Bugfix and clean-up

- Added NPC const
- Added checkdragon() in F_CashReset
- Clean-up books.txt, fortune.txt, card_trader.txt, 3rd_trader.txt, stone_change.txt, quests_brasilis.txt
- Minor fix about Weight in comodo_gambling.txt
- Change to F_GM_NPC function in Mercenary Guild Switch follow up bdab851129ceee57a38ccc9d819b42011ef19fb7
- added Mercenary Switch in gm_npcs.txt list
- change to common green maiden in 2010 Headgear Quests

Signed-off-by: Capuche <capucrath@gmail.com>
This commit is contained in:
Capuche 2014-07-04 02:14:30 +02:00
parent a051af4cf1
commit af26677740
12 changed files with 4538 additions and 5733 deletions

View File

@ -4545,6 +4545,9 @@ THANATOS_KEEP 10009
4_M_DEATH2 10092
4_S_KADOMATSU 10093
4_B_KADOMATSU 10094
4_F_08 10095
4_F_08_STATUE 10096
4_M_DARKPRIEST 10097
4_JP_GARM_H 10098
4_JP_MEDUSA_H 10099
4_CHN_GVG_01 10100

View File

@ -30,7 +30,7 @@
1105,0,1513,50,0,0,0,0,"Solo at Louyang!"
1106,0,1375,20,0,0,0,0,"Solo at Amatsu Dungeon!"
1107,0,1403,40,0,0,0,0,"Solo at Amatsu Dungeon!"
1108,0,1519,20,0,0,0,0,"Solo at Louyang!"
1108,0,1631,20,0,0,0,0,"Solo at Louyang!"
// Ropewa & Yuridi Quest
1109,0,0,0,0,0,0,0,"Ropewa & Yuridi - Survivors of the Labyrinth"

View File

@ -26,6 +26,7 @@
//= 1.6 Updated Teleport functions and added Curious_Snowball. [Euphy]
//= 1.7 Added Dungeon Teleport Scroll II maps. [Euphy]
//= 1.8 Added VIP function. [Euphy]
//= 1.9 Added checkdragon() in F_CashReset. [Capuche]
//============================================================
// Kafra Card
@ -62,7 +63,7 @@ function script F_CashPartyCall {
// - Reset players skills. Weight must be 0, options must be off.
// - No arguments.
function script F_CashReset {
if (Class != Job_Novice && Weight == 0 && !checkriding() && !checkfalcon() && !checkcart() && !ismounting()) {
if (Class != Job_Novice && Weight == 0 && !checkriding() && !checkfalcon() && !checkcart() && !ismounting() && !checkdragon()) {
resetskill;
sc_end SC_ALL;
if (countitem(12213)) delitem 12213,1;

File diff suppressed because it is too large Load Diff

View File

@ -14,52 +14,51 @@
//= 1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374)
//= 1.3 Optimized: reduced from 123kb to 7kb! [Euphy]
//= 1.4 Variables don't need to load OnInit. [Euphy]
//= 1.4a Misc. [Capuche]
//============================================================
prontera,115,90,0 script Putty 90,{
if (!.card[1]) {
setarray .card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
4027,4028,4038,4025,4021,4050,4079,4081,4090,4094,
4101,4104,4110,4114,4119,4108,4095,4231,4280,4008,
4011,4013,4014,4015,4020,4032,4037,4039,4041,4045,
4046,4010,4023,4029,4052,4048,4056,4071,4093,4031,
4036,4034,4042,4055,4061,4087,4096,4116,4122,4170,
4215,4220,4228,4226,4212,4227,4267,4257,4278,4286,
4287,4292,4311,4315,4319,4322,4084,4078,4113,4149,
4153,4196,4240,4247,4256,4057,4066,4067,4112,4150,
4152,4186,4187,4181,4173,4167,4162,4176,4195,4193,
4200,4223,4194,4190,4189,4192,4224,4244,4248,4261,
4260,4259,4274,4275,4313,4299,4304,4294,4076,4127,
4154,4157,4156,4213,4214,4225,4235;
setarray .card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
4341,4335,4337,4345,4344,4331,4333,4332,4089,4161,
4177,4178,4180,4184,4191,4206,4199,4273,4282,4268,
4289,4321,4316,4343,4339,4369,4377,4385,4383,4382,
4380,4381,4378,4379,4390,4389,4388,4391,4405,4400,
4401,4402,4404,4002,4003,4004,4005,4007,4017,4024,
4030,4035,4040,4043,4044,4049,4051,4053,4058,4060,
4062,4063,4064,4065,4068,4069,4070,4072,4073,4074,
4077,4080,4082,4083,4085,4086,4088,4091,4092,4097,
4098,4099,4100,4102,4103,4106,4107,4109,4111,4115,
4117,4118,4120,4124,4125,4126,4138,4139,4141,4151,
4158,4164,4165,4182,4185,4159,4160,4166,4172,4175,
4188,4201,4202,4204,4205,4208,4209;
setarray .card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
4237,4238,4242,4243,4245,4246,4249,4252,4255,4258,
4262,4264,4276,4270,4271,4218,4239,4251,4253,4269,
4334,4105,4133,4136,4229,4272,4277,4279,4281,4284,
4285,4290,4296,4298,4301,4310,4314,4317,4325,4327,
4328,4329,4338,4340,4346,4347,4348,4349,4350,4351,
4353,4354,4355,4356,4358,4360,4362,4364,4366,4368,
4370,4371,4373,4375,4387,4406,4129,4155,4291,4392,
4393,4394,4409,4410,4411,4412,4413,4414,4415,4416,
4417,4418,4420,4421,4422,4423,4424,4427,4427,4428,
4429,4431,4432,4433,4434,4435,4436,4437,4438,4439,
4440,4442,4443,4444,4445,4447,4448,4449,4450,4452,
4453;
setarray .card[1], getarraysize(.card1), getarraysize(.card2), getarraysize(.card3);
}
set .@points,oversea_event9;
prontera,115,90,0 script Putty 4_F_01,{
setarray .@card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
4027,4028,4038,4025,4021,4050,4079,4081,4090,4094,
4101,4104,4110,4114,4119,4108,4095,4231,4280,4008,
4011,4013,4014,4015,4020,4032,4037,4039,4041,4045,
4046,4010,4023,4029,4052,4048,4056,4071,4093,4031,
4036,4034,4042,4055,4061,4087,4096,4116,4122,4170,
4215,4220,4228,4226,4212,4227,4267,4257,4278,4286,
4287,4292,4311,4315,4319,4322,4084,4078,4113,4149,
4153,4196,4240,4247,4256,4057,4066,4067,4112,4150,
4152,4186,4187,4181,4173,4167,4162,4176,4195,4193,
4200,4223,4194,4190,4189,4192,4224,4244,4248,4261,
4260,4259,4274,4275,4313,4299,4304,4294,4076,4127,
4154,4157,4156,4213,4214,4225,4235;
setarray .@card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
4341,4335,4337,4345,4344,4331,4333,4332,4089,4161,
4177,4178,4180,4184,4191,4206,4199,4273,4282,4268,
4289,4321,4316,4343,4339,4369,4377,4385,4383,4382,
4380,4381,4378,4379,4390,4389,4388,4391,4405,4400,
4401,4402,4404,4002,4003,4004,4005,4007,4017,4024,
4030,4035,4040,4043,4044,4049,4051,4053,4058,4060,
4062,4063,4064,4065,4068,4069,4070,4072,4073,4074,
4077,4080,4082,4083,4085,4086,4088,4091,4092,4097,
4098,4099,4100,4102,4103,4106,4107,4109,4111,4115,
4117,4118,4120,4124,4125,4126,4138,4139,4141,4151,
4158,4164,4165,4182,4185,4159,4160,4166,4172,4175,
4188,4201,4202,4204,4205,4208,4209;
setarray .@card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
4237,4238,4242,4243,4245,4246,4249,4252,4255,4258,
4262,4264,4276,4270,4271,4218,4239,4251,4253,4269,
4334,4105,4133,4136,4229,4272,4277,4279,4281,4284,
4285,4290,4296,4298,4301,4310,4314,4317,4325,4327,
4328,4329,4338,4340,4346,4347,4348,4349,4350,4351,
4353,4354,4355,4356,4358,4360,4362,4364,4366,4368,
4370,4371,4373,4375,4387,4406,4129,4155,4291,4392,
4393,4394,4409,4410,4411,4412,4413,4414,4415,4416,
4417,4418,4420,4421,4422,4423,4424,4427,4427,4428,
4429,4431,4432,4433,4434,4435,4436,4437,4438,4439,
4440,4442,4443,4444,4445,4447,4448,4449,4450,4452,
4453;
setarray .@size_card[1], getarraysize(.@card1), getarraysize(.@card2), getarraysize(.@card3);
.@points = oversea_event9;
if (!.@points) {
mes "[Putty]";
mes "Hi there.";
@ -70,23 +69,22 @@ prontera,115,90,0 script Putty 90,{
mes "they are no longer using.";
next;
switch(select("Ask for more information!","I don't have any cards right now.")) {
case 1:
mes "[Putty]";
mes "I am giving 1 point for each card that you bring me.";
mes "The points can be used to exchange for items that I have.";
next;
mes "[Putty]";
mes "For ^CC0000100 points^000000: ^0000CC1 Old Card Album^000000.";
mes "For ^CC000050 points^000000: ^0000CC20 Yggdrasil Berry^000000.";
mes "For ^CC000020 points^000000: ^0000CC10 Blue Potion^000000.";
mes "For ^CC00001 point^000000: ^0000CC4 Honey^000000.";
next;
break;
case 2:
mes "[Putty]";
mes "Well, remember this offer!";
close;
case 1:
mes "[Putty]";
mes "I am giving 1 point for each card that you bring me.";
mes "The points can be used to exchange for items that I have.";
next;
mes "[Putty]";
mes "For ^CC0000100 points^000000: ^0000CC1 Old Card Album^000000.";
mes "For ^CC000050 points^000000: ^0000CC20 Yggdrasil Berry^000000.";
mes "For ^CC000020 points^000000: ^0000CC10 Blue Potion^000000.";
mes "For ^CC00001 point^000000: ^0000CC4 Honey^000000.";
next;
break;
case 2:
mes "[Putty]";
mes "Well, remember this offer!";
close;
}
} else {
mes "[Putty]";
@ -100,103 +98,101 @@ prontera,115,90,0 script Putty 90,{
next;
}
switch(select("I would like to exchange cards.","Can I exchange the points?")) {
case 1:
mes "[Putty]";
mes "Please tell me what card you want to exchange.";
next;
input .@i$;
set .@input$, "_"+.@i$;
set .@card,0;
freeloop(1);
for(set .@j,1; .@j<4; set .@j,.@j+1) {
for(set .@i,0; .@i<.card[.@j]; set .@i,.@i+1)
if (compare(.@input$,"_"+getitemname(getd(".card"+.@j+"["+.@i+"]")))) {
set .@card, getd(".card"+.@j+"["+.@i+"]");
break;
}
sleep2 10; // For good measure
if (.@card) break;
case 1:
mes "[Putty]";
mes "Please tell me what card you want to exchange.";
next;
input .@i$;
.@input$ = "_"+.@i$;
freeloop(1);
for(.@j = 1; .@j<4; .@j++) {
for(.@i = 0; .@i<.@size_card[.@j]; .@i++)
if (compare(.@input$,"_"+getitemname(getd(".@card"+.@j+"["+.@i+"]")))) {
.@card = getd(".@card"+.@j+"["+.@i+"]");
break;
}
sleep2 10; // For good measure
if (.@card) break;
}
freeloop(0);
mes "[Putty]";
if (!.@card) mes "Please, come back here if you want to exchange a monster card.";
else {
.@count = countitem(.@card);
if (!.@count) {
mes "You don't have any ^0055FF"+callfunc("F_GetPlural",getitemname(.@card))+"^000000 with you!";
close;
}
freeloop(0);
mes "You've got ^0055FF"+callfunc("F_InsertPlural",.@count,getitemname(.@card))+"^000000.";
mes " ";
mes "Would you like to exchange 1 point for each of them?";
next;
switch(select("Yes, please!","No, thank you.")) {
case 1:
delitem .@card,.@count;
oversea_event9 = (.@points+.@count);
mes "[Putty]";
mes "Alright, you have received ^CC0000"+.@count+"^000000 points.";
break;
case 2:
mes "[Putty]";
mes "Okay, let me know if I can help you with something else.";
break;
}
}
close;
case 2:
if (.@points) {
mes "[Putty]";
if (!.@card) mes "Please, come back here if you want to exchange a monster card.";
else {
set .@count, countitem(.@card);
if (!.@count) {
mes "You don't have any ^0055FF"+callfunc("F_GetPlural",getitemname(.@card))+"^000000 with you!";
mes "These are the items that I have.";
next;
switch(select("1 Old Card Album - 50 Points","20 Yggdrasil Berry - 50 Points","10 Blue Potion - 20 Points","4 Honey - 1 Point","^777777Nerver mind.^000000")) {
case 1:
if (.@points < 100) break;
mes "[Putty]";
mes "Great, I wish you the best";
mes "of luck with this album. I have a";
mes "very good feeling about this one!";
oversea_event9 = .@points - 100;
getitem 616,1;
close;
case 2:
if (.@points < 50) break;
mes "[Putty]";
mes "Oh, you must like adventures.";
mes "Here you go, just what you need!";
oversea_event9 = .@points - 50;
getitem 607,20;
close;
case 3:
if (.@points < 20) break;
mes "[Putty]";
mes "Blue Potions? Are you sure?";
mes "If that's what you want, here they are!";
oversea_event9 = .@points - 20;
getitem 505,10;
close;
case 4:
if (.@points < 1) break;
mes "[Putty]";
mes "It took many bees";
mes "to make all of this.";
mes "Make good use of it.";
oversea_event9 = .@points - 1;
getitem 518,4;
close;
case 5:
mes "[Putty]";
mes "Alright, come back when you have more points.";
close;
}
mes "You've got ^0055FF"+callfunc("F_InsertPlural",.@count,getitemname(.@card))+"^000000.";
mes " ";
mes "Would you like to exchange 1 point for each of them?";
next;
switch(select("Yes, please!","No, thank you.")) {
case 1:
delitem .@card,.@count;
set oversea_event9, (.@points+.@count);
mes "[Putty]";
mes "Alright, you have received ^CC0000"+.@count+"^000000 points.";
break;
case 2:
mes "[Putty]";
mes "Okay, let me know if I can help you with something else.";
break;
}
}
mes "[Putty]";
mes "Sorry, but you don't have enough points.";
close;
} else {
mes "[Putty]";
mes "You have 0 points. You need at least 1 point to exchange.";
close;
case 2:
if (.@points) {
mes "[Putty]";
mes "These are the items that I have.";
next;
switch(select("1 Old Card Album - 50 Points","20 Yggdrasil Berry - 50 Points","10 Blue Potion - 20 Points","4 Honey - 1 Point","^777777Nerver mind.^000000")) {
case 1:
if (.@points < 100) break;
mes "[Putty]";
mes "Great, I wish you the best";
mes "of luck with this album. I have a";
mes "very good feeling about this one!";
set oversea_event9, .@points - 100;
getitem 616,1;
close;
case 2:
if (.@points < 50) break;
mes "[Putty]";
mes "Oh, you must like adventures.";
mes "Here you go, just what you need!";
set oversea_event9, .@points - 50;
getitem 607,20;
close;
case 3:
if (.@points < 20) break;
mes "[Putty]";
mes "Blue Potions? Are you sure?";
mes "If that's what you want, here they are!";
set oversea_event9, .@points - 20;
getitem 505,10;
close;
case 4:
if (.@points < 1) break;
mes "[Putty]";
mes "It took many bees";
mes "to make all of this.";
mes "Make good use of it.";
set oversea_event9, .@points - 1;
getitem 518,4;
close;
case 5:
mes "[Putty]";
mes "Alright, come back when you have more points.";
close;
}
mes "[Putty]";
mes "Sorry, but you don't have enough points.";
close;
} else {
mes "[Putty]";
mes "You have 0 points. You need at least 1 point to exchange.";
}
break;
}
close;
}
}

View File

@ -24,10 +24,10 @@
//= 1.3 Added missing item. [Kisuka]
//= 1.4 Updated Script to match AEGIS file. [Masao]
//= 1.4a Minor script updates. [Euphy]
//= 1.4b Minor fix about Weight and miscs updates. [Capuche]
//============================================================
comodo,219,158,6 script Kachua 91,{
comodo,219,158,6 script Kachua 4_F_02,{
if (checkweight(1201,1) == 0) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
@ -102,288 +102,286 @@ comodo,219,158,6 script Kachua 91,{
switch (select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
case 1: // Weapons
set .@gamble1,rand(1,1000);
.@gamble1 = rand(1,1000);
if ((.@gamble1 > 920) && (.@gamble1 < 931)) {
set .@gamble2,rand(1,85);
if (.@gamble2 == 1) set .@item,1128; // Haedonggum[2]
else if (.@gamble2 == 2) set .@item,1120; // Tsurugi[2]
else if (.@gamble2 == 3) set .@item,1127; // Saber[3]
else if (.@gamble2 == 4) set .@item,1158; // Two-Handed Sword[2]
else if (.@gamble2 == 5) set .@item,1155; // Bastard Sword[3]
else if (.@gamble2 == 6) set .@item,1220; // Gladius[3]
else if (.@gamble2 == 7) set .@item,1222; // Damascus[1]
else if (.@gamble2 == 8) set .@item,1253; // Katar[2]
else if (.@gamble2 == 9) set .@item,1529; // Iron Driver
else if (.@gamble2 == 10) set .@item,1251; // Jur[3]
else if (.@gamble2 == 11) set .@item,1361; // Two-Handed Axe[2]
else if (.@gamble2 == 12) set .@item,1258; // Katar of Raging Blaze
else if (.@gamble2 == 13) set .@item,1257; // Katar of Quaking
else if (.@gamble2 == 14) set .@item,1256; // Katar of Frozen Icicle
else if (.@gamble2 == 15) set .@item,1259; // Katar of Piercing Wind
else if (.@gamble2 == 16) set .@item,1260; // Sharpened Legbone of Ghoul
else if (.@gamble2 == 17) set .@item,1716; // Gakkung Bow[2]
else if (.@gamble2 == 18) set .@item,1715; // Arbalest[2]
else if (.@gamble2 == 19) set .@item,1711; // Crossbow[3]
else if (.@gamble2 == 20) set .@item,1702; // Bow[4]
else if (.@gamble2 == 21) set .@item,1520; // Chain[3]
else if (.@gamble2 == 22) set .@item,1610; // Arc Wand[1]
else if (.@gamble2 == 23) set .@item,1615; // Evil Bone Wand
else if (.@gamble2 == 24) set .@item,1602; // Rod[4]
else if (.@gamble2 == 25) set .@item,1461; // Trident[3]
else if (.@gamble2 == 26) set .@item,1402; // Javelin[4]
else if (.@gamble2 == 27) set .@item,1961; // Whip[2]
else if (.@gamble2 == 28) set .@item,1957; // Rante Whip[1]
else if (.@gamble2 == 29) set .@item,1552; // Tablet[1]
else if (.@gamble2 == 30) set .@item,1551; // Bible[2]
else if (.@gamble2 == 31) set .@item,1553; // Book of Billows
else if (.@gamble2 == 32) set .@item,1554; // Book of Mother Earth
else if (.@gamble2 == 33) set .@item,1555; // Book of the Blazing Sun
else if (.@gamble2 == 34) set .@item,1556; // Book of Gust of Wind
else if (.@gamble2 == 35) set .@item,1951; // Rope[4]
else if (.@gamble2 == 36) set .@item,1959; // Tail Whip[2]
else if (.@gamble2 == 37) set .@item,1953; // Whip[3]
else if (.@gamble2 == 38) set .@item,1955; // Wire Whip[3]
else if (.@gamble2 == 39) set .@item,1810; // Claw[2]
else if (.@gamble2 == 40) set .@item,1910; // Harp[2]
else if (.@gamble2 == 41) set .@item,1906; // Lute[3]
else if (.@gamble2 == 42) set .@item,1902; // Violin[4]
else if (.@gamble2 == 43) set .@item,1904; // Mandolin[3]
else if (.@gamble2 == 44) set .@item,1912; // Gumoongoh[2]
else if (.@gamble2 == 45) set .@item,1908; // Guitar[1]
else if (.@gamble2 == 46) set .@item,1808; // Fist[1]
else if (.@gamble2 == 47) set .@item,1802; // Waghnak[4]
else if (.@gamble2 == 48) set .@item,1812; // Finger[2]
else if (.@gamble2 == 49) set .@item,1806; // Studded Knuckles[3]
else if (.@gamble2 == 50) set .@item,1804; // Knuckle Duster[3]
else if (.@gamble2 == 51) set .@item,1550; // Book[3]
else if (.@gamble2 == 52) set .@item,1246; // Cinquedea[2]
else if (.@gamble2 == 53) set .@item,1147; // Town Sword
else if (.@gamble2 > 53 && .@gamble2 < 56) set .@item,1264; // Specialty Jur[4]
else if (.@gamble2 > 55 && .@gamble2 < 58) set .@item,1262; // Loki's Nail
else if (.@gamble2 > 57 && .@gamble2 < 60) set .@item,1622; // Hypnotist's Staff[2]
else if (.@gamble2 == 60) set .@item,1723; // Luna Bow[2]
else if (.@gamble2 > 60 && .@gamble2 < 63) set .@item,1965; // Red Flame Whip
else if (.@gamble2 > 62 && .@gamble2 < 65) set .@item,1966; // Icicle Whip
else if (.@gamble2 > 64 && .@gamble2 < 67) set .@item,1967; // Gaia Whip
else if (.@gamble2 > 66 && .@gamble2 < 69) set .@item,1968; // Skipping Rope
else if (.@gamble2 > 68 && .@gamble2 < 71) set .@item,1914; // Burning Passion Guitar
else if (.@gamble2 > 70 && .@gamble2 < 73) set .@item,1915; // Loner's Guitar
else if (.@gamble2 > 72 && .@gamble2 < 75) set .@item,1916; // Green Acre Guitar
else if (.@gamble2 > 74 && .@gamble2 < 77) set .@item,1917; // Gentle Breeze Guitar
else if (.@gamble2 > 76 && .@gamble2 < 79) set .@item,13004; // Cowardice Blade[2]
else if (.@gamble2 > 78 && .@gamble2 < 81) set .@item,1307; // Windhawk
else if (.@gamble2 == 81) set .@item,1560; // Sage's Diary[2]
else if (.@gamble2 == 82) set .@item,1618; // Survivor's Rod[1]
else if (.@gamble2 == 83) set .@item,1620; // Survivor's Rod[1]
else if (.@gamble2 > 83 && .@gamble2 < 86) set .@item,1971; // Electric Wire
.@gamble2 = rand(1,85);
if (.@gamble2 == 1) .@item = 1128; // Haedonggum[2]
else if (.@gamble2 == 2) .@item = 1120; // Tsurugi[2]
else if (.@gamble2 == 3) .@item = 1127; // Saber[3]
else if (.@gamble2 == 4) .@item = 1158; // Two-Handed Sword[2]
else if (.@gamble2 == 5) .@item = 1155; // Bastard Sword[3]
else if (.@gamble2 == 6) .@item = 1220; // Gladius[3]
else if (.@gamble2 == 7) .@item = 1222; // Damascus[1]
else if (.@gamble2 == 8) .@item = 1253; // Katar[2]
else if (.@gamble2 == 9) .@item = 1529; // Iron Driver
else if (.@gamble2 == 10) .@item = 1251; // Jur[3]
else if (.@gamble2 == 11) .@item = 1361; // Two-Handed Axe[2]
else if (.@gamble2 == 12) .@item = 1258; // Katar of Raging Blaze
else if (.@gamble2 == 13) .@item = 1257; // Katar of Quaking
else if (.@gamble2 == 14) .@item = 1256; // Katar of Frozen Icicle
else if (.@gamble2 == 15) .@item = 1259; // Katar of Piercing Wind
else if (.@gamble2 == 16) .@item = 1260; // Sharpened Legbone of Ghoul
else if (.@gamble2 == 17) .@item = 1716; // Gakkung Bow[2]
else if (.@gamble2 == 18) .@item = 1715; // Arbalest[2]
else if (.@gamble2 == 19) .@item = 1711; // Crossbow[3]
else if (.@gamble2 == 20) .@item = 1702; // Bow[4]
else if (.@gamble2 == 21) .@item = 1520; // Chain[3]
else if (.@gamble2 == 22) .@item = 1610; // Arc Wand[1]
else if (.@gamble2 == 23) .@item = 1615; // Evil Bone Wand
else if (.@gamble2 == 24) .@item = 1602; // Rod[4]
else if (.@gamble2 == 25) .@item = 1461; // Trident[3]
else if (.@gamble2 == 26) .@item = 1402; // Javelin[4]
else if (.@gamble2 == 27) .@item = 1961; // Whip[2]
else if (.@gamble2 == 28) .@item = 1957; // Rante Whip[1]
else if (.@gamble2 == 29) .@item = 1552; // Tablet[1]
else if (.@gamble2 == 30) .@item = 1551; // Bible[2]
else if (.@gamble2 == 31) .@item = 1553; // Book of Billows
else if (.@gamble2 == 32) .@item = 1554; // Book of Mother Earth
else if (.@gamble2 == 33) .@item = 1555; // Book of the Blazing Sun
else if (.@gamble2 == 34) .@item = 1556; // Book of Gust of Wind
else if (.@gamble2 == 35) .@item = 1951; // Rope[4]
else if (.@gamble2 == 36) .@item = 1959; // Tail Whip[2]
else if (.@gamble2 == 37) .@item = 1953; // Whip[3]
else if (.@gamble2 == 38) .@item = 1955; // Wire Whip[3]
else if (.@gamble2 == 39) .@item = 1810; // Claw[2]
else if (.@gamble2 == 40) .@item = 1910; // Harp[2]
else if (.@gamble2 == 41) .@item = 1906; // Lute[3]
else if (.@gamble2 == 42) .@item = 1902; // Violin[4]
else if (.@gamble2 == 43) .@item = 1904; // Mandolin[3]
else if (.@gamble2 == 44) .@item = 1912; // Gumoongoh[2]
else if (.@gamble2 == 45) .@item = 1908; // Guitar[1]
else if (.@gamble2 == 46) .@item = 1808; // Fist[1]
else if (.@gamble2 == 47) .@item = 1802; // Waghnak[4]
else if (.@gamble2 == 48) .@item = 1812; // Finger[2]
else if (.@gamble2 == 49) .@item = 1806; // Studded Knuckles[3]
else if (.@gamble2 == 50) .@item = 1804; // Knuckle Duster[3]
else if (.@gamble2 == 51) .@item = 1550; // Book[3]
else if (.@gamble2 == 52) .@item = 1246; // Cinquedea[2]
else if (.@gamble2 == 53) .@item = 1147; // Town Sword
else if (.@gamble2 > 53 && .@gamble2 < 56) .@item = 1264; // Specialty Jur[4]
else if (.@gamble2 > 55 && .@gamble2 < 58) .@item = 1262; // Loki's Nail
else if (.@gamble2 > 57 && .@gamble2 < 60) .@item = 1622; // Hypnotist's Staff[2]
else if (.@gamble2 == 60) .@item = 1723; // Luna Bow[2]
else if (.@gamble2 > 60 && .@gamble2 < 63) .@item = 1965; // Red Flame Whip
else if (.@gamble2 > 62 && .@gamble2 < 65) .@item = 1966; // Icicle Whip
else if (.@gamble2 > 64 && .@gamble2 < 67) .@item = 1967; // Gaia Whip
else if (.@gamble2 > 66 && .@gamble2 < 69) .@item = 1968; // Skipping Rope
else if (.@gamble2 > 68 && .@gamble2 < 71) .@item = 1914; // Burning Passion Guitar
else if (.@gamble2 > 70 && .@gamble2 < 73) .@item = 1915; // Loner's Guitar
else if (.@gamble2 > 72 && .@gamble2 < 75) .@item = 1916; // Green Acre Guitar
else if (.@gamble2 > 74 && .@gamble2 < 77) .@item = 1917; // Gentle Breeze Guitar
else if (.@gamble2 > 76 && .@gamble2 < 79) .@item = 13004; // Cowardice Blade[2]
else if (.@gamble2 > 78 && .@gamble2 < 81) .@item = 1307; // Windhawk
else if (.@gamble2 == 81) .@item = 1560; // Sage's Diary[2]
else if (.@gamble2 == 82) .@item = 1618; // Survivor's Rod[1]
else if (.@gamble2 == 83) .@item = 1620; // Survivor's Rod[1]
else if (.@gamble2 > 83 && .@gamble2 < 86) .@item = 1971; // Electric Wire
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,1201; // Knife[3]
else if ((.@gamble1 > 200) && (.@gamble1 < 301)) set .@item,1101; // Sword[3]
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,1601; // Rod[3]
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,1116; // Katana[3]
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,1250; // Jur[2]
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,1301; // Axe[3]
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,1701; // Bow[3]
else if ((.@gamble1 > 800) && (.@gamble1 < 851)) set .@item,1504; // Mace[3]
else if ((.@gamble1 > 850) && (.@gamble1 < 901)) set .@item,1604; // Wand[2]
else if ((.@gamble1 > 900) && (.@gamble1 < 911)) set .@item,1108; // Blade[4]
else if ((.@gamble1 > 910) && (.@gamble1 < 921)) set .@item,1163; // Claymore
else if ((.@gamble1 > 930) && (.@gamble1 < 961)) set .@item,1522; // Stunner
else if ((.@gamble1 > 960) && (.@gamble1 < 971)) set .@item,1608; // Staff[3]
else if ((.@gamble1 > 970) && (.@gamble1 < 981)) set .@item,1408; // Pike[4]
else if ((.@gamble1 > 980) && (.@gamble1 < 991)) set .@item,1452; // Guisarme[3]
else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) set .@item,1208; // Main Gauche[4]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 1201; // Knife[3]
else if ((.@gamble1 > 200) && (.@gamble1 < 301)) .@item = 1101; // Sword[3]
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 1601; // Rod[3]
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 1116; // Katana[3]
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 1250; // Jur[2]
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 1301; // Axe[3]
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 1701; // Bow[3]
else if ((.@gamble1 > 800) && (.@gamble1 < 851)) .@item = 1504; // Mace[3]
else if ((.@gamble1 > 850) && (.@gamble1 < 901)) .@item = 1604; // Wand[2]
else if ((.@gamble1 > 900) && (.@gamble1 < 911)) .@item = 1108; // Blade[4]
else if ((.@gamble1 > 910) && (.@gamble1 < 921)) .@item = 1163; // Claymore
else if ((.@gamble1 > 930) && (.@gamble1 < 961)) .@item = 1522; // Stunner
else if ((.@gamble1 > 960) && (.@gamble1 < 971)) .@item = 1608; // Staff[3]
else if ((.@gamble1 > 970) && (.@gamble1 < 981)) .@item = 1408; // Pike[4]
else if ((.@gamble1 > 980) && (.@gamble1 < 991)) .@item = 1452; // Guisarme[3]
else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) .@item = 1208; // Main Gauche[4]
break;
case 2: // Armors
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
set .@gamble2,rand(1,30);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2315; // Chain Mail[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2336; // Thief Clothes[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2318; // Lord's Clothes[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2326; // Saint's Robe[1]
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2327; // Holy Robe
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2331; // Tights[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2311; // Mink Coat[1]
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2320; // Formal Suit[1]
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2319; // Glittering Jacket[1]
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,2344; // Lucius's Fierce Armor of Volcano
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2346; // Saphien's Armor of Ocean
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2348; // Aebeccee's Raging Typhoon Armor
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2350; // Claytos Cracking Earth Armor
.@gamble2 = rand(1,30);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2315; // Chain Mail[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2336; // Thief Clothes[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2318; // Lord's Clothes[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2326; // Saint's Robe[1]
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2327; // Holy Robe
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2331; // Tights[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2311; // Mink Coat[1]
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2320; // Formal Suit[1]
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2319; // Glittering Jacket[1]
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 2344; // Lucius's Fierce Armor of Volcano
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2346; // Saphien's Armor of Ocean
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2348; // Aebeccee's Raging Typhoon Armor
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2350; // Claytos Cracking Earth Armor
}
else if ((.@gamble1 > 0) && (.@gamble1 < 51)) set .@item,2301; // Cotton Shirt
else if ((.@gamble1 > 50) && (.@gamble1 < 101)) set .@item,2302; // Cotton Shirt[1]
else if ((.@gamble1 > 100) && (.@gamble1 < 151)) set .@item,2303; // Jacket
else if ((.@gamble1 > 150) && (.@gamble1 < 201)) set .@item,2304; // Jacket[1]
else if ((.@gamble1 > 200) && (.@gamble1 < 251)) set .@item,2305; // Adventurer's Suit
else if ((.@gamble1 > 250) && (.@gamble1 < 300)) set .@item,2301; // Cotton Shirt
else if ((.@gamble1 > 301) && (.@gamble1 < 351)) set .@item,2307; // Mantle
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2309; // Coat
else if ((.@gamble1 > 400) && (.@gamble1 < 402)) set .@item,2322; // Silk Robe[1]
else if ((.@gamble1 > 401) && (.@gamble1 < 403)) set .@item,2310; // Coat[1]
else if ((.@gamble1 > 402) && (.@gamble1 < 411)) set .@item,2306; // Adventurer's Suit[1]
else if ((.@gamble1 > 410) && (.@gamble1 < 416)) set .@item,2308; // Mantle[1]
else if ((.@gamble1 > 415) && (.@gamble1 < 421)) set .@item,2313; // Padded Armor[1]
else if ((.@gamble1 > 420) && (.@gamble1 < 426)) set .@item,2337; // Ninja Suit
else if ((.@gamble1 > 425) && (.@gamble1 < 431)) set .@item,2341; // Legion Plate Armor
else if ((.@gamble1 > 430) && (.@gamble1 < 436)) set .@item,2325; // Saint's Robe
else if ((.@gamble1 > 435) && (.@gamble1 < 441)) set .@item,2317; // Full Plate
else if ((.@gamble1 > 440) && (.@gamble1 < 446)) set .@item,2330; // Tights
else if ((.@gamble1 > 445) && (.@gamble1 < 451)) set .@item,2314; // Chain Mail
else if ((.@gamble1 > 450) && (.@gamble1 < 456)) set .@item,2335; // Thief Clothes
else if ((.@gamble1 > 455) && (.@gamble1 < 461)) set .@item,2324; // Scapulare[1]
else if ((.@gamble1 > 460) && (.@gamble1 < 466)) set .@item,2329; // Wooden Mail[1]
else if ((.@gamble1 > 465) && (.@gamble1 < 471)) set .@item,2340; // Novice Breastplate[1]
else if ((.@gamble1 > 470) && (.@gamble1 < 476)) set .@item,2312; // Padded Armor
else if ((.@gamble1 > 475) && (.@gamble1 < 481)) set .@item,2339; // Pantie
else if ((.@gamble1 > 480) && (.@gamble1 < 486)) set .@item,2328; // Wooden Mail
else if ((.@gamble1 > 485) && (.@gamble1 < 491)) set .@item,2321; // Silk Robe
else if ((.@gamble1 > 490) && (.@gamble1 < 501)) set .@item,2323; // Scapulare
else if ((.@gamble1 > 0) && (.@gamble1 < 51)) .@item = 2301; // Cotton Shirt
else if ((.@gamble1 > 50) && (.@gamble1 < 101)) .@item = 2302; // Cotton Shirt[1]
else if ((.@gamble1 > 100) && (.@gamble1 < 151)) .@item = 2303; // Jacket
else if ((.@gamble1 > 150) && (.@gamble1 < 201)) .@item = 2304; // Jacket[1]
else if ((.@gamble1 > 200) && (.@gamble1 < 251)) .@item = 2305; // Adventurer's Suit
else if ((.@gamble1 > 250) && (.@gamble1 < 300)) .@item = 2301; // Cotton Shirt
else if ((.@gamble1 > 301) && (.@gamble1 < 351)) .@item = 2307; // Mantle
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2309; // Coat
else if ((.@gamble1 > 400) && (.@gamble1 < 402)) .@item = 2322; // Silk Robe[1]
else if ((.@gamble1 > 401) && (.@gamble1 < 403)) .@item = 2310; // Coat[1]
else if ((.@gamble1 > 402) && (.@gamble1 < 411)) .@item = 2306; // Adventurer's Suit[1]
else if ((.@gamble1 > 410) && (.@gamble1 < 416)) .@item = 2308; // Mantle[1]
else if ((.@gamble1 > 415) && (.@gamble1 < 421)) .@item = 2313; // Padded Armor[1]
else if ((.@gamble1 > 420) && (.@gamble1 < 426)) .@item = 2337; // Ninja Suit
else if ((.@gamble1 > 425) && (.@gamble1 < 431)) .@item = 2341; // Legion Plate Armor
else if ((.@gamble1 > 430) && (.@gamble1 < 436)) .@item = 2325; // Saint's Robe
else if ((.@gamble1 > 435) && (.@gamble1 < 441)) .@item = 2317; // Full Plate
else if ((.@gamble1 > 440) && (.@gamble1 < 446)) .@item = 2330; // Tights
else if ((.@gamble1 > 445) && (.@gamble1 < 451)) .@item = 2314; // Chain Mail
else if ((.@gamble1 > 450) && (.@gamble1 < 456)) .@item = 2335; // Thief Clothes
else if ((.@gamble1 > 455) && (.@gamble1 < 461)) .@item = 2324; // Scapulare[1]
else if ((.@gamble1 > 460) && (.@gamble1 < 466)) .@item = 2329; // Wooden Mail[1]
else if ((.@gamble1 > 465) && (.@gamble1 < 471)) .@item = 2340; // Novice Breastplate[1]
else if ((.@gamble1 > 470) && (.@gamble1 < 476)) .@item = 2312; // Padded Armor
else if ((.@gamble1 > 475) && (.@gamble1 < 481)) .@item = 2339; // Pantie
else if ((.@gamble1 > 480) && (.@gamble1 < 486)) .@item = 2328; // Wooden Mail
else if ((.@gamble1 > 485) && (.@gamble1 < 491)) .@item = 2321; // Silk Robe
else if ((.@gamble1 > 490) && (.@gamble1 < 501)) .@item = 2323; // Scapulare
break;
case 3: // Garments
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 200) && (.@gamble1 < 204)) {
set .@gamble2,rand(1,16);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2506; // Manteau[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2504; // Muffler[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2508; // Ragamuffin Manteau
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2507; // Ancient Cape
else if (.@gamble2 == 11) set .@item,2513; // Heavenly Maiden Robe[1]
else if (.@gamble2 == 12) set .@item,2514; // Pauldron[1]
else if (.@gamble2 == 13) set .@item,2523; // Undershirt[1]
else if (.@gamble2 == 14) set .@item,2530; // Rider Insigna[1]
else if (.@gamble2 == 15) set .@item,2509; // Survivor's Manteau
else if (.@gamble2 == 16) set .@item,2515; // Eagle Wing[1]
.@gamble2 = rand(1,16);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2506; // Manteau[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2504; // Muffler[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2508; // Ragamuffin Manteau
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2507; // Ancient Cape
else if (.@gamble2 == 11) .@item = 2513; // Heavenly Maiden Robe[1]
else if (.@gamble2 == 12) .@item = 2514; // Pauldron[1]
else if (.@gamble2 == 13) .@item = 2523; // Undershirt[1]
else if (.@gamble2 == 14) .@item = 2530; // Rider Insigna[1]
else if (.@gamble2 == 15) .@item = 2509; // Survivor's Manteau
else if (.@gamble2 == 16) .@item = 2515; // Eagle Wing[1]
}
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2503; // Muffler
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2505; // Manteau
else if ((.@gamble1 > 203) && (.@gamble1 < 451)) set .@item,2501; // Hood
else if ((.@gamble1 > 450) && (.@gamble1 < 501)) set .@item,2502; // Hood[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2503; // Muffler
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2505; // Manteau
else if ((.@gamble1 > 203) && (.@gamble1 < 451)) .@item = 2501; // Hood
else if ((.@gamble1 > 450) && (.@gamble1 < 501)) .@item = 2502; // Hood[1]
break;
case 4: // Headgears
set .@gamble1,rand(1,1000);
.@gamble1 = rand(1,1000);
if ((.@gamble1 > 299) && (.@gamble1 < 304)) {
set .@gamble2,rand(1,93);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2251; // Monk Hat
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2285; // Apple of Archer
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2255; // Evil Wing
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,5045; // Magician Hat
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2233; // Circlet[1]
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2231; // Gemmed Sallet[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2217; // Biretta[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2206; // Wedding Veil
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2246; // Golden Gear
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2261; // Army Cap
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2287; // Pirate Bandana
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,5012; // Ph.D Hat
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2244; // Big Ribbon
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2213; // Kitty Band
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2248; // Western Grace
else if ((.@gamble2 > 30) && (.@gamble2 < 33)) set .@item,2223; // Turban[1]
else if ((.@gamble2 > 32) && (.@gamble2 < 35)) set .@item,2247; // Romantic Gent
else if ((.@gamble2 > 34) && (.@gamble2 < 37)) set .@item,2245; // Sweet Gent
else if ((.@gamble2 > 36) && (.@gamble2 < 39)) set .@item,5003; // Joker Jester
else if ((.@gamble2 > 38) && (.@gamble2 < 41)) set .@item,2225; // Goggles[1]
else if ((.@gamble2 > 40) && (.@gamble2 < 43)) set .@item,5017; // Bone Helm
else if ((.@gamble2 > 42) && (.@gamble2 < 45)) set .@item,5030; // Panda Hat
else if ((.@gamble2 > 44) && (.@gamble2 < 47)) set .@item,5035; // Poring Hat
else if ((.@gamble2 > 46) && (.@gamble2 < 49)) set .@item,2250; // Cute Ribbon
else if ((.@gamble2 > 48) && (.@gamble2 < 51)) set .@item,2277; // Nurse Cap
else if ((.@gamble2 > 50) && (.@gamble2 < 53)) set .@item,5011; // Aerial
else if ((.@gamble2 > 52) && (.@gamble2 < 55)) set .@item,2290; // Funeral Hat
else if ((.@gamble2 > 54) && (.@gamble2 < 57)) set .@item,5010; // Indian Fillet
else if ((.@gamble2 > 56) && (.@gamble2 < 60)) set .@item,2259; // Mini Propeller
else if ((.@gamble2 > 59) && (.@gamble2 < 62)) set .@item,5008; // Puppy Love
else if ((.@gamble2 > 61) && (.@gamble2 < 63)) set .@item,2249; // Coronet
else if ((.@gamble2 > 62) && (.@gamble2 < 65)) set .@item,2229; // Helm[1]
else if (.@gamble2 == 65) set .@item,2258; // Spiky Band
else if (.@gamble2 == 66) set .@item,2274; // Ghost Bandana
else if (.@gamble2 == 67) set .@item,5019; // Corsair
else if (.@gamble2 == 68) set .@item,2254; // Angel Wing
else if (.@gamble2 == 69) set .@item,5007; // Grand Circlet
else if (.@gamble2 == 70) set .@item,5066; // Succubus Horn
else if (.@gamble2 == 71) set .@item,2235; // Crown
else if (.@gamble2 == 72) set .@item,2234; // Tiara
else if (.@gamble2 == 73) set .@item,2256; // Majestic Goat
else if (.@gamble2 == 74) set .@item,5093; // Coif[1]
else if (.@gamble2 == 75) set .@item,5072; // Incubus Horn
else if (.@gamble2 == 76) set .@item,5002; // Jewel Crown
else if (.@gamble2 > 76 && .@gamble2 < 80) set .@item,5118; // Puppy Headband
else if (.@gamble2 > 79 && .@gamble2 < 83) set .@item,5120; // Bucket Hat[1]
else if (.@gamble2 > 82 && .@gamble2 < 86) set .@item,5111; // Galapago Cap
else if (.@gamble2 > 85 && .@gamble2 < 89) set .@item,5116; // Banana Hat
else if (.@gamble2 > 88 && .@gamble2 < 92) set .@item,5119; // Super Novice Hat[1]
else if (.@gamble2 > 91 && .@gamble2 < 94) set .@item,5141; // Marionetta Doll[1]
.@gamble2 = rand(1,93);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2251; // Monk Hat
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2285; // Apple of Archer
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2255; // Evil Wing
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 5045; // Magician Hat
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2233; // Circlet[1]
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2231; // Gemmed Sallet[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2217; // Biretta[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2206; // Wedding Veil
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2246; // Golden Gear
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2261; // Army Cap
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2287; // Pirate Bandana
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 5012; // Ph.D Hat
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2244; // Big Ribbon
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2213; // Kitty Band
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2248; // Western Grace
else if ((.@gamble2 > 30) && (.@gamble2 < 33)) .@item = 2223; // Turban[1]
else if ((.@gamble2 > 32) && (.@gamble2 < 35)) .@item = 2247; // Romantic Gent
else if ((.@gamble2 > 34) && (.@gamble2 < 37)) .@item = 2245; // Sweet Gent
else if ((.@gamble2 > 36) && (.@gamble2 < 39)) .@item = 5003; // Joker Jester
else if ((.@gamble2 > 38) && (.@gamble2 < 41)) .@item = 2225; // Goggles[1]
else if ((.@gamble2 > 40) && (.@gamble2 < 43)) .@item = 5017; // Bone Helm
else if ((.@gamble2 > 42) && (.@gamble2 < 45)) .@item = 5030; // Panda Hat
else if ((.@gamble2 > 44) && (.@gamble2 < 47)) .@item = 5035; // Poring Hat
else if ((.@gamble2 > 46) && (.@gamble2 < 49)) .@item = 2250; // Cute Ribbon
else if ((.@gamble2 > 48) && (.@gamble2 < 51)) .@item = 2277; // Nurse Cap
else if ((.@gamble2 > 50) && (.@gamble2 < 53)) .@item = 5011; // Aerial
else if ((.@gamble2 > 52) && (.@gamble2 < 55)) .@item = 2290; // Funeral Hat
else if ((.@gamble2 > 54) && (.@gamble2 < 57)) .@item = 5010; // Indian Fillet
else if ((.@gamble2 > 56) && (.@gamble2 < 60)) .@item = 2259; // Mini Propeller
else if ((.@gamble2 > 59) && (.@gamble2 < 62)) .@item = 5008; // Puppy Love
else if ((.@gamble2 > 61) && (.@gamble2 < 63)) .@item = 2249; // Coronet
else if ((.@gamble2 > 62) && (.@gamble2 < 65)) .@item = 2229; // Helm[1]
else if (.@gamble2 == 65) .@item = 2258; // Spiky Band
else if (.@gamble2 == 66) .@item = 2274; // Ghost Bandana
else if (.@gamble2 == 67) .@item = 5019; // Corsair
else if (.@gamble2 == 68) .@item = 2254; // Angel Wing
else if (.@gamble2 == 69) .@item = 5007; // Grand Circlet
else if (.@gamble2 == 70) .@item = 5066; // Succubus Horn
else if (.@gamble2 == 71) .@item = 2235; // Crown
else if (.@gamble2 == 72) .@item = 2234; // Tiara
else if (.@gamble2 == 73) .@item = 2256; // Majestic Goat
else if (.@gamble2 == 74) .@item = 5093; // Coif[1]
else if (.@gamble2 == 75) .@item = 5072; // Incubus Horn
else if (.@gamble2 == 76) .@item = 5002; // Jewel Crown
else if (.@gamble2 > 76 && .@gamble2 < 80) .@item = 5118; // Puppy Headband
else if (.@gamble2 > 79 && .@gamble2 < 83) .@item = 5120; // Bucket Hat[1]
else if (.@gamble2 > 82 && .@gamble2 < 86) .@item = 5111; // Galapago Cap
else if (.@gamble2 > 85 && .@gamble2 < 89) .@item = 5116; // Banana Hat
else if (.@gamble2 > 88 && .@gamble2 < 92) .@item = 5119; // Super Novice Hat[1]
else if (.@gamble2 > 91 && .@gamble2 < 94) .@item = 5141; // Marionetta Doll[1]
}
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2226; // Cap
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2211; // Bandana
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2209; // Ribbon[1]
else if ((.@gamble1 > 303) && (.@gamble1 < 401)) set .@item,2220; // Hat
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,2232; // Circlet
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,2216; // Biretta
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,2230; // Gemmed Sallet
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,2224; // Goggles
else if ((.@gamble1 > 800) && (.@gamble1 < 901)) set .@item,2222; // Turban
else if ((.@gamble1 > 900) && (.@gamble1 < 906)) set .@item,2228; // Helm
else if ((.@gamble1 > 905) && (.@gamble1 < 911)) set .@item,2252; // Wizard Hat
else if ((.@gamble1 > 910) && (.@gamble1 < 916)) set .@item,2227; // Cap[1]
else if ((.@gamble1 > 915) && (.@gamble1 < 921)) set .@item,2221; // Hat[1]
else if ((.@gamble1 > 920) && (.@gamble1 < 926)) set .@item,2299; // Orc Helm
else if ((.@gamble1 > 925) && (.@gamble1 < 931)) set .@item,2236; // Santa Hat
else if ((.@gamble1 > 930) && (.@gamble1 < 936)) set .@item,2275; // Red Bandana
else if ((.@gamble1 > 935) && (.@gamble1 < 941)) set .@item,5015; // Egg Shell
else if ((.@gamble1 > 940) && (.@gamble1 < 946)) set .@item,2215; // Flower Band
else if ((.@gamble1 > 945) && (.@gamble1 < 951)) set .@item,5092; // Coif
else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) set .@item,2226; // Cap
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2226; // Cap
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2211; // Bandana
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2209; // Ribbon[1]
else if ((.@gamble1 > 303) && (.@gamble1 < 401)) .@item = 2220; // Hat
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 2232; // Circlet
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 2216; // Biretta
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 2230; // Gemmed Sallet
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 2224; // Goggles
else if ((.@gamble1 > 800) && (.@gamble1 < 901)) .@item = 2222; // Turban
else if ((.@gamble1 > 900) && (.@gamble1 < 906)) .@item = 2228; // Helm
else if ((.@gamble1 > 905) && (.@gamble1 < 911)) .@item = 2252; // Wizard Hat
else if ((.@gamble1 > 910) && (.@gamble1 < 916)) .@item = 2227; // Cap[1]
else if ((.@gamble1 > 915) && (.@gamble1 < 921)) .@item = 2221; // Hat[1]
else if ((.@gamble1 > 920) && (.@gamble1 < 926)) .@item = 2299; // Orc Helm
else if ((.@gamble1 > 925) && (.@gamble1 < 931)) .@item = 2236; // Santa Hat
else if ((.@gamble1 > 930) && (.@gamble1 < 936)) .@item = 2275; // Red Bandana
else if ((.@gamble1 > 935) && (.@gamble1 < 941)) .@item = 5015; // Egg Shell
else if ((.@gamble1 > 940) && (.@gamble1 < 946)) .@item = 2215; // Flower Band
else if ((.@gamble1 > 945) && (.@gamble1 < 951)) .@item = 5092; // Coif
else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) .@item = 2226; // Cap
break;
case 5: // Footgear
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
set .@gamble2,rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2406; // Boots[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2412; // Greaves[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2404; // Shoes[1]
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2407; // Crystal Pumps
.@gamble2 = rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2406; // Boots[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2412; // Greaves[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2404; // Shoes[1]
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2407; // Crystal Pumps
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2401; // Sandals
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2408; // Shackles
else if ((.@gamble1 > 302) && (.@gamble1 < 351)) set .@item,2411; // Greaves
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2403; // Shoes
else if ((.@gamble1 > 400) && (.@gamble1 < 451)) set .@item,2405; // Boots
else if ((.@gamble1 > 450) && (.@gamble1 < 476)) set .@item,2409; // High Heels
else if ((.@gamble1 > 475) && (.@gamble1 < 501)) set .@item,2402; // Sandals[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2401; // Sandals
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2408; // Shackles
else if ((.@gamble1 > 302) && (.@gamble1 < 351)) .@item = 2411; // Greaves
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2403; // Shoes
else if ((.@gamble1 > 400) && (.@gamble1 < 451)) .@item = 2405; // Boots
else if ((.@gamble1 > 450) && (.@gamble1 < 476)) .@item = 2409; // High Heels
else if ((.@gamble1 > 475) && (.@gamble1 < 501)) .@item = 2402; // Sandals[1]
break;
case 6: // Shields
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 200) && (.@gamble1 < 205)) {
set .@gamble2,rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2104; // Buckler[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2106; // Shield[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2102; // Guard[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2111; // Sacred Mission
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2109; // Memory Book
.@gamble2 = rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2104; // Buckler[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2106; // Shield[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2102; // Guard[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2111; // Sacred Mission
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2109; // Memory Book
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2101; // Guard
else if ((.@gamble1 > 204) && (.@gamble1 < 301)) set .@item,2103; // Buckler
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,2107; // Mirror Shield
else if ((.@gamble1 > 401) && (.@gamble1 < 481)) set .@item,2105; // Shield
else if ((.@gamble1 > 480) && (.@gamble1 < 501)) set .@item,2108; // Mirror Shield[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2101; // Guard
else if ((.@gamble1 > 204) && (.@gamble1 < 301)) .@item = 2103; // Buckler
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 2107; // Mirror Shield
else if ((.@gamble1 > 401) && (.@gamble1 < 481)) .@item = 2105; // Shield
else if ((.@gamble1 > 480) && (.@gamble1 < 501)) .@item = 2108; // Mirror Shield[1]
break;
default: // Cancel button / hack
cutin "katsua01.bmp",255;
close;
break;
}
getitem .@item,1;
cutin "katsua01.bmp",255;
cutin "katsua02.bmp",2;
mes "[Kachua]";
@ -394,8 +392,7 @@ comodo,219,158,6 script Kachua 91,{
end;
}
comodo,204,148,7 script Devellin 90,{
comodo,204,148,7 script Devellin 4_F_01,{
mes "[Devellin]";
mes "It seems some traveller showed";
mes "a huge diamond to Kachua a while ago. Ever since then, all she's been talking about is diamonds and how much she wants them.";
@ -408,8 +405,7 @@ comodo,204,148,7 script Devellin 90,{
close;
}
comodo,210,154,2 script Suspicious Guy#cmd 118,{
comodo,210,154,2 script Suspicious Guy#cmd 2_M_THIEFMASTER,{
if (BaseClass == Job_Thief){
mes "[Cain]";
mes "Heeeey...";
@ -476,7 +472,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 118,{
next;
mes "[Cain]";
mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
set Zeny,Zeny-500;
Zeny = Zeny-500;
close;
}
mes "[Cain]";
@ -491,8 +487,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 118,{
}
}
mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mjolnir_02,85,362,3 script Blacksmith Miner 4_F_JOB_BLACKSMITH,{
if (checkweight(1201,1) == 0) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
@ -538,8 +533,8 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "Please enter 500 or less.";
close;
}
set .@cost,.@amount * 55000;
set .@weight,.@amount * 100;
.@cost = .@amount * 55000;
.@weight = .@amount * 100;
if (Zeny < .@cost){
mes "[Dwayne]";
mes "Errr...";
@ -549,14 +544,14 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "I sell them at that price.";
close;
}
if (Weight < .@weight){
if ((MaxWeight - Weight) < .@weight){
mes "[Dwayne]";
mes "Errr...";
mes "You're carrying too many items.";
mes "I don't think give you anything if there's no room in your inventory. Why don't you put some of your stuff into Kafra Storage?";
close;
}
set Zeny,Zeny - .@cost;
Zeny = Zeny - .@cost;
getitem 732,.@amount;
mes "[Dwayne]";
mes "Thank you for";

File diff suppressed because it is too large Load Diff

View File

@ -39,7 +39,7 @@ function script F_GM_NPC {
if (getarg(1) == 0) {
// Integer password
if (getarg(3,0)) {
set .@error, input(.@input,getarg(2),getarg(3));
.@error = input(.@input,getarg(2),getarg(3));
if (.@error)
return -2;
} else
@ -151,5 +151,8 @@ List of GM Management NPCs (incomplete)
- Monster Race Manager
- Vote Globalvar Girl#yuno (disabled)
- 2013questreset2#xmas (event, disabled)
--------------------------
- Mercenary Switch#Spear
- Mercenary Switch#Bow
- Mercenary Switch#Sword
*/

View File

@ -18,16 +18,17 @@
//= 1.4 Optimized and fixed wrong item id. [Joseph]
//= 1.5 Added Mercenary Guild Switch & fixed a bug
//= in izlude duplicate. [Capuche]
//= 1.5a Change to F_GM_NPC function in Mercenary Guild Switch
//============================================================
- script Mercenary Manager#main -1,{
setarray .@name$, "Spear", "Sword", "Bow";
setarray .@faith$, "SPEAR_MERC_GUILD", "SWORD_MERC_GUILD", "ARCH_MERC_GUILD";
setarray .@item, 12182, 12172, 12162;
set .@npc$, strnpcinfo(2);
for (set .@size, getarraysize(.@name$); .@type < .@size; set .@type, .@type + 1)
.@npc$ = strnpcinfo(2);
for (.@size = getarraysize(.@name$); .@type < .@size; .@type++)
if( compare( .@npc$,.@name$[.@type] ) ) break;
set .@faith_merc, mercenary_get_faith(getd(.@faith$[.@type]));
.@faith_merc = mercenary_get_faith(getd(.@faith$[.@type]));
mes "[Mercenary Manager]";
mes "Welcome to the";
mes .@name$[.@type] + " Mercenary Guild.";
@ -41,14 +42,14 @@
mes "Which Grade were you";
mes "interested in hiring?";
next;
for (set .@i, 1; .@i <= 9; set .@i, .@i + 1)
set .@menu$, .@menu$ + callfunc("F_GetNumSuffix",.@i) + " Grade " + .@name$[.@type] + " Mercenary:";
set .@Grade, select(.@menu$);
set .@BaseLevel, 5 + (.@Grade * 10);
set .@BaseLevel, (.@val > 90)? 90 : .@BaseLevel;
set .@ZenyCost, 7 * .@Grade;
for (.@i = 1; .@i <= 9; .@i++)
.@menu$ = .@menu$ + callfunc("F_GetNumSuffix",.@i) + " Grade " + .@name$[.@type] + " Mercenary:";
.@Grade = select(.@menu$);
.@BaseLevel = 5 + (.@Grade * 10);
.@BaseLevel = (.@val > 90)? 90 : .@BaseLevel;
.@ZenyCost = 7 * .@Grade;
setarray .@FaithCost[7], 50,100,300;
set .@FaithCost, .@FaithCost[.@Grade];
.@FaithCost = .@FaithCost[.@Grade];
mes "[Mercenary Manager]";
mes "So you want to hire a " + callfunc("F_GetNumSuffix",.@Grade);
mes "Grade " + .@name$[.@type] + " Mercenary?";
@ -97,7 +98,7 @@
mes "Summoned Mercenaries will";
mes "offer their support to you for";
mes "30 minutes. Take care now.";
set Zeny, Zeny - (.@ZenyCost * 1000);
Zeny = Zeny - (.@ZenyCost * 1000);
getitem .@item[.@type] - 10 + .@Grade, 1;
}
close;
@ -224,12 +225,12 @@ pay_arche,99,167,4 duplicate(Mercenary Manager#main) Mercenary Manager#Bow 4_M_J
next;
setarray .@item, 12184, 12185, 12241, 12242, 12243;
setarray .@cost, 1750, 3000, 560, 1050, 2100;
for (set .@size, getarraysize(.@item); .@i < .@size; set .@i, .@i + 1)
set .@menu$, .@menu$ + getitemname(.@item[.@i]) + ":";
set .@m, select(.@menu$)-1;
set .@str$, .@cost[.@m] + "";
set .@len, getstrlen(.@str$);
set .@str_cost$, (.@len <= 3)? .@str$ : insertchar(.@str$,",",.@len-3);
for (.@size = getarraysize(.@item); .@i < .@size; .@i++)
.@menu$ = .@menu$ + getitemname(.@item[.@i]) + ":";
.@m = select(.@menu$)-1;
.@str$ = .@cost[.@m] + "";
.@len = getstrlen(.@str$);
.@str_cost$ = (.@len <= 3)? .@str$ : insertchar(.@str$,",",.@len-3);
mes "[Mercenary Goods Merchant]";
mes getitemname(.@item[.@m]);
mes "each cost " + .@str_cost$ + " zeny.";
@ -283,7 +284,7 @@ pay_arche,99,167,4 duplicate(Mercenary Manager#main) Mercenary Manager#Bow 4_M_J
mes "Thank you, and please come";
mes "again when you need more";
mes "potions for your Mercenaries.";
set Zeny, Zeny - .@total_po;
Zeny = Zeny - .@total_po;
getitem .@item[.@m], .@input;
close;
}
@ -295,32 +296,36 @@ pay_arche,102,167,5 duplicate(MercMerchant) Mercenary Merchant#Bow 4_F_CAPEGIRL
- script Mercenary_Switch -1,{
setarray .@name$, "Spear","Sword","Bow";
set .@npc$, strnpcinfo(2);
for (set .@size, getarraysize(.@name$); .@type < .@size; set .@type, .@type + 1)
.@npc$ = strnpcinfo(2);
for (.@size = getarraysize(.@name$); .@type < .@size; .@type++)
if (.@npc$ == .@name$[.@type]) break;
mes "[Checker]";
mes "Please input a password.";
next;
if( input( .@check,0,10000 ) != 0 || .@check != 1854 ) {
mes "Wrong number";
close;
}
.@i = callfunc("F_GM_NPC",1854,0,0,10000);
mes "[Checker]";
mes "Please select.";
next;
switch( select( "Turn off Mercenary NPC","Turn on Mercenary NPC" ) ) {
case 1:
mes "NPCs are turned off.";
disablenpc "Mercenary Manager#" + .@name$[.@type];
disablenpc "Mercenary Merchant#" + .@name$[.@type];
close;
case 2:
mes "NPCs are turned on.";
enablenpc "Mercenary Manager#" + .@name$[.@type];
enablenpc "Mercenary Merchant#" + .@name$[.@type];
close;
if (.@i == -2)
mes "Error.";
else if (.@i == 0)
mes "Wrong number";
else if (.@i == 1) {
mes "Please select.";
next;
switch( select( "Turn off Mercenary NPC","Turn on Mercenary NPC" ) ) {
case 1:
mes "NPCs are turned off.";
disablenpc "Mercenary Manager#" + .@name$[.@type];
disablenpc "Mercenary Merchant#" + .@name$[.@type];
break;
case 2:
mes "NPCs are turned on.";
enablenpc "Mercenary Manager#" + .@name$[.@type];
enablenpc "Mercenary Merchant#" + .@name$[.@type];
break;
}
}
close;
}
prontera,299,379,5 duplicate(Mercenary_Switch) Mercenary Switch#Spear 8W_SOLDIER
pay_arche,170,185,5 duplicate(Mercenary_Switch) Mercenary Switch#Bow 4_F_CAPEGIRL

View File

@ -17,6 +17,7 @@
//= 1.3 Added Malangdo/Mora Points NPC. [Euphy]
//= 1.4 Updated to match the official scripts. [Euphy]
//= 1.5 Added Izlude duplicates. [Euphy]
//= 1.5a Remove useless array & misc. [Capuche]
//============================================================
// Poison Herb Merchants (Guillotine Cross) :: poison_herb_3rd_trader
@ -36,16 +37,16 @@
mes "Each Herb costs 4,000 zeny.";
mes "What would you like?";
next;
set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
.@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
mes "[Poison Herb Merchant]";
if (.@i < 6) {
set .@item,7932+.@i;
set .@price,4000;
set .@max,2000;
.@item = 7932+.@i;
.@price = 4000;
.@max = 2000;
} else if (.@i == 6) {
set .@item,7931;
set .@price,5000;
set .@max,500;
.@item = 7931;
.@price = 5000;
.@max = 500;
mes "Each Poison Kit costs 5,000 zeny.";
} else {
mes "Well, I see. Come back again~!";
@ -66,22 +67,22 @@
mes "The number must be less than "+callfunc("F_InsertComma",.@max)+"!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Poison Herb Merchant]";
mes "You don't have enough money.";
mes "Check how much money you have first.";
close;
}
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem .@item, .@amount;
mes "[Poison Herb Merchant]";
mes "Thank you. Come back again~!";
close;
}
job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 877
morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 877 //Official: (190,96) -> in a wall
lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 4_F_YUNYANG
morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 4_F_YUNYANG //Official: (190,96) -> in a wall
lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
// Rune Stone Merchants (Rune Knight) :: rune_3rd_trader
//============================================================
@ -99,19 +100,18 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "I sell all sorts of Rune Stones!";
mes "What would you like?";
next;
set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
.@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
mes "[Rune Merchant]";
if (.@i == 1) {
mes "High-quality Runes!";
mes "They cost 2,500 zeny each!";
set .@item,12734; //Runstone_Quality
set .@price,2500;
.@item = 12734; //Runstone_Quality
.@price = 2500;
} else {
mes "Ordinary Rune Stones?";
mes "They cost 1,000 zeny each!";
set .@item,12737; //Runstone_Ordinary
set .@price,1000;
setarray .@rune[0],12737,1000;
.@item = 12737; //Runstone_Ordinary
.@price = 1000;
}
mes "Tell me how many you want,";
mes "and remember, you can only";
@ -128,7 +128,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "The number must be less than 2,000!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Rune Merchant]";
mes "Zeny! Zeny!";
@ -141,19 +141,19 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "It doesn't seem like you are able to carry it all, why are you trying it?!";
close;
}
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem .@item, .@amount;
mes "[Rune Merchant]";
mes "Thank you.";
mes "Please come back again~!";
close;
}
job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 853
prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 853
job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 4_M_YURI
prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 4_M_YURI
// Rare Herb Merchants (Guillotine Cross) :: rare_herb_3rd_trader
//============================================================
job3_guil01,91,93,3 script Rare Herb Collector 49,{
job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@ -166,7 +166,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Rare Poison Herb Collector]";
mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
next;
set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
.@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
if (.@i == -1) {
mes "[Rare Poison Herb Collector]";
mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
@ -176,8 +176,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
close;
} else {
setarray .@exchange[0],702,621,631,749,605,703;
set .@item, .@exchange[.@i];
set .@price, 10000;
.@item = .@exchange[.@i];
.@price = 10000;
mes "[Rare Poison Herb Collector]";
mes "How many do you want?";
@ -195,7 +195,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "The number must be less than 2,000!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (countitem(.@item) < .@amount || Zeny < .@total) {
mes "[Rare Poison Herb Collector]";
mes "Hey, come back when you have all the requirements for the exchange.";
@ -204,7 +204,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Rare Poison Herb Collector]";
mes "Good. I've received the money and the special item.";
delitem .@item, .@amount;
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem 709, .@amount; //Izidor
close;
}
@ -228,7 +228,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Point Merchant]";
mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
next;
set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
.@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
mes "[Point Merchant]";
if (.@i == 4) {
mes "You can't find the stuff you need?";
@ -254,27 +254,27 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "You don't have enough space in your inventory to buy this amount.";
close;
}
set Zeny, Zeny-(.@amount*200);
Zeny = Zeny-(.@amount*200);
getitem .@itemid[.@i],.@amount;
mes "Thank you very much. See you~!";
close;
}
gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 700
prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 700
alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 700
aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 700
comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 700
geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 700
izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 700 // Old coordinates: izlude (135,121)
izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 700
izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 700
izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 700
izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 700
malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 700
mora,115,118,3 duplicate(pss) Point Merchant#Mora 700
ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 700
veins,202,128,5 duplicate(pss) Point Merchant#Veins 700
dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 700
manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 700
splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 700
mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 700
gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 8_F_GIRL
prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 8_F_GIRL
alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 8_F_GIRL
aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 8_F_GIRL
comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 8_F_GIRL
geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 8_F_GIRL
izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 8_F_GIRL // Old coordinates: izlude (135,121)
izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 8_F_GIRL
izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 8_F_GIRL
izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 8_F_GIRL
izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 8_F_GIRL
malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 8_F_GIRL
mora,115,118,3 duplicate(pss) Point Merchant#Mora 8_F_GIRL
ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 8_F_GIRL
veins,202,128,5 duplicate(pss) Point Merchant#Veins 8_F_GIRL
dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 8_F_GIRL
manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 8_F_GIRL
splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 8_F_GIRL
mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 8_F_GIRL

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
@ -11,11 +11,12 @@
//= Organizes ores in a player's inventory.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Clean-up. [Capuche]
//============================================================
// Main NPC :: stonechange
//============================================================
geffen_in,99,174,5 script Ore Tester#sorty 700,{
geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{
mes "[Ore Tester Sorty]";
mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?";
mes "I can distinguish your ores and organize them right away~!";
@ -29,29 +30,22 @@ geffen_in,99,174,5 script Ore Tester#sorty 700,{
mes "[Ore Tester Sorty]";
mes "So, would you like me to organize your ores?";
next;
set .@i, select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
.@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
if (.@i == 5) {
mes "[Ore Tester Sorty]";
mes "Huh, I really hate messy people!";
close;
}
setarray .@ores[0],999,998,1002,756;
set .@item, .@ores[.@i-1];
.@item = .@ores[.@i-1];
if (countitem(.@item) == 0) {
mes "[Ore Tester Sorty]";
mes "You don't have any "+getitemname(.@item)+"...";
close;
}
while(1) {
if (countitem(.@item)) {
set .@count, countitem(.@item);
set .@total, .@total + .@count;
delitem .@item, .@count;
} else {
getitem .@item, .@total;
break;
}
}
.@count = countitem(.@item);
delitem .@item, .@count;
getitem .@item, .@count;
mes "[Ore Tester Sorty]";
mes "It's done. Looks great! Don't you think so?";
close;

File diff suppressed because it is too large Load Diff