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@@ -23,7 +23,7 @@ pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{
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mes "[ Gemcutter ]";
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mes "[ Gemcutter ]";
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mes "Do you have business with me?";
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mes "Do you have business with me?";
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next;
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next;
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- switch (select("What are you doing here?:Upgrade Weapon.:Upgrade Armor.")) {
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+ switch( select( "What are you doing here?", "Upgrade equipments" ) ) {
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case 1:
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case 1:
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mes "[ Gemcutter ]";
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mes "[ Gemcutter ]";
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mes "I came to the ruined village,";
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mes "I came to the ruined village,";
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@@ -40,30 +40,8 @@ pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{
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mes "If you're interested, we can discuss the details of our bargain.";
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mes "If you're interested, we can discuss the details of our bargain.";
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close;
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close;
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case 2:
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case 2:
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- disable_items;
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- if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) {
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- mes "- You're carrying too many items to proceed. -";
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- close;
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- }
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- setarray .@reward_id[0],
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- 26109, // Illusion Staff of Bordeaux
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- 28725, // Illusion Moonlight Dagger
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- 16063, // Illusion Long Mace
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- 26007; // Illusion Spectral Spear
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- .@size = getarraysize(.@reward_id);
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-
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- .@refine_req = 9;
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-
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- .@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
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-
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mes "[ Gemcutter ]";
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mes "[ Gemcutter ]";
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- mes "The following is the list of equipment I can handle.";
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- mes mesitemlink( .@reward_id[.@i], false );
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- next;
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- mes "[ Gemcutter ]";
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- mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me.";
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+ mes "Make sure ^0000FFyour equipment is refined to at least +9^000000 before bringing it to me.";
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mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
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mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
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next;
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next;
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mes "[ Gemcutter ]";
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mes "[ Gemcutter ]";
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@@ -77,178 +55,11 @@ pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{
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mes "[ Gemcutter ]";
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mes "[ Gemcutter ]";
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mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
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mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
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mes "Pick an item you want and I'll tell you what I need.";
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mes "Pick an item you want and I'll tell you what I need.";
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- next;
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- switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3] ) ) {
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- case 1:
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- .@reward = .@reward_id[0]; // Illusion Staff of Bordeaux
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- .@eq_req = 1648; // Staff of Bordeaux
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- .@part = EQI_HAND_R;
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-
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- setarray .@items_req[0],
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- 25271,30, // Illusion Stones
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- 25256,100; // Hazy Dreams
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- break;
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- case 2:
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- .@reward = .@reward_id[1]; // Illusion Moonlight Dagger
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- .@eq_req = 1234; // Moonlight Dagger
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- .@part = EQI_HAND_R;
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-
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- setarray .@items_req[0],
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- 25271,60, // Illusion Stones
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- 25256,100; // Hazy Dreams
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- break;
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- case 3:
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- .@reward = .@reward_id[2]; // Illusion Long Mace
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- .@eq_req = 1525; // Long Mace
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- .@part = EQI_HAND_R;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 25256,20; // Hazy Dreams
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- break;
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- case 4:
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- .@reward = .@reward_id[3]; // Illusion Spectral Spear
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- .@eq_req = 1477; // Spectral Spear
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- .@part = EQI_HAND_R;
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-
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- setarray .@items_req[0],
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- 25271,20, // Illusion Stones
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- 25256,100; // Hazy Dreams
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- break;
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- }
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- break;
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- case 3:
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- disable_items;
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- if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) {
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- mes "- You're carrying too many items to proceed. -";
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- close;
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- }
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- setarray .@reward_id[0],
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- 19209, // Illusion Nurse Cap
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- 19210, // Illusion Apple of Archer
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- 15195, // Illusion Puente Robe
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- 20838, // Illusion Muffler [1]
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- 22133; // Illusion Shoes [1]
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- .@size = getarraysize(.@reward_id);
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-
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- .@refine_req = 9;
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-
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- .@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
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-
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- mes "[ Gemcutter ]";
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- mes "The following is the list of equipment I can handle.";
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- mes mesitemlink( .@reward_id[.@i], false );
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- next;
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- mes "[ Gemcutter ]";
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- mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me.";
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- mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
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- next;
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- mes "[ Gemcutter ]";
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- mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000";
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- mes "Otherwise, I can't evaluate its condition.";
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- next;
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- mes "[ Gemcutter ]";
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- mes "As you may have guessed, your equipment will transform into something new after this.";
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- mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000";
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- next;
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- mes "[ Gemcutter ]";
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- mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
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- mes "Pick an item you want and I'll tell you what I need.";
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- next;
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- switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3], .@reward_name$[4] ) ) {
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- case 1:
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- .@reward = .@reward_id[0]; // Illusion Nurse Cap
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- .@eq_req = 2277; // Nurse Cap
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- .@part = EQI_HEAD_TOP;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 25257,100; // Bloody_Love_Letter
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- break;
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- case 2:
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- .@reward = .@reward_id[1]; // Illusion Apple of Archer
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- .@eq_req = 2285; // Apple of Archer
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- .@part = EQI_HEAD_TOP;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 25258,100; // Broken_Arrow
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- break;
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- case 3:
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- .@reward = .@reward_id[2]; // Illusion Puente Robe
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- .@eq_req = 15012; // Puente Robe
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- .@part = EQI_ARMOR;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 25256,100; // Hazy Dreams
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- break;
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- case 4:
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- .@reward = .@reward_id[3]; // Illusion Muffler [1]
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- .@eq_req = 2504; // Muffler
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- .@part = EQI_GARMENT;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 23228,100; // Hazy_Mooncake
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- break;
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- case 5:
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- .@reward = .@reward_id[4]; // Illusion Shoes [1]
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- .@eq_req = 2404; // Shoes
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- .@part = EQI_SHOES;
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-
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- setarray .@items_req[0],
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- 25271,10, // Illusion Stones
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- 23228,100; // Hazy_Mooncake
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- break;
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- }
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- break;
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- }
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- mes "[Gemcutter]";
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- mes "For that equipment, I need the following materials.";
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- mes "^4d4fff +" + .@refine_req + " " + getitemname(.@eq_req) + "";
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- mes "" + .@items_req[1] + " " + getitemname(.@items_req[0]) + "";
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- mes "" + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000";
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- mes "Do you want to continue?";
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- next;
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- if (select( "Continue.", "I'll bring those materials." ) == 2) {
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- mes "[Gemcutter]";
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- mes "Come back when you're ready.";
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- close;
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- }
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- if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
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- mes "[Gemcutter]";
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- mes "You don't have all the materials.";
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- close;
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- }
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- .@equip_id = getequipid(.@part);
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- if (.@equip_id == -1) {
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- mes "[Gemcutter]";
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- if (.@part == EQI_HAND_R)
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- mes "Where's your weapon?";
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- else
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- mes "Why don't you go wear that equipment first?";
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- close;
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- }
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- if (.@equip_id != .@eq_req) {
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- mes "[Gemcutter]";
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- mes "Please equip a ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000";
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- close;
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- }
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- if (getequiprefinerycnt(.@part) < .@refine_req) {
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- mes "[Gemcutter]";
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- mes "I can only upgrade equipment that is ^4d4fffrefined to at least +" + .@refine_req + ".^000000";
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- close;
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+ close2;
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+ callshop( "barter_ill_moonlight" );
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+ end;
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}
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}
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- mes "[Gemcutter]";
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- mes "There you go.";
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- delequip .@part;
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- delitem .@items_req[0], .@items_req[1];
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- delitem .@items_req[2], .@items_req[3];
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- getitem .@reward,1;
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- close;
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+ end;
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OnTouch:
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OnTouch:
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if (illusion_moonlight > 7)
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if (illusion_moonlight > 7)
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@@ -261,222 +72,23 @@ OnTouch:
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//= Illusion of Vampire
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//= Illusion of Vampire
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//============================================================
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//============================================================
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gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
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gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
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- if (checkweight(501,1) == 0 || (MaxWeight - Weight) < 1000) {
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- mes "[Great Merchant]";
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- mes "You don't seem to be able to carry any more stuff. Why don't you lighten your bag?";
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- close;
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- }
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- disable_items;
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mes "[Great Merchant]";
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mes "[Great Merchant]";
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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, ";
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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, ";
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mes "then I can exchange it for something better at the cost of some Illusion Stones and other materials.";
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mes "then I can exchange it for something better at the cost of some Illusion Stones and other materials.";
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next;
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next;
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mes "[Great Merchant]";
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mes "[Great Merchant]";
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- mes "Check the ^0000cdcatalog^000000 for the available equipment and necessary materials.";
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- next;
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- mes "[Great Merchant]";
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mes "So, what do you want?";
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mes "So, what do you want?";
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next;
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next;
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- switch( select( "Weapon exchange (5 kinds)", "Armor exchange (1 kind)", "Accessory exchange (2 kinds)", "Check the catalog.", "What are Illusion Stones?", "Can I refine the equipment I get in exchange for my Illusion Stones?" ) ) {
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+ switch( select( "Exchange illusion equipment", "What are Illusion Stones?", "Can I strengthen the exchanged item?", "Cancel" ) ) {
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case 1:
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case 1:
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- setarray .@item_req[0], // item equipped aren't required to build the menu color
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- 28022, 25271,80, 25261,20, // Illusion_Infiltrator
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- 28023, 25271,10, 25264,100, // Illusion_Sharpened_Legbone_of_Ghoul
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- 2039, 25271,40, 25261,100, // Illusion_Wizardry_Staff
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- 18149, 25271,50, 25265,100, // Illusion_Ballista
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- 28612, 25271,50, 25262,10; // Illusion_Apocalypse
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- .@size = getarraysize(.@item_req);
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- for ( .@i = 0; .@i < .@size; .@i += 5 ) {
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- if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4])
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- .@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:";
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- else
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- .@menu$ += getitemname(.@item_req[.@i]) + ".:";
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- }
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- switch( select(.@menu$) ) {
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- case 1:
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- mes "[Great Merchant]";
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- mes "Illusion Infiltrator, huh? That's a good weapon. Dreadful name, though. Let's see what you've got.";
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- callsub( S_WeaponArmor, 28022, // Illusion_Infiltrator
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- EQI_HAND_R,
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- 1266, // Infiltrator_
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- 25271,80, // Illusion Stones
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- 25261,20 // Torn_Diary
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- );
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- case 2:
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- mes "[Great Merchant]";
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- mes "Illusion Sharpened Legbone of Ghoul. It perfectly fits in this place. Let's see what you've got.";
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- callsub( S_WeaponArmor, 28023, // Illusion_Sharpened_Legbone_of_Ghoul
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- EQI_HAND_R,
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- 1260, // Ghoul_Leg
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- 25271,10, // Illusion Stones
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- 25264,100 // NightmareOfLump
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- );
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- case 3:
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- mes "[Great Merchant]";
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- mes "Illusion Wizardry Staff, huh? *Chuckle* Having that is every mage's dream. Let's see what you've got.";
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- callsub( S_WeaponArmor, 2039, // Illusion_Wizardry_Staff
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- EQI_HAND_R,
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- 1473, // Wizardy_Staff
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- 25271,40, // Illusion Stones
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- 25261,100 // SuspiciousMagicCircle
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- );
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- case 4:
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- mes "[Great Merchant]";
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- mes "Illusion Ballista... I would've loved to have this when, sigh, never mind. Let's see what you've got.";
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- callsub( S_WeaponArmor, 18149, // Illusion_Ballista
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- EQI_HAND_R,
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- 1727, // Balistar_
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- 25271,50, // Illusion Stones
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- 25265,100 // Shining_Spore
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- );
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- case 5:
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Illusion Book of the Apocalypse, huh? It's been a long time since I heard the story behind this book. Anyway, let's see what you've got.";
|
|
|
|
- callsub( S_WeaponArmor, 28612, // Illusion_Apocalypse
|
|
|
|
- EQI_HAND_R,
|
|
|
|
- 1557, // Book_Of_The_Apocalypse
|
|
|
|
- 25271,50, // Illusion Stones
|
|
|
|
- 25262,10 // Dried_Clover
|
|
|
|
- );
|
|
|
|
- }
|
|
|
|
- case 2:
|
|
|
|
- if (countitem(25271) < 30 || countitem(25263) < 200)
|
|
|
|
- .@menu$ = "^aaaaaa" + getitemname(20840) + ".^000000";
|
|
|
|
- else
|
|
|
|
- .@menu$ = getitemname(20840);
|
|
|
|
- select(.@menu$);
|
|
|
|
|
|
+ specialeffect EF_HFLIMOON3;
|
|
|
|
+ emotion ET_BEST;
|
|
mes "[Great Merchant]";
|
|
mes "[Great Merchant]";
|
|
- mes "Illusion Ancient Cape. Someone in this place? *Ahem* Let's see what you've got.";
|
|
|
|
- callsub( S_WeaponArmor, 20840, // Illusion_Ancient_Cape
|
|
|
|
- EQI_GARMENT,
|
|
|
|
- 2525, // Cape_Of_Ancient_Lord_
|
|
|
|
- 25271,30, // Illusion Stones
|
|
|
|
- 25263,200 // Short_Bat_Fur
|
|
|
|
- );
|
|
|
|
- case 3:
|
|
|
|
- setarray .@item_req[0], // item equipped aren't required to build the menu color
|
|
|
|
- 28508, 25271,50, 25266,400, // Illusion_Skull_Ring
|
|
|
|
- 28509, 25271,50, 25267,400; // Illusion_Ring
|
|
|
|
- .@size = getarraysize(.@item_req);
|
|
|
|
- for ( .@i = 0; .@i < .@size; .@i += 5 ) {
|
|
|
|
- if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4])
|
|
|
|
- .@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:";
|
|
|
|
- else
|
|
|
|
- .@menu$ += getitemname(.@item_req[.@i]) + ".:";
|
|
|
|
- }
|
|
|
|
- switch( select(.@menu$) ) {
|
|
|
|
- case 1:
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Illusion Skull Ring. *Chuckle* I remember when I was young, my friends and I wore this ring and played pranks, hah hah, never mind. That was a long time ago. Anyway, let's see what you've got.";
|
|
|
|
- callsub( S_Accessory, 28508, // Illusion_Skull_Ring
|
|
|
|
- 2715, // Skul_Ring_
|
|
|
|
- 25271,50, // Illusion Stones
|
|
|
|
- 25266,400 // Dried_Yggdrasil_Leaf
|
|
|
|
- );
|
|
|
|
- case 2:
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Illusion Ring... It may not look much, but it has an important meaning to me. Anyway, let's see what you've got.";
|
|
|
|
- callsub( S_Accessory, 28509, // Illusion_Ring
|
|
|
|
- 2621, // Ring_
|
|
|
|
- 25271,50, // Illusion Stones
|
|
|
|
- 25267,400 // SuspiciousMagicCircle
|
|
|
|
- );
|
|
|
|
- }
|
|
|
|
- case 4:
|
|
|
|
- while( true ) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Do you want to see my catalog? Sure thing.";
|
|
|
|
- next;
|
|
|
|
- switch( select( "Weapons (5 kinds)", "Armor (1 kind)", "Accessory (2 kinds)", "Cancel." ) ) {
|
|
|
|
- case 1:
|
|
|
|
- switch( select( "Illusion Infiltrator", "Illusion Sharpened Legbone of Ghoul", "Illusion Wizardry Staff", "Illusion Ballista", "Illusion Book of the Apocalypse" ) ) {
|
|
|
|
- case 1:
|
|
|
|
- mes mesitemlink( 28022, false );
|
|
|
|
- mes "***********************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Infiltrator ^C71585[1]^000000 x1";
|
|
|
|
- mes "Socket Artisan";
|
|
|
|
- mes "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
|
|
|
|
- mes "80 Illusion Stones";
|
|
|
|
- mes "20 Torn Papers";
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- mes mesitemlink( 28023, false );
|
|
|
|
- mes "********************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Sharpened Legbone of Ghoul x1";
|
|
|
|
- mes "10 Illusion Stones";
|
|
|
|
- mes "100 Clusters of Nightmares";
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- mes mesitemlink( 2039, false );
|
|
|
|
- mes "********************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Wizardry Staff x1";
|
|
|
|
- mes "40 Illusion Stones";
|
|
|
|
- mes "100 Suspicious Pentacles";
|
|
|
|
- break;
|
|
|
|
- case 4:
|
|
|
|
- mes mesitemlink( 18149, false );
|
|
|
|
- mes "*************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Ballista ^C71585[1]^000000 x1";
|
|
|
|
- mes "Socket Artisan";
|
|
|
|
- mes "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
|
|
|
|
- mes "50 Illusion Stones";
|
|
|
|
- mes "100 Shining Spores";
|
|
|
|
- break;
|
|
|
|
- case 5:
|
|
|
|
- mes mesitemlink( 28612, false );
|
|
|
|
- mes "***********************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Book of the Apocalypse x1";
|
|
|
|
- mes "50 Illusion Stones";
|
|
|
|
- mes "10 Well-dried Clovers";
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- select("Illusion Ancient Cape");
|
|
|
|
- mes mesitemlink( 20840, false );
|
|
|
|
- mes "*******************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "^0000cd+9 or higher^000000 Ancient Cape ^C71585[1]^000000 x1";
|
|
|
|
- mes "Socket Artisan";
|
|
|
|
- mes "<NAVI>: Leablem in Prontera<INFO>prontera,244,169,000,0,</INFO></NAVI>";
|
|
|
|
- mes "30 Illusion Stones";
|
|
|
|
- mes "200 Short Bat Hairs";
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- switch( select( "Illusion Skull Ring", "Illusion Ring" ) ) {
|
|
|
|
- case 1:
|
|
|
|
- mes mesitemlink( 28508, false );
|
|
|
|
- mes "*************************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "Skull Ring ^C71585[1]^000000 x1";
|
|
|
|
- mes "Socket Artisan";
|
|
|
|
- mes "<NAVI>: Leablem in Prontera<INFO>prontera,244,169,000,0,</INFO></NAVI>";
|
|
|
|
- mes "50 Illusion Stones";
|
|
|
|
- mes "400 Dried Yggdrasil Leaves";
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- mes mesitemlink( 28509, false );
|
|
|
|
- mes "********************";
|
|
|
|
- mes "Necessary Items";
|
|
|
|
- mes "Ring ^C71585[1]^000000 x1";
|
|
|
|
- mes "50 Illusion Stones";
|
|
|
|
- mes "400 Suspicious Pentacles";
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- break;
|
|
|
|
- case 4:
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Did you find something you like? Let me know if I can help you.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- next;
|
|
|
|
- }
|
|
|
|
- case 5:
|
|
|
|
|
|
+ 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 "[Great Merchant]";
|
|
mes "What are ^0000cdIllusion Stones^000000, you ask? Well... I don't think anyone knows exactly what they are.";
|
|
mes "What are ^0000cdIllusion Stones^000000, you ask? Well... I don't think anyone knows exactly what they are.";
|
|
next;
|
|
next;
|
|
@@ -495,7 +107,7 @@ gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
|
|
mes "[Great Merchant]";
|
|
mes "[Great Merchant]";
|
|
mes "This benefits both of us. Let me know if you're interested in my proposition.";
|
|
mes "This benefits both of us. Let me know if you're interested in my proposition.";
|
|
close;
|
|
close;
|
|
- case 6:
|
|
|
|
|
|
+ case 3:
|
|
mes "[Great Merchant]";
|
|
mes "[Great Merchant]";
|
|
mes "So, you want to reinforce the equipment you get. You're thorough. I like that!";
|
|
mes "So, you want to reinforce the equipment you get. You're thorough. I like that!";
|
|
next;
|
|
next;
|
|
@@ -508,116 +120,11 @@ gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
|
|
mes "[Great Merchant]";
|
|
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.";
|
|
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;
|
|
close;
|
|
- }
|
|
|
|
-
|
|
|
|
-S_WeaponArmor:
|
|
|
|
- .@reward = getarg(0);
|
|
|
|
- .@part = getarg(1);
|
|
|
|
- .@eq_req = getarg(2);
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- getarg(3),getarg(4),
|
|
|
|
- getarg(5),getarg(6);
|
|
|
|
-
|
|
|
|
- next;
|
|
|
|
- donpcevent "Great Merchant#illgef::OnProgress";
|
|
|
|
- sleep2 1000;
|
|
|
|
- .@slots = getitemslots(.@eq_req);
|
|
|
|
- .@eq_req_name$ = getitemname(.@eq_req) + ( .@slots ? "[" + .@slots + "]" : "" );
|
|
|
|
- .@equip_id = getequipid(.@part);
|
|
|
|
- if (.@equip_id == -1) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- if (.@part == EQI_HAND_R)
|
|
|
|
- mes "Oh, you must have been in a hurry: you forgot to bring a weapon.";
|
|
|
|
- else
|
|
|
|
- mes "Oh, you must have been in a hurry: you forgot to bring an armor.";
|
|
|
|
- mes "Please come back equipped with a ^0000cd+9 " + .@eq_req_name$ + "^000000. I'll wait here.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (.@equip_id != .@eq_req) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Let's see... Mm? What did you bring? Come back equipped with a ^0000cd+9 " + .@eq_req_name$ + "^000000.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (getequiprefinerycnt(.@part) < 9) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- if (.@part == EQI_HAND_R)
|
|
|
|
- mes "Um, this one isn't refined enough. I told you the armor has to be ^0000cdrefined to as least +9^000000.";
|
|
|
|
- else
|
|
|
|
- mes "Um, this one isn't refined enough. I told you the weapon has to be ^0000cdrefined to as least +9^000000.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Ah, you're equipped with the correct item. Now, let me check the other materials.";
|
|
|
|
- next;
|
|
|
|
- if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Mm, you're so impatient. I told you, I need ^4d4fff" + .@items_req[1] + " " + getitemname(.@items_req[0]) + " and " + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000. Check your inventory and bring all of them.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Alright, you've got everything.";
|
|
|
|
- next;
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Are you ready to make the exchange?";
|
|
|
|
- next;
|
|
|
|
- if (select( "Wait! Let me think.", "Yes, I am." ) == 1) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Sure, no problem. Come back when you're ready.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Alright! Let's see...";
|
|
|
|
- next;
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Here, take this. I hope you'll enjoy. If you find more Illusion Stones, feel free to bring them to me! *Chuckle*";
|
|
|
|
- delequip .@part;
|
|
|
|
- delitem .@items_req[0], .@items_req[1];
|
|
|
|
- delitem .@items_req[2], .@items_req[3];
|
|
|
|
- getitem .@reward,1;
|
|
|
|
- close;
|
|
|
|
-
|
|
|
|
-S_Accessory: // the structure is slightly different from above
|
|
|
|
- .@reward = getarg(0);
|
|
|
|
- .@eq_req = getarg(1);
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- getarg(2),getarg(3),
|
|
|
|
- getarg(4),getarg(5);
|
|
|
|
-
|
|
|
|
- next;
|
|
|
|
- donpcevent "Great Merchant#illgef::OnProgress";
|
|
|
|
- sleep2 1000;
|
|
|
|
- .@count = countitem(.@eq_req) - (getequipid(EQI_ACC_L) == .@eq_req) - (getequipid(EQI_ACC_R) == .@eq_req);
|
|
|
|
- if (.@count < 1 || countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Mm, you're so impatient. I told you, I need ^4d4fff1 socketed " + getitemname(.@eq_req) + ", " + .@items_req[1] + " " + getitemname(.@items_req[0]) + " and " + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000. Check your inventory and bring all of them.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Alright, you've got everything.";
|
|
|
|
- next;
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Are you ready to make the exchange?";
|
|
|
|
- next;
|
|
|
|
- if (select( "Wait! Let me think.", "Yes, I am." ) == 1) {
|
|
|
|
|
|
+ case 4:
|
|
mes "[Great Merchant]";
|
|
mes "[Great Merchant]";
|
|
- mes "Sure, no problem. Come back when you're ready.";
|
|
|
|
|
|
+ mes "Did you find anything you liked? If you need anything, please let me know at any time.";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Alright! Let's see...";
|
|
|
|
- next;
|
|
|
|
- mes "[Great Merchant]";
|
|
|
|
- mes "Here, take this. I hope you'll enjoy. If you find more Illusion Stones, feel free to bring them to me! *Chuckle*";
|
|
|
|
- delitem .@eq_req,1;
|
|
|
|
- delitem .@items_req[0], .@items_req[1];
|
|
|
|
- delitem .@items_req[2], .@items_req[3];
|
|
|
|
- getitem .@reward,1;
|
|
|
|
- close;
|
|
|
|
-
|
|
|
|
-OnProgress:
|
|
|
|
- progressbar_npc "000000",1;
|
|
|
|
end;
|
|
end;
|
|
}
|
|
}
|
|
|
|
|
|
@@ -631,7 +138,7 @@ ice_dun02,153,18,3 script Illusion Stone Research 4_M_ALCHE_B,{
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "Ah, Illusion Stones are truly mysterious...";
|
|
mes "Ah, Illusion Stones are truly mysterious...";
|
|
next;
|
|
next;
|
|
- switch( select( "What are you doing here?", "Upgrade weapon.", "Upgrade armor." ) ) {
|
|
|
|
|
|
+ switch( select( "What are you doing here?", "Upgrade equipments", "Cancel" ) ) {
|
|
case 1:
|
|
case 1:
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "I'm here to find some Illusion Stones that I need for my research.";
|
|
mes "I'm here to find some Illusion Stones that I need for my research.";
|
|
@@ -645,17 +152,6 @@ ice_dun02,153,18,3 script Illusion Stone Research 4_M_ALCHE_B,{
|
|
mes "What do you say?";
|
|
mes "What do you say?";
|
|
close;
|
|
close;
|
|
case 2:
|
|
case 2:
|
|
- setarray .@reward_id[0],
|
|
|
|
- 13337, // Huuma_Flutter_Snow_IL
|
|
|
|
- 1846; // Combo_Battle_Glove_IL
|
|
|
|
- setarray .@reward_name$[0],
|
|
|
|
- getitemname(.@reward_id[0]),
|
|
|
|
- getitemname(.@reward_id[1]);
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "The following is the list of equipment I can handle.";
|
|
|
|
- mes mesitemlink( .@reward_id[0], false );
|
|
|
|
- mes mesitemlink( .@reward_id[1], false );
|
|
|
|
- next;
|
|
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "Make sure ^4d4dffyour equipment is refined to at least +9^000000 before bringing it to me.";
|
|
mes "Make sure ^4d4dffyour equipment is refined to at least +9^000000 before bringing it to me.";
|
|
mes "Make sure you're ^4d4dffequipped with the item that you want to improve^000000.";
|
|
mes "Make sure you're ^4d4dffequipped with the item that you want to improve^000000.";
|
|
@@ -667,127 +163,15 @@ ice_dun02,153,18,3 script Illusion Stone Research 4_M_ALCHE_B,{
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "[Illusion Stone Researcher]";
|
|
mes "And I need ^4d4dffIllusion Stones and some other materials^000000 to upgrade your equipment.";
|
|
mes "And I need ^4d4dffIllusion Stones and some other materials^000000 to upgrade your equipment.";
|
|
mes "Pick an item you want. I'll tell you what I need.";
|
|
mes "Pick an item you want. I'll tell you what I need.";
|
|
- next;
|
|
|
|
- .@s = select( .@reward_name$[0], .@reward_name$[1], "Cancel." ) - 1;
|
|
|
|
- switch(.@s) {
|
|
|
|
- case 0: // Huuma_Flutter_Snow_IL
|
|
|
|
- .@eq_req = 13314; // Huuma_Fluttering_Snow
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // IllusionStone
|
|
|
|
- 25300,20; // KTULLANUXsEye
|
|
|
|
- break;
|
|
|
|
- case 1: // Combo_Battle_Glove_IL
|
|
|
|
- .@eq_req = 1822; // Combo_Battle_Glove
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // IllusionStone
|
|
|
|
- 25299,100; // Snowball
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- end;
|
|
|
|
- }
|
|
|
|
- break;
|
|
|
|
|
|
+ close2;
|
|
|
|
+ callshop( "barter_ill_frozen" );
|
|
|
|
+ end;
|
|
case 3:
|
|
case 3:
|
|
- setarray .@reward_id[0],
|
|
|
|
- 28922, // Herald_Of_GOD_IL
|
|
|
|
- 20847, // Clack_Of_Servival_IL
|
|
|
|
- 19223; // Cap_IL
|
|
|
|
- setarray .@reward_name$[0],
|
|
|
|
- getitemname(.@reward_id[0]),
|
|
|
|
- getitemname(.@reward_id[1]),
|
|
|
|
- getitemname(.@reward_id[2]);
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "The following is the list of equipment I can handle.";
|
|
|
|
- mes mesitemlink( .@reward_id[0], false );
|
|
|
|
- mes mesitemlink( .@reward_id[1], false );
|
|
|
|
- mes mesitemlink( .@reward_id[2], false );
|
|
|
|
- next;
|
|
|
|
- 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 "[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";
|
|
|
|
- mes "Are you ready?";
|
|
|
|
- next;
|
|
|
|
- .@s = select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], "Cancel." ) - 1;
|
|
|
|
- switch(.@s) {
|
|
|
|
- case 0: // Herald_Of_GOD_IL
|
|
|
|
- .@eq_req = 2128; // Herald_Of_GOD_
|
|
|
|
- .@part = EQI_HAND_L;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // IllusionStone
|
|
|
|
- 25298,300; // SpritJewel
|
|
|
|
- break;
|
|
|
|
- case 1: // Clack_Of_Servival_IL
|
|
|
|
- .@eq_req = 2509; // Clack_Of_Servival
|
|
|
|
- .@part = EQI_GARMENT;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // IllusionStone
|
|
|
|
- 25297,200; // Frozen_PieceOfRock
|
|
|
|
- break;
|
|
|
|
- case 2: // Cap_IL
|
|
|
|
- .@eq_req = 2227; // Cap_
|
|
|
|
- .@part = EQI_HEAD_TOP;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,50, // IllusionStone
|
|
|
|
- 25297,100; // Frozen_PieceOfRock
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- end;
|
|
|
|
- }
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "For that equipment, I need the following materials.";
|
|
|
|
- mes "^4d4fff +9 " + getitemname(.@eq_req) + "";
|
|
|
|
- mes "" + .@items_req[1] + " " + getitemname(.@items_req[0]) + "";
|
|
|
|
- mes "" + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000";
|
|
|
|
- mes "Do you want to continue?";
|
|
|
|
- next;
|
|
|
|
- if (select( "Continue.", "I'll bring those materials." ) == 2) {
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "Come back when you're ready.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "You don't have all the materials.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- .@equip_id = getequipid(.@part);
|
|
|
|
- if (.@equip_id == -1) {
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- if (.@part == EQI_HAND_R)
|
|
|
|
- mes "Where's your weapon?";
|
|
|
|
- else
|
|
|
|
- mes "Why don't you go wear that equipment first?";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (.@equip_id != .@eq_req) {
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "Please equip a ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000";
|
|
|
|
|
|
+ mes "It's just hard to get..";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
- if (getequiprefinerycnt(.@part) < 9) {
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "I can only upgrade equipment that is ^4d4fffrefined to at least +9.^000000";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Illusion Stone Researcher]";
|
|
|
|
- mes "There you go.";
|
|
|
|
- delequip .@part;
|
|
|
|
- delitem .@items_req[0], .@items_req[1];
|
|
|
|
- delitem .@items_req[2], .@items_req[3];
|
|
|
|
- getitem .@reward_id[.@s],1;
|
|
|
|
- close;
|
|
|
|
|
|
+ end;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -1349,8 +733,6 @@ OnTouch:
|
|
|
|
|
|
// Exchange npc
|
|
// Exchange npc
|
|
alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
|
|
alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
|
|
- disable_items;
|
|
|
|
-
|
|
|
|
.@illusion_stone_name$ = getitemname(25271);
|
|
.@illusion_stone_name$ = getitemname(25271);
|
|
|
|
|
|
mes "[Equipment Researcher]";
|
|
mes "[Equipment Researcher]";
|
|
@@ -1358,7 +740,7 @@ alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
|
|
mes "If you have the materials I need for my research, wouldn't you hand them over?";
|
|
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.";
|
|
mes "If you give me some equipment and some materials, I'll exchange them for my reinforced equipment.";
|
|
next;
|
|
next;
|
|
- switch( select( "What are you doing here?", "Exchange Weapon", "Exchange Armor" ) ) {
|
|
|
|
|
|
+ switch( select( "What are you doing here?", "Exchange equipment" ) ) {
|
|
case 1:
|
|
case 1:
|
|
mes "[Equipment Researcher]";
|
|
mes "[Equipment Researcher]";
|
|
mes "I'm working on how to use an " + .@illusion_stone_name$ + " to strengthen equipment.";
|
|
mes "I'm working on how to use an " + .@illusion_stone_name$ + " to strengthen equipment.";
|
|
@@ -1371,137 +753,19 @@ alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
|
|
close;
|
|
close;
|
|
case 2:
|
|
case 2:
|
|
mes "[Equipment Researcher]";
|
|
mes "[Equipment Researcher]";
|
|
- mes "What are the weapons I can exchange? Wait a minute. I'll name them.";
|
|
|
|
- next;
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "" + mesitemlink(13469, false) + ",";
|
|
|
|
- mes "" + mesitemlink(1326, false) + ",";
|
|
|
|
- mes "" + mesitemlink(32005, false) + ",";
|
|
|
|
- mes "" + mesitemlink(13338, false) + ",";
|
|
|
|
- mes "" + mesitemlink(16065, false) + ".";
|
|
|
|
- mes "Each has two slots.";
|
|
|
|
|
|
+ mes "What are the equipment I can exchange? Wait a minute. I'll let you know.";
|
|
next;
|
|
next;
|
|
mes "[Equipment Researcher]";
|
|
mes "[Equipment Researcher]";
|
|
- mes "As a material, you can bring ^0000CDexisting weapons that have been refined over +9.^000000";
|
|
|
|
|
|
+ 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";
|
|
mes "And I need some ^0000CD" + .@illusion_stone_name$ + " and other materials.^000000";
|
|
- mes "If you pick the weapon you want, I'll tell you in detail.";
|
|
|
|
next;
|
|
next;
|
|
mes "[Equipment Researcher]";
|
|
mes "[Equipment Researcher]";
|
|
- mes "Of course, we're giving you new weapons, so don't forget that all the existing ^0000CDsmelting and enchantments^000000 will disappear.";
|
|
|
|
- mes "I need to see the performance of the weapons to be exchanged, so you must ^0000CDwear them^000000.";
|
|
|
|
|
|
+ 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?";
|
|
mes "So, what kind of weapon do you want?";
|
|
- next;
|
|
|
|
- switch( select( "Illusion Immaterial Sword", "Illusion War Axe", "Illusion Pole Axe", "Illusion Wing Shuriken", "Illusion Iron Driver" ) ) {
|
|
|
|
- case 1:
|
|
|
|
- .@reward = 13469; // Illusion Immaterial Sword
|
|
|
|
- .@eq_req = 1141; // Immaterial Sword
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // Illusion Stones
|
|
|
|
- 25314,50; // Ships Log
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- .@reward = 1326; // Illusion War Axe
|
|
|
|
- .@eq_req = 1306; // War Axe
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // Illusion Stones
|
|
|
|
- 25311,200; // Black Piece of Soul
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- .@reward = 32005; // Illusion Pole Axe
|
|
|
|
- .@eq_req = 1417; // Pole Axe
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // Illusion Stones
|
|
|
|
- 25311,200; // Black Piece of Soul
|
|
|
|
- break;
|
|
|
|
- case 4:
|
|
|
|
- .@reward = 13338; // Illusion Wing Shuriken
|
|
|
|
- .@eq_req = 13300; // Huuma Wing Shuriken
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // Illusion Stones
|
|
|
|
- 25313,200; // Old Turtle Shells
|
|
|
|
- break;
|
|
|
|
- case 5:
|
|
|
|
- .@reward = 16065; // Illusion Iron Driver
|
|
|
|
- .@eq_req = 1529; // Iron Driver
|
|
|
|
- .@part = EQI_HAND_R;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,100, // Illusion Stones
|
|
|
|
- 25313,200; // Old Turtle Shells
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "" + mesitemlink(.@reward, false) + "?";
|
|
|
|
- mes "I need " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^0000CD+9 " + getitemname(.@eq_req) + " ^000000,";
|
|
|
|
- mes "^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + "ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + "ea^000000 as materials.";
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- .@reward = 19247; // Illusion Fancy Flower
|
|
|
|
- .@eq_req = 2207; // Fancy Flower
|
|
|
|
- .@part = EQI_HEAD_TOP;
|
|
|
|
-
|
|
|
|
- setarray .@items_req[0],
|
|
|
|
- 25271,50, // Illusion Stones
|
|
|
|
- 25312,50; // Pretty Old Doll
|
|
|
|
-
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "You can only exchange one type of armor, " + mesitemlink(.@reward, false) + ". It has 1 slot.";
|
|
|
|
- mes "I need " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^0000CD" + getitemname(.@eq_req) + "^000000,";
|
|
|
|
- mes "^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + " ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + " ea^000000 as materials.";
|
|
|
|
- next;
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "Of course, we're giving you new weapons, so don't forget that all the existing ^0000CDsmelting and enchantments^000000 will disappear.";
|
|
|
|
- mes "I need to see the performance of the weapons to be exchanged, so you must ^0000CDwear them^000000.";
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- mes "Would you like to exchange it right now?";
|
|
|
|
- next;
|
|
|
|
- if (select( "Exchange " + getitemname(.@reward), "Cancel" ) == 2) {
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "Yeah, come back if you change your mind.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "Well... you're running out of ingredients.";
|
|
|
|
- mes "Bring me ^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + "ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + " ea^000000. Then I'll exchange it for you..";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- // custom texts and checks
|
|
|
|
- .@equip_id = getequipid(.@part);
|
|
|
|
- if (.@equip_id == -1) {
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- if (.@part == EQI_HAND_R)
|
|
|
|
- mes "Where's your weapon?";
|
|
|
|
- else
|
|
|
|
- mes "Why don't you go wear that equipment first?";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (.@equip_id != .@eq_req) {
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "Please equip " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if (getequiprefinerycnt(.@part) < 9) {
|
|
|
|
- mes "[Equipment Researcher]";
|
|
|
|
- mes "I can only upgrade equipment that is ^4d4fffrefined to at least +9.^000000";
|
|
|
|
- close;
|
|
|
|
|
|
+ close2;
|
|
|
|
+ callshop( "barter_ill_turtle" );
|
|
|
|
+ end;
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}
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}
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- mes "[Equipment Researcher]";
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- mes "There you go.";
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- delequip .@part;
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- delitem .@items_req[0], .@items_req[1];
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- delitem .@items_req[2], .@items_req[3];
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- getitem .@reward,1;
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- close;
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}
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}
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@@ -1511,141 +775,19 @@ alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{
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// Exchange npc
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// Exchange npc
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com_d02_i,234,266,6 script Village Soap#Lu 4_M_ORIENT01,{
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com_d02_i,234,266,6 script Village Soap#Lu 4_M_ORIENT01,{
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- if (checkweight(1201,3) == 0) {
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- mes "- You cannot proceed because you have too many items. -";
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- close;
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- }
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- disable_items;
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- setarray .@equipment_id[0],
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- 18174,
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- 28626,
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- 19366,
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- 15348,
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- 22192,
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- 20923;
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- setarray .@equipment_name$[0],
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- getitemname(.@equipment_id[0]),
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- getitemname(.@equipment_id[1]),
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- getitemname(.@equipment_id[2]),
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- getitemname(.@equipment_id[3]),
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- getitemname(.@equipment_id[4]),
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- getitemname(.@equipment_id[5]);
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-
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mes "[Village Soap]";
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mes "[Village Soap]";
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mes "I've also rolled up my sleeves for the adventurers who work hard for the village. Can I make your equipment stronger? Is there anything on the list you want?";
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mes "I've also rolled up my sleeves for the adventurers who work hard for the village. Can I make your equipment stronger? Is there anything on the list you want?";
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next;
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next;
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- .@s = select( "[Material Check] View catalog.", "[Production Request] " + .@equipment_name$[0], "[Production Request] " + .@equipment_name$[1], "[Production Request] " + .@equipment_name$[2],
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- "[Production Request] " + .@equipment_name$[3], "[Production Request] " + .@equipment_name$[4], "[Production Request] " + .@equipment_name$[5] ) - 2;
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- if (.@s == -1) {
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+ if (select( "Look at the illusion equipment", "Cancel" ) == 2) {
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mes "[Village Soap]";
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mes "[Village Soap]";
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- mes "Are you curious about the ingredients? Take a look.";
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- while(1) {
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- next;
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- .@s = select( "Stop watching", "[Material Check] " + .@equipment_name$[0], "[Material Check] " + .@equipment_name$[1], "[Material Check] " + .@equipment_name$[2],
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- "[Material Check] " + .@equipment_name$[3], "[Material Check] " + .@equipment_name$[4], "[Material Check] " + .@equipment_name$[5] ) - 2;
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- if (.@s == -1) {
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- mes "[Village Soap]";
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- mes "If you equip the required equipment and bring the ingredients, I'll make it for you in no time.";
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- close;
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- }
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- .@size = callsub( S_Data, .@equipment_id[.@s], .@equip_id_refined, .@req_id, .@req_amount, .@part );
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-
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- mes "" + mesitemlink(.@equipment_id[.@s]) + "";
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- mes "**********************************";
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- if (.@equipment_id[.@s] == 18174)
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- mes "1 " + mesitemlink(.@equip_id_refined) + "";
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- else
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- mes "1 " + mesitemlink(.@equip_id_refined) + "";
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- mes "" + .@req_amount[.@i] + " " + mesitemlink(.@req_id[.@i]) + "";
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- }
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- end;
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- }
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- .@size = callsub( S_Data, .@equipment_id[.@s], .@equip_id_refined, .@req_id, .@req_amount, .@part );
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-
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- if (getequiprefinerycnt(.@part) < 9) {
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- mes "[Village Soap]";
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- mes "I don't care what this equipment is, but it needs to be refined to at least +9.";
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+ mes "Please come later. Just bring the ingredients and I'll make it for you.";
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close;
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close;
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}
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}
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- if (getequipid(.@part) != .@equip_id_refined) {
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- mes "[Village Soap]";
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- mes "Eheh- This dude misunderstood me. Do you have to equip the equipment that becomes the material?";
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- close;
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- }
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- // todo text (currently custom)
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-
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- for ( .@i = 0; .@i < .@size; ++.@i ) {
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- if (countitem(.@req_id[.@i]) < .@req_amount[.@i]) {
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- mes "[Village Soap]";
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- mes "You don't have enough items.";
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- close;
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- }
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- }
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- delequip .@part;
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- for ( .@i = 0; .@i < .@size; ++.@i )
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- delitem .@req_id[.@i], .@req_amount[.@i];
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- getitem .@equipment_id[.@s],1;
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+ mes "[Village Soap]";
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+ mes "Who made it? It might be useful for you to take it with you.";
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+ close2;
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+ callshop( "barter_ill_luanda" );
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end;
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end;
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-
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-S_Data:
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- switch( getarg(0) ) {
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- case 18174:
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- set getarg(1), 1726; // .@equip_id_refined,
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- setarray .@req[0],
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- 25636,50,
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- 25640,50,
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- 25637,50,
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- 25271,80;
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- set getarg(4), EQI_HAND_R;
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- break;
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- case 28626:
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- set getarg(1), 1552;
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- setarray .@req[0],
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- 25642,100,
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- 25271,50;
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- set getarg(4), EQI_HAND_R;
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- break;
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- case 19366:
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- set getarg(1), 5128;
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- setarray .@req[0],
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- 25634,30,
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- 25633,150,
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- 25271,120;
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- set getarg(4), EQI_HEAD_TOP;
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- break;
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- case 15348:
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- set getarg(1), 2354;
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- setarray .@req[0],
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- 25641,100,
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- 25638,150,
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- 25271,80;
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- set getarg(4), EQI_ARMOR;
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- break;
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- case 22192:
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- set getarg(1), 2419;
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- setarray .@req[0],
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- 25635,100,
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- 25633,150,
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- 25271,80;
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- set getarg(4), EQI_SHOES;
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- break;
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- case 20923:
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- set getarg(1), 2520;
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- setarray .@req[0],
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- 25639,30,
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- 25638,150,
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- 25271,120;
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- set getarg(4), EQI_GARMENT;
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- break;
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- }
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- .@size = getarraysize(.@req);
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-
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- for ( .@i = 0; .@i < .@size; .@i += 2 ) {
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- set getelementofarray(getarg(2), .@i/2), .@req[.@i];
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- set getelementofarray(getarg(3), .@i/2), .@req[.@i+1];
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- }
|
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|
|
- return (.@size/2);
|
|
|
|
}
|
|
}
|
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|