|
+ 1658, // P_Staff3
|
|
|
+ 16014, // P_Mace3
|
|
|
+ 18106, // P_Bow3
|
|
|
+ 1583, // P.Book I
|
|
|
+ 1931, // P_Guitar I
|
|
|
+ 1986, // P_Tail1
|
|
|
+ 13114, // P_Revolver3
|
|
|
+ 1831, // P_Knuckle1
|
|
|
+ 13310; // P_Huuma_Shuriken1
|
|
|
+ .@menu$ = "Eden Group Slayer III:" +
|
|
|
+ "Eden Group Saber III:" +
|
|
|
+ "Eden Group Dagger III:" +
|
|
|
+ "Eden Group Katar I:" +
|
|
|
+ "Eden Group Axe I:" +
|
|
|
+ "Eden Group Spear I:" +
|
|
|
+ "Eden Group Staff III:" +
|
|
|
+ "Eden Group Mace III:" +
|
|
|
+ "Eden Group Bow III:" +
|
|
|
+ "Eden Group Dictionary I:" +
|
|
|
+ "Eden Group Guitar I:" +
|
|
|
+ "Eden Group Whip I:" +
|
|
|
+ "Eden Group Revolver III:" +
|
|
|
+ "Eden Group Knuckles I:" +
|
|
|
+ "Eden Group Huuma Shuriken I";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "What's happening?";
|
|
|
+ mes "No way?!";
|
|
|
+ next;
|
|
|
+ if (select( "Enhancing weapons.", "What?" ) == 2) {
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Yeah?";
|
|
|
+ mes "Are you asking me what I know?";
|
|
|
+ next;
|
|
|
+ select("...??");
|
|
|
+ mes "[BK]";
|
|
|
+ mes ".....????";
|
|
|
close;
|
|
|
}
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Hello adventurer, what can I do for you today?";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Ah, you're here to enhance your gear.";
|
|
|
+ mes "Okay, shall we?";
|
|
|
next;
|
|
|
- switch(select("Where is my reward?","I want an enchantment!")) {
|
|
|
- case 1:
|
|
|
- if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Where is the Paradise Weapon I gave you?";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
|
|
|
- next;
|
|
|
- switch(select("Ok.","No, thanks.")) {
|
|
|
- case 1:
|
|
|
- mes "[Weapons Expert]";
|
|
|
- if (Zeny < 250000) {
|
|
|
- mes "You dont have enough zeny.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (Class == Job_Taekwon) {
|
|
|
- mes "Wait... Your Class doesn't have a weapon.";
|
|
|
- close;
|
|
|
- }
|
|
|
- set Zeny, Zeny - 250000;
|
|
|
- if (BaseClass == Job_Swordman) {
|
|
|
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
|
|
|
- callsub L_Select,
|
|
|
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
|
|
|
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
|
|
|
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
|
|
|
- }
|
|
|
- else if (BaseClass == Job_Merchant) {
|
|
|
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
|
|
|
- callsub L_Select,
|
|
|
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
|
|
|
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Assassin) {
|
|
|
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
|
|
|
- callsub L_Select,
|
|
|
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
|
|
|
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Rogue) {
|
|
|
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
|
|
|
- callsub L_Select,
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
|
|
|
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
|
|
|
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Thief) {
|
|
|
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
|
|
|
- callsub L_Select,
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
|
|
|
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Bard) {
|
|
|
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
|
|
|
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Dancer) {
|
|
|
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
|
|
|
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
- }
|
|
|
- else if (BaseClass == Job_Archer) {
|
|
|
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Priest) {
|
|
|
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
|
|
|
- callsub L_Select,
|
|
|
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
|
|
|
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
|
|
|
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Monk) {
|
|
|
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
|
|
|
- callsub L_Select,
|
|
|
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
|
|
|
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
|
|
|
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Acolyte) {
|
|
|
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
|
|
|
- callsub L_Select,
|
|
|
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
|
|
|
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
|
|
|
- }
|
|
|
- else if (BaseJob == Job_Sage) {
|
|
|
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
|
|
|
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
- }
|
|
|
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
|
|
|
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
+ mes "[BK]";
|
|
|
+ if (para_2nd02 < 2) {
|
|
|
+ mes "You have to have the equipment first in order for me to do anything.";
|
|
|
+ mes "Didn't you get anything from Thorn yet?";
|
|
|
+ }
|
|
|
+ else if (para_2nd02 == 2) {
|
|
|
+ if (para_2nd01 < 11) {
|
|
|
+ mes "Hmm, no.";
|
|
|
+ mes "I don't have permission from Instructor Ur.";
|
|
|
+ mes "You have to finish your training.";
|
|
|
+ next;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Once you do that I can help you.";
|
|
|
+ mes "Until then I won't talk to you.";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "Okay, what weapon do you want to enhance?";
|
|
|
+ next;
|
|
|
+ .@s = select(.@menu$) -1;
|
|
|
+ mes "[BK]";
|
|
|
+ if (countitem(.@wplist[.@s]) > 0) {
|
|
|
+ mes "Ok for the first reinforcement.";
|
|
|
+ mes "ATK + 3% or MATK + 3%?";
|
|
|
+ mes "I'll give you the option to grant this effect on the selected gear.";
|
|
|
+ next;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "You can't change your mind after so choose wisely.";
|
|
|
+ next;
|
|
|
+ if (select( "ATK +3%","MATK +3%" ) == 1) {
|
|
|
+ .@string$ = "Ok, you've chosen to raise physical attack.";
|
|
|
+ .@card = 4767;
|
|
|
}
|
|
|
- else if (BaseClass == Job_Ninja) {
|
|
|
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
|
|
|
- callsub L_Select,
|
|
|
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
|
|
|
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
|
|
|
+ else {
|
|
|
+ .@string$ = "Ok, you've chosen to raise magical attack.";
|
|
|
+ .@card = 4806;
|
|
|
+ .@add = 1;
|
|
|
}
|
|
|
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
|
|
|
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
|
|
|
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
|
|
|
- mes "These weapons aren't easy to make, please take better care of this one.";
|
|
|
- close;
|
|
|
- case 2:
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Come back if you change your mind.";
|
|
|
- close;
|
|
|
+ mes "[BK]";
|
|
|
+ mes .@string$;
|
|
|
+ mes "Would you look at that. Your weapon will now be stronger.";
|
|
|
+ para_2nd03 = 1 + .@add;
|
|
|
+ next;
|
|
|
+ specialeffect EF_REPAIRWEAPON;
|
|
|
+ progressbar "ffff00",3;
|
|
|
+ para_2nd02 = 3;
|
|
|
+ delitem .@wplist[.@s],1;
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Isn't it magnificent?";
|
|
|
+ mes "I know, I know, I'm pretty amazing!";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "Are you kidding me?";
|
|
|
+ mes "You don't seem to have that weapon in your possession.";
|
|
|
}
|
|
|
}
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
|
|
|
- close;
|
|
|
- case 2:
|
|
|
- if (para_suv02 < 14) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Did you sell your new Paradise Weapon? No enchantments for you.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (para_suv01 < 44) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "You haven't completed enough quests for an enchantment yet.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Make sure to pick a weapon from Toren too.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (para_suv01 == 44) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "It seems you have earned your first weapon enchantment.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "There are only 2 to choose from, which one would you like?";
|
|
|
- next;
|
|
|
- if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
|
|
|
- else set paraweaponenchant,4806;
|
|
|
- callsub L_GetWeapon;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "OK, gimmy a sec.";
|
|
|
- close2;
|
|
|
- specialeffect2 EF_MAPPILLAR;
|
|
|
- progressbar "ffff00",4;
|
|
|
- delitem paraweaponcount,1;
|
|
|
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
|
|
|
- set para_suv01,45;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "All done.";
|
|
|
- close;
|
|
|
+ }
|
|
|
+ else if (para_2nd02 == 3) {
|
|
|
+ if (para_2nd01 < 16) {
|
|
|
+ mes "Hmm, I'm not sure you're ready.";
|
|
|
+ mes "All 3 steps of Instructor Ur's missions have to be completed first.";
|
|
|
+ next;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "You get what I'm saying?";
|
|
|
+ mes "Finish the third mission from Instructor Ur.";
|
|
|
}
|
|
|
- if (para_suv01 == 47) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "It seems you have earned your second weapon enchantment.";
|
|
|
+ else {
|
|
|
+ mes "Good. So you previously received an addition to Atk or Matk.";
|
|
|
+ mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
|
|
|
next;
|
|
|
- if (paraweaponenchant < 1) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Before I do the second enchantment, you need to pick the first one.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "There are only 2 to choose from, which one would you like?";
|
|
|
- next;
|
|
|
- if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
|
|
|
- else set paraweaponenchant,4806;
|
|
|
- callsub L_GetWeapon;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Gotcha, now for the second enchantment.";
|
|
|
- next;
|
|
|
- }
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Once you've chosen you can't change your mind again.";
|
|
|
+ mes "But your weapon will increase damage to the type of enhancement you pick.";
|
|
|
next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Basically I will add a random monster card with the property type that you choose.";
|
|
|
+ mes "Good luck!";
|
|
|
next;
|
|
|
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
|
|
|
+ switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
|
|
|
case 1:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
|
|
|
+ setarray .@arg[0],4060,4472,111;// Goblin_Card, Bradium_Goram_Card
|
|
|
+ .@type$ = "Brute";
|
|
|
break;
|
|
|
case 2:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
|
|
|
+ setarray .@arg[0],4068,4470,121;// Scorpion_Card, Nepenthes_Card
|
|
|
+ .@type$ = "Plant";
|
|
|
break;
|
|
|
case 3:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
|
|
|
+ setarray .@arg[0],4063,4476,131;// Caramel_Card, Pinguicula_Card
|
|
|
+ .@type$ = "Insect";
|
|
|
break;
|
|
|
case 4:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
|
|
|
+ setarray .@arg[0],4080,4469,141;// Flora_Card, Naga_Card
|
|
|
+ .@type$ = "Fish";
|
|
|
break;
|
|
|
case 5:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
|
|
|
+ setarray .@arg[0],4118,4471,151;// Petit_Card, Egg_Of_Draco_Card
|
|
|
+ .@type$ = "Dragon";
|
|
|
break;
|
|
|
case 6:
|
|
|
- set paraweaponenchant2,4805;
|
|
|
- break;
|
|
|
+ setarray .@arg[0],4805,4805,161;// Heal_Amount2
|
|
|
}
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "OK, gimmy a sec.";
|
|
|
- close2;
|
|
|
- specialeffect2 EF_MAPPILLAR;
|
|
|
- progressbar "ffff00",4;
|
|
|
- delitem paraweaponcount,1;
|
|
|
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
|
|
|
- set para_suv01,48;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "All done.";
|
|
|
+ mes "[BK]";
|
|
|
+ for ( .@i = 0; .@i < 15; .@i++ ) {
|
|
|
+ if (countitem(.@wplist[.@i]) > 0) {
|
|
|
+ if (.@arg[0] == 4805)
|
|
|
+ mes "Good. Your weapon will now increase Heal effectiveness.";
|
|
|
+ else
|
|
|
+ mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_REPAIRWEAPON;
|
|
|
+ progressbar "ffff00",3;
|
|
|
+ delitem .@wplist[.@i],1;
|
|
|
+ para_2nd02 = 4;
|
|
|
+ if (para_2nd03 == 1) {
|
|
|
+ para_2nd03 = .@arg[2];
|
|
|
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],4767;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ para_2nd03 = .@arg[2] + 100;
|
|
|
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],4806;
|
|
|
+ }
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Isn't it magnificent?";
|
|
|
+ mes "I know, I know, I'm pretty amazing!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced.";
|
|
|
+ mes "How did this happen?";
|
|
|
close;
|
|
|
}
|
|
|
- if (para_suv01 == 50 || para_suv01 == 53) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "It seems you have earned your third weapon enchantment.";
|
|
|
+ }
|
|
|
+ else if (para_2nd02 == 4) {
|
|
|
+ if (para_2nd01 < 30) {
|
|
|
+ mes "Instructor Ur has a lot of training missions doesn't he?";
|
|
|
+ mes "There's only one more stage.";
|
|
|
+ mes "Reach the final stage of training.";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "Okay, this is the last step.";
|
|
|
+ mes "I will make your weapon even more enhanced.";
|
|
|
next;
|
|
|
- if (paraweaponenchant < 1) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Before I do the other enchantments, you need to pick the first one.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "There are only 2 to choose from, which one would you like?";
|
|
|
- next;
|
|
|
- if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
|
|
|
- else set paraweaponenchant,4806;
|
|
|
- callsub L_GetWeapon;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Gotcha, on to the next one.";
|
|
|
- next;
|
|
|
- }
|
|
|
- if (paraweaponenchant2 < 1) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Before I do the third enchantment, you need to pick the second one.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
|
|
|
- next;
|
|
|
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
|
|
|
- case 1:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
|
|
|
- break;
|
|
|
- case 2:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
|
|
|
- break;
|
|
|
- case 3:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
|
|
|
- break;
|
|
|
- case 4:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
|
|
|
- break;
|
|
|
- case 5:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
|
|
|
- break;
|
|
|
- case 6:
|
|
|
- set paraweaponenchant2,4805;
|
|
|
- break;
|
|
|
- }
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "Gotcha, now for the third one.";
|
|
|
- next;
|
|
|
- }
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "The card added from the previous step will be doubled.";
|
|
|
+ mes "And if you have a healing weapon it will increase it's healing efficiency.";
|
|
|
+ mes "You understand?";
|
|
|
next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Ok what weapon did you have now?";
|
|
|
next;
|
|
|
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
|
|
|
- case 1:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant3,4060;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant3,4472;
|
|
|
- break;
|
|
|
- case 2:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant3,4068;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant3,4470;
|
|
|
- break;
|
|
|
- case 3:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant3,4063;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant3,4476;
|
|
|
- break;
|
|
|
- case 4:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant3,4080;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant3,4469;
|
|
|
- break;
|
|
|
- case 5:
|
|
|
- if (paraweaponenchant == 4767) set paraweaponenchant3,4118;
|
|
|
- if (paraweaponenchant == 4806) set paraweaponenchant3,4471;
|
|
|
- break;
|
|
|
- case 6:
|
|
|
- set paraweaponenchant3,4805;
|
|
|
- break;
|
|
|
+ .@s = select(.@menu$) -1;
|
|
|
+ mes "[BK]";
|
|
|
+ if (countitem(.@wplist[.@s]) > 0) {
|
|
|
+ mes "Doubling the strength of your bonus stat.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_REPAIRWEAPON;
|
|
|
+ progressbar "ffff00",3;
|
|
|
+ delitem .@wplist[.@s],1;
|
|
|
+ para_2nd02 = 5;
|
|
|
+ if (para_2nd03 == 111)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4060,4060,4767;// Goblin_Card, Goblin_Card, Atk3
|
|
|
+ else if (para_2nd03 == 121)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4068,4068,4767;// Scorpion_Card, Scorpion_Card, Atk3
|
|
|
+ else if (para_2nd03 == 131)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4063,4063,4767;// Caramel_Card, Caramel_Card, Atk3
|
|
|
+ else if (para_2nd03 == 141)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4080,4080,4767;// Flora_Card, Flora_Card, Atk3
|
|
|
+ else if (para_2nd03 == 151)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4118,4118,4767;// Petit_Card, Petit_Card, Atk3
|
|
|
+ else if (para_2nd03 == 161)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4805,4805,4767;// Heal_Amount2, Heal_Amount2, Atk3
|
|
|
+ else if (para_2nd03 == 211)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4472,4472,4806;// Bradium_Goram_Card, Bradium_Goram_Card, Matk3
|
|
|
+ else if (para_2nd03 == 221)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4470,4470,4806;// Nepenthes_Card, Nepenthes_Card, Matk3
|
|
|
+ else if (para_2nd03 == 231)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4476,4476,4806;// Pinguicula_Card, Pinguicula_Card, Matk3
|
|
|
+ else if (para_2nd03 == 241)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4469,4469,4806;// Naga_Card, Naga_Card, Matk3
|
|
|
+ else if (para_2nd03 == 251)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4471,4471,4806;// Egg_Of_Draco_Card, Egg_Of_Draco_Card, Matk3
|
|
|
+ else if (para_2nd03 == 261)
|
|
|
+ getitem2 .@wplist[.@s],1,1,0,0,0,4805,4805,4806;// Heal_Amount2, Heal_Amount2, Matk3
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Isn't it magnificent?";
|
|
|
+ mes "I know, I know, I'm pretty amazing!";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "Hey, you think I'm joking?";
|
|
|
+ mes "Do you have the weapons or not?";
|
|
|
}
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "OK, gimmy a sec.";
|
|
|
- close2;
|
|
|
- specialeffect2 EF_MAPPILLAR;
|
|
|
- progressbar "ffff00",4;
|
|
|
- delitem paraweaponcount,1;
|
|
|
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
|
|
|
- set para_suv01,54;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "All done.";
|
|
|
- close;
|
|
|
- }
|
|
|
- if (para_suv01 > 53) {
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "That is the maximum number of enchanments I can do, enjoy them.";
|
|
|
- close;
|
|
|
}
|
|
|
- mes "[Weapons Expert]";
|
|
|
- mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
|
|
|
- close;
|
|
|
}
|
|
|
- end;
|
|
|
-L_Select:
|
|
|
- next;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- set .@menu$,"";
|
|
|
- for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
|
|
|
- set .@menu$, .@menu$+getarg(.@i+1)+".:";
|
|
|
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
|
|
|
- mes " ";
|
|
|
+ else if (para_2nd02 > 4) {
|
|
|
+ mes "How do you like your enhanced weapon?";
|
|
|
+ mes "Hopefully it has helped you.";
|
|
|
+ next;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "I've given you the peak of your weapon's efficiency.";
|
|
|
+ mes "Weapons aren't the only things that need strength, though, don't you agree?";
|
|
|
+ next;
|
|
|
+ mes "[BK]";
|
|
|
+ mes "Come on admit it.";
|
|
|
+ mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life.";
|
|
|
+ mes "Hahahaha!";
|
|
|
}
|
|
|
- next;
|
|
|
- set .@i, select(.@menu$)-1;
|
|
|
- getitem getarg(.@i*3),1;
|
|
|
- mes "[Weapons Expert]";
|
|
|
- return;
|
|
|
-L_GetWeapon:
|
|
|
- if (countitem(1197)) set paraweaponcount,1197;
|
|
|
- else if (countitem(1289)) set paraweaponcount,1289;
|
|
|
- else if (countitem(1391)) set paraweaponcount,1391;
|
|
|
- else if (countitem(1434)) set paraweaponcount,1434;
|
|
|
- else if (countitem(1583)) set paraweaponcount,1583;
|
|
|
- else if (countitem(1658)) set paraweaponcount,1658;
|
|
|
- else if (countitem(1831)) set paraweaponcount,1831;
|
|
|
- else if (countitem(1931)) set paraweaponcount,1931;
|
|
|
- else if (countitem(1986)) set paraweaponcount,1986;
|
|
|
- else if (countitem(13066)) set paraweaponcount,13066;
|
|
|
- else if (countitem(13114)) set paraweaponcount,13114;
|
|
|
- else if (countitem(13310)) set paraweaponcount,13310;
|
|
|
- else if (countitem(13434)) set paraweaponcount,13434;
|
|
|
- else if (countitem(16014)) set paraweaponcount,16014;
|
|
|
- else if (countitem(18106)) set paraweaponcount,18106;
|
|
|
- return;
|
|
|
+ close;
|
|
|
}
|
|
|
|
|
|
sec_in02,25,33,4 script Assistant#para_suvquest 422,{
|