* Standardization of new Upgrade Weapon Enchants script. (follow-up 5debd8c)

* Fixed some bugs related to Nidhoggur's Nest. (bugreport:7990)
* Follow-up ba6b57b:
- Added 'is_clientver' command to Navigation system function.
- Documented @item change.

Signed-off-by: Euphy <euphy@rathena.org>
This commit is contained in:
Euphy 2013-08-17 22:56:40 -04:00
parent 5debd8c5c8
commit ff86b75d26
4 changed files with 252 additions and 244 deletions

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 20130626
//= 20130817
//===== Description: =========================================
//= List of available atcommands and their functions.
//============================================================
@ -628,10 +628,10 @@ Spawns a clone of the specified player.
---------------------------------------
@item <item name/ID> {<amount>}
@item <item name/ID>{:<item name/ID>:...} {<amount>}
/item <item name>
Creates an item.
Creates an item (or multiple items).
---------------------------------------
@ -643,7 +643,7 @@ attribute: 0 = not broken, 1 = broken
---------------------------------------
@itembound <item name/ID> <amount> <bound type>
@itembound <item name/ID>{:<item name/ID>:...} <amount> <bound type>
@itembound2 <item name/ID> <quantity> <identify_flag> <refine> <attribute> <card1> <card2> <card3> <card4> <bound type>
Creates an item bounded to the character.

View File

@ -7306,8 +7306,8 @@ OnTouch:
nyd_dun01,255,142,0 warp nynm_dun1f_to_2f 1,1,nyd_dun02,61,265
nyd_dun02,56,264,0 warp nynm_dun2f_to_1f 1,1,nyd_dun01,249,143
/*
nyd_dun02,1,1,0 script ep13_nd2f_mng 844,{
/*
mes "Enter password.";
next;
input .@input; //,0,4000;
@ -7329,6 +7329,7 @@ nyd_dun02,1,1,0 script ep13_nd2f_mng 844,{
mes "Invalid.";
close;
}
*/
end;
OnReset:
@ -7398,4 +7399,3 @@ OnReset:
donpcevent "ep13_warp_85_2::OnDisable";
end;
}
*/

View File

@ -3,21 +3,22 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Controls the navigation system for Renewal guides.
//= Clients before 2011-10-10 do not support navigation
//= links, so disable the system if this applies to you.
//= links, and will default to colored or plain text.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Added 'is_clientver' command. [Euphy]
//============================================================
function script F_Navi {
// Uncomment to disable the navigation system.
//set .@disabled,1;
if (!is_clientver(1,20111010))
set .@disabled,1;
// This function takes 0 ~ 3 parameters.
switch(getargcount()) {
@ -30,7 +31,7 @@ function script F_Navi {
mes "When you click on the ^B9062F[location name]^000000, you'll receive the most advanced ^B9062FNavigation^000000 services!";
}
return;
default: // Display navigation link, if enabled; else set text color, if available.
default: // Display navigation link, if enabled; else set text color, if available.
if (!.@disabled)
return "<NAVI>[" + getarg(0) + "]<INFO>" + getarg(1) + ",0,000,0</INFO></NAVI>";
else if (getargcount() == 3)

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Skorm
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -11,249 +11,256 @@
//= Adds enchantments to Upgrade weapons.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Standardizing, grammar and bug fixes. [Euphy]
//============================================================
prt_in,28,73,3 script Devil Enchant Master#prq 63,{
set .@eq_loc, EQI_HAND_R;
set .@eq_id, getequipid(.@eq_loc);
set .@eq_refine, getequiprefinerycnt(.@eq_loc);
set .@enc_book, 6484;
set .@item$, "1292, 1394, 1491, 1585, 2015, 13071, 13115, 16019, 18112, 21000";
if (!checkweight(1201,1)) callsub (S_Dialogue,1); //Checking the weight of knife?
if (MaxWeight - Weight < 10000) callsub (S_Dialogue,2); //Weight Check.
disable_items; //Do we really need this?
callsub (S_Dialogue,3);
switch (select("This is the first time to see you!:I heard that you are the best!:Please initialize the enchant.")) {
case 1:
callsub (S_Dialogue,4);
callsub (S_Dialogue,5);
callsub (S_Dialogue,6);
callsub (S_Dialogue,7,.@enc_book);
callsub (S_Dialogue,8);
case 2:
if (!countitem(.@enc_book)) callsub (S_Dialogue,9,.@enc_book);
set (.@select,@menu);
break;
case 3:
if (Zeny < 100000) callsub (S_Dialogue,10);
callsub (S_Dialogue,11); set (.@select,@menu);
if (select("Let me think about it.:Initialize it now!")==1)
callsub (S_Dialogue,12);
disable_items;
if (checkweight(1201,1) == 0) {
mes "You are carrying too many items, please reduce it and come back again!";
close;
}
if (MaxWeight - Weight < 10000) {
mes "You are over the weight limit, please reduce it and come back again!";
close;
}
mes "[Devil Enchant Master]";
mes "Yes?";
mes "You are looking for me?";
next;
switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) {
case 1:
mes "[Devil Enchant Master]";
mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people.";
next;
mes "[Devil Enchant Master]";
mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!";
next;
mes "[Devil Enchant Master]";
mes "Have you seen my title? Very few people have this title for a reason!";
next;
mes "[Devil Enchant Master]";
mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!";
next;
mes "[Devil Enchant Master]";
mes "Else, I will not enchant for you....";
close;
case 2:
if (!countitem(6484)) {
mes "[Devil Enchant Master]";
mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
close;
}
set .@select,1;
break;
case 3:
mes "[Devil Enchant Master]";
if (Zeny < 100000) {
mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny...";
close;
}
mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!";
next;
if (select("Let me think about it.:Initialize it now!") == 1) {
mes "[Devil Enchant Master]";
mes "Come back after you have confirmed!";
close;
}
set .@select,2;
break;
}
set .@part, EQI_HAND_R;
mes "[Devil Enchant Master]";
if (!getequipisequiped(.@part)) {
mes "Are you trying to remove the enchanted equipment?";
close;
}
setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
if (!getequipisequiped(.@part)) {
mes "It is dangerous to remove equipment during enchant process!";
close;
}
set .@equip_id, getequipid(.@part);
set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
if (!compare(.@item$,"|"+.@equip_id+"|")) {
mes "I don't want to touch your equipment now!";
close;
}
set .@equip_refine, getequiprefinerycnt(.@part);
//-
if (!getequipisequiped(.@eq_loc)) callsub (S_Dialogue,13); //Checking if the item was removed.
setarray .@eq_card, getequipcardid(.@eq_loc,0), getequipcardid(.@eq_loc,1), getequipcardid(.@eq_loc,2), getequipcardid(.@eq_loc,3);
//---
if (!getequipisequiped(.@eq_loc)) callsub (S_Dialogue,14); //Checking if the item was removed.
//----
if (!compare(.@item$,""+.@eq_id)) callsub (S_Dialogue,15);
//-----------
if (.@select==2) {
if (!countitem(.@enc_book)) callsub (S_Dialogue,16,.@enc_book);
//--------------
callsub(S_Dialogue,17);
if (select("Let me think about it.:Physical Series:Magical Series")==1)
callsub (S_Dialogue,18);
set(.@select,@menu);
// -------------
if (!.@eq_card[3]) {
callsub (S_Dialogue,19);
if (select("Next Time!:Start now!")==1)
callsub (S_Dialogue,20);
} else callsub (S_Dialogue,21);
//------------------------
if (.@select==2) {
if (.@eq_card[3]) callsub(S_Dialogue,22);
set .@rand, rand(1,1300);
if (.@rand < 51) set .@enc_id, 4734; //Agility5
else if (.@rand < 76) set .@enc_id, 4735; //Agility6
else if (.@rand < 88) set .@enc_id, 4736; //Agility7
else if (.@rand < 93) set .@enc_id, 4737; //Agility8
else if (.@rand < 95) set .@enc_id, 4738; //Agility9
else if (.@rand < 96) set .@enc_id, 4739; //Agility10
else if (.@rand < 146) set .@enc_id, 4724; //Dexterity5
else if (.@rand < 171) set .@enc_id, 4725; //Dexterity6
else if (.@rand < 183) set .@enc_id, 4726; //Dexterity7
else if (.@rand < 188) set .@enc_id, 4727; //Dexterity8
else if (.@rand < 190) set .@enc_id, 4728; //Dexterity9
else if (.@rand < 191) set .@enc_id, 4729; //Dexterity10
else if (.@rand < 291) set .@enc_id, 4704; //Strength5
else if (.@rand < 341) set .@enc_id, 4705; //Strength6
else if (.@rand < 366) set .@enc_id, 4706; //Strength7
else if (.@rand < 378) set .@enc_id, 4707; //Strength8
else if (.@rand < 383) set .@enc_id, 4708; //Strength9
else if (.@rand < 384) set .@enc_id, 4709; //Strength10
else if (.@rand < 434) set .@enc_id, 4754; //Luck5
else if (.@rand < 459) set .@enc_id, 4755; //Luck6
else if (.@rand < 471) set .@enc_id, 4756; //Luck7
else if (.@rand < 476) set .@enc_id, 4757; //Luck8
else if (.@rand < 478) set .@enc_id, 4758; //Luck9
else if (.@rand < 479) set .@enc_id, 4759; //Luck10
else if (.@rand < 679) set .@enc_id, 4744; //Vitality5
else if (.@rand < 779) set .@enc_id, 4745; //Vitality6
else if (.@rand < 829) set .@enc_id, 4746; //Vitality7
else if (.@rand < 854) set .@enc_id, 4747; //Vitality8
else if (.@rand < 866) set .@enc_id, 4748; //Vitality9
else if (.@rand < 867) set .@enc_id, 4749; //Vitality10
else if (.@rand < 967) set .@enc_id, 4808; //Fighting_Spirit4
else if (.@rand < 992) set .@enc_id, 4820; //Fighting_Spirit5
else if (.@rand < 1092) set .@enc_id, 4835; //Expert_Archer4
else if (.@rand < 1117) set .@enc_id, 4836; //Expert_Archer5
else if (.@rand < 1217) set .@enc_id, 4835; //Expert_Archer4
else if (.@rand < 1242) set .@enc_id, 4836; //Expert_Archer5
else set .@enc_id, 0; //Failure Rate
//----------------------------
} else if (.@select==3) {
if (.@eq_card[3]) callsub (S_Dialogue,23);
set .@rand, rand(1,1200);
if (.@rand < 51) set .@enc_id, 4714; //Inteligence5
else if (.@rand < 76) set .@enc_id, 4715; //Inteligence6
else if (.@rand < 88) set .@enc_id, 4716; //Inteligence7
else if (.@rand < 93) set .@enc_id, 4717; //Inteligence8
else if (.@rand < 95) set .@enc_id, 4718; //Inteligence9
else if (.@rand < 96) set .@enc_id, 4719; //Inteligence10
else if (.@rand < 146) set .@enc_id, 4724; //Dexterity5
else if (.@rand < 171) set .@enc_id, 4725; //Dexterity6
else if (.@rand < 183) set .@enc_id, 4726; //Dexterity7
else if (.@rand < 188) set .@enc_id, 4727; //Dexterity8
else if (.@rand < 190) set .@enc_id, 4728; //Dexterity9
else if (.@rand < 191) set .@enc_id, 4729; //Dexterity10
else if (.@rand < 291) set .@enc_id, 4734; //Agility5
else if (.@rand < 341) set .@enc_id, 4735; //Agility6
else if (.@rand < 366) set .@enc_id, 4736; //Agility7
else if (.@rand < 378) set .@enc_id, 4737; //Agility8
else if (.@rand < 383) set .@enc_id, 4738; //Agility9
else if (.@rand < 384) set .@enc_id, 4739; //Agility10
else if (.@rand < 484) set .@enc_id, 4754; //Luck5
else if (.@rand < 534) set .@enc_id, 4755; //Luck6
else if (.@rand < 559) set .@enc_id, 4756; //Luck7
else if (.@rand < 571) set .@enc_id, 4757; //Luck8
else if (.@rand < 576) set .@enc_id, 4758; //Luck9
else if (.@rand < 577) set .@enc_id, 4759; //Luck10
else if (.@rand < 777) set .@enc_id, 4744; //Vitality5
else if (.@rand < 877) set .@enc_id, 4745; //Vitality6
else if (.@rand < 927) set .@enc_id, 4746; //Vitality7
else if (.@rand < 952) set .@enc_id, 4747; //Vitality8
else if (.@rand < 964) set .@enc_id, 4748; //Vitality9
else if (.@rand < 969) set .@enc_id, 4749; //Vitality10
else if (.@rand < 1069) set .@enc_id, 4812; //Spell4
else if (.@rand < 1094) set .@enc_id, 4826; //Spell5
else if (.@rand < 1119) set .@enc_id, 4761; //Matk2
else if (.@rand < 1124) set .@enc_id, 4806; //Matk3
else set .@enc_id, 0; //Failure Rate
if (.@select == 1) {
if (!countitem(6484)) {
mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
close;
}
mes "Which type of effect do you want to enchant?";
next;
switch(select("Let me think about it.:Physical Series:Magical Series")) {
case 1:
mes "[Devil Enchant Master]";
mes "Come back again after you change your mind!";
close;
case 2:
set .@enc_type,1;
break;
case 3:
set .@enc_type,2;
break;
}
mes "[Devil Enchant Master]";
if (.@equip_card[3]) {
mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again.";
close;
}
mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?";
next;
if (select("Next time!:Start now!") == 1) {
mes "[Devil Enchant Master]";
mes "Come back again after you have decided!";
close;
}
if (.@equip_card[3]) {
mes "[Devil Enchant Master]";
mes "It seems there's a problem, let me take a look.";
close;
}
if (.@enc_type == 1) { // Physical Series
set .@i, rand(1,1300);
if (.@i < 51) set .@enchant,4734; //Agility5
else if (.@i < 76) set .@enchant,4735; //Agility6
else if (.@i < 88) set .@enchant,4736; //Agility7
else if (.@i < 93) set .@enchant,4737; //Agility8
else if (.@i < 95) set .@enchant,4738; //Agility9
else if (.@i < 96) set .@enchant,4739; //Agility10
else if (.@i < 146) set .@enchant,4724; //Dexterity5
else if (.@i < 171) set .@enchant,4725; //Dexterity6
else if (.@i < 183) set .@enchant,4726; //Dexterity7
else if (.@i < 188) set .@enchant,4727; //Dexterity8
else if (.@i < 190) set .@enchant,4728; //Dexterity9
else if (.@i < 191) set .@enchant,4729; //Dexterity10
else if (.@i < 291) set .@enchant,4704; //Strength5
else if (.@i < 341) set .@enchant,4705; //Strength6
else if (.@i < 366) set .@enchant,4706; //Strength7
else if (.@i < 378) set .@enchant,4707; //Strength8
else if (.@i < 383) set .@enchant,4708; //Strength9
else if (.@i < 384) set .@enchant,4709; //Strength10
else if (.@i < 434) set .@enchant,4754; //Luck5
else if (.@i < 459) set .@enchant,4755; //Luck6
else if (.@i < 471) set .@enchant,4756; //Luck7
else if (.@i < 476) set .@enchant,4757; //Luck8
else if (.@i < 478) set .@enchant,4758; //Luck9
else if (.@i < 479) set .@enchant,4759; //Luck10
else if (.@i < 679) set .@enchant,4744; //Vitality5
else if (.@i < 779) set .@enchant,4745; //Vitality6
else if (.@i < 829) set .@enchant,4746; //Vitality7
else if (.@i < 854) set .@enchant,4747; //Vitality8
else if (.@i < 866) set .@enchant,4748; //Vitality9
else if (.@i < 867) set .@enchant,4749; //Vitality10
else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4
else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5
else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4
else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5
else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4
else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5
else set .@enchant,0;
} else if (.@enc_type == 2) { // Magical Series
set .@i, rand(1,1200);
if (.@i < 51) set .@enchant,4714; //Inteligence5
else if (.@i < 76) set .@enchant,4715; //Inteligence6
else if (.@i < 88) set .@enchant,4716; //Inteligence7
else if (.@i < 93) set .@enchant,4717; //Inteligence8
else if (.@i < 95) set .@enchant,4718; //Inteligence9
else if (.@i < 96) set .@enchant,4719; //Inteligence10
else if (.@i < 146) set .@enchant,4724; //Dexterity5
else if (.@i < 171) set .@enchant,4725; //Dexterity6
else if (.@i < 183) set .@enchant,4726; //Dexterity7
else if (.@i < 188) set .@enchant,4727; //Dexterity8
else if (.@i < 190) set .@enchant,4728; //Dexterity9
else if (.@i < 191) set .@enchant,4729; //Dexterity10
else if (.@i < 291) set .@enchant,4734; //Agility5
else if (.@i < 341) set .@enchant,4735; //Agility6
else if (.@i < 366) set .@enchant,4736; //Agility7
else if (.@i < 378) set .@enchant,4737; //Agility8
else if (.@i < 383) set .@enchant,4738; //Agility9
else if (.@i < 384) set .@enchant,4739; //Agility10
else if (.@i < 484) set .@enchant,4754; //Luck5
else if (.@i < 534) set .@enchant,4755; //Luck6
else if (.@i < 559) set .@enchant,4756; //Luck7
else if (.@i < 571) set .@enchant,4757; //Luck8
else if (.@i < 576) set .@enchant,4758; //Luck9
else if (.@i < 577) set .@enchant,4759; //Luck10
else if (.@i < 777) set .@enchant,4744; //Vitality5
else if (.@i < 877) set .@enchant,4745; //Vitality6
else if (.@i < 927) set .@enchant,4746; //Vitality7
else if (.@i < 952) set .@enchant,4747; //Vitality8
else if (.@i < 964) set .@enchant,4748; //Vitality9
else if (.@i < 969) set .@enchant,4749; //Vitality10
else if (.@i < 1069) set .@enchant,4812; //Spell4
else if (.@i < 1094) set .@enchant,4826; //Spell5
else if (.@i < 1119) set .@enchant,4761; //Matk2
else if (.@i < 1124) set .@enchant,4806; //Matk3
else set .@enchant,0;
} else {
mes "[Devil Enchant Master]";
mes "Hmm! This item is having a problem, please check it again!";
close;
}
mes "[Devil Enchant Master]";
if (.@equip_card[3]) {
mes "This item has been enchanted!";
close;
}
if (!countitem(6484)) {
mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
close;
}
if (.@enchant == 0) {
specialeffect EF_SHIELDCHARGE;
mes "Oh! Unbelievable!! It failed!! Please come again!";
set .@lost_refine, rand(0,.@equip_refine);
set .@equip_refine, .@equip_refine - .@lost_refine;
} else {
specialeffect EF_REPAIRWEAPON;
mes "The slot ^9900004^000000 has been enchanted!";
}
delitem 6484,1; //Enchant_Book
delequip .@part;
//-------------
else callsub (S_Dialogue,24);
// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant;
//-------------
if (.@eq_card[3]) callsub (S_Dialogue,25);
set .@eq_card[3], .@enc_id;
//----------------
if (countitem(.@enc_book)) {
if (!.@enc_id) {
if (.@eq_refine) set .@neq_refine,.@eq_refine-rand(2);
misceffect EF_SHIELDCHARGE;
callsub (S_Dialogue,26);
delitem (.@enc_book,1);
delequip (.@eq_loc);
getitem2 (.@eq_id,1,1,.@neq_refine,0,.@eq_card[0],.@eq_card[1],.@eq_card[2],.@eq_card[3]);
if (.@neq_refine<.@eq_refine) { next; callsub (S_Dialogue,27,.@neq_refine); }
close;
} else {
misceffect EF_REPAIRWEAPON;
callsub (S_Dialogue,28,4);
delitem (.@enc_book,1);
delequip (.@eq_loc);
getitem2 (.@eq_id,1,1,.@eq_refine,0,.@eq_card[0],.@eq_card[1],.@eq_card[2],.@eq_card[3]);
close;
}
} else callsub(S_Dialogue,29,.@enc_book);
//--------
} else if (.@select==3) {
if (!.@eq_card[3]) callsub (S_Dialogue,30); //Checking if the item is enchanted.
if (!getequipisequiped(.@eq_loc)) callsub (S_Dialogue,31); //Checking if the item was removed.
set .@eq_card[3], 0; //Remove card.
misceffect EF_REPAIRWEAPON;
callsub (S_Dialogue,32);
if (Zeny < 100000) callsub (S_Dialogue,33); //Money check.
set Zeny, Zeny - 100000;
delequip (.@eq_loc);
getitem2 (.@eq_id,1,1,.@eq_refine,0,.@eq_card[0],.@eq_card[1],.@eq_card[2],.@eq_card[3]);
if (.@lost_refine) {
next;
mes "[Devil Enchant Master]";
mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!";
}
close;
} else callsub (S_Dialogue,34);
} else if (.@select == 2) {
if (Zeny < 100000) {
mes "You need to bring some money to initialize!!";
close;
}
if (.@equip_card[3] < 4700) { // Armor Enchant System
mes "This item is not enchanted!";
close;
}
if (!getequipisequiped(.@part)) {
mes "Are you unequipping now?";
close;
}
specialeffect EF_REPAIRWEAPON;
mes "I initialized the enchant effects.";
set Zeny, Zeny - 100000;
delequip .@part;
// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0;
//--------
S_Dialogue:
mes "[Devil Enchant Master]";
switch( getarg(0) ) {
case 1: /*mes "You are carrying too many item, please reduce it and come back again!";*/ //Small Change. ::Changed
mes "You are carrying too many items, please reduce it and come back again!"; close;
case 2: mes "You are over the weight limit, please reduce it and come back again!"; close;
case 3: mes "Yes?";
/*mes "You are looking me for?";*/ //Small Change ::Changed
mes "You are looking for me?"; next; return;
case 4: mes "Ha ha ha~ Of course, I would not the kind of person that simply deal with people."; next; return;
case 5: mes "Including you! Even to tame plenty money to ask me, I will not simply enchant for you!!"; next; return;
case 6: /*mes "Have you seen my title? Only a little person can get this title!";*/ //Do I even have to say it? ::Changed
mes "Have you seen my title? Very few people have this title for a reason!"; next; return;
case 7: mes "I will only enchant if you bring the ^0000ff"+getitemname(getarg(1))+"^000000 along!"; next; return;
case 8: mes "Else, I will not enchant for you...."; close;
case 9: mes "Are you listen to me? I will only do for you if you bring the "+getitemname(getarg(1))+"!"; close;
case 10: mes "Initialize will need 100,000 zeny, it seem you do not have enough zeny.."; close;
case 11: mes "Initialize will need 100,000 zeny and confirm whether the weapon is enchanted!"; next; return;
case 12: mes "Come back after you have confirmed!"; close;
case 13: /*mes "Are you try to remove the enchant equipment?"; close;*/ //Checks for removed equipment... Doesn't make much sense given the context. ::Changed
mes "Please equip a UPG Weapon!"; close;
case 14: mes "It is dangerous to remove equipment during enchant process!"; close; //...
case 15: /*mes "I don't want to touch your equipment now!";*/ //Doesn't really work. ::Changed
mes "I cannot work on that equipment!"; close;
case 16: mes "Are you listen to me? I will only do for you if you bring the "+getitemname(getarg(1))+"!"; close;
case 17: mes "Which type of effect you want to enchant?"; next; return;
case 18: mes "Come back again after you change the mind!"; close;
case 19: mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not broken! Are you sure to continue?"; next; return;
case 20: mes "Come back again after you have decide!"; close;
case 21: mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again."; close;
case 22: mes "It seem having problem, let me take a look."; close;
case 23: mes "It seem having problem, let me take a look."; close;
case 24: mes "Hmm! This item seem having problem, please check it again!"; close;
case 25: mes "This item has been enchanted!"; close;
case 26: mes "Oh! Unbelievable!! It's failed!! Please come again!"; return;
case 27: /*mes "The failure has reduce refine " + getarg(1) + " level! Don't depress!";*/ //Wait what? ::Changed
mes "Your refine level has reduced to "+ getarg(1) +"! Please don't despair!"; return;
case 28: mes "The slot ^990000" + getarg(1) + " has been ^000000enchanted!"; return;
case 29: mes "Are you listen to me? I will only do for you if you bring the "+getitemname(getarg(1))+"!"; close;
case 30: mes "This item is not enchanted!"; close;
case 31: mes "Are you unequipping now?"; close;
case 32: /*mes "You need to initialize the enchant effect!";*/ //What I thought we just did that? ::Changed
mes "Item enchantment effect initialized!"; return;
case 33: mes "You need to bring some money to initialize!!"; close;
case 34: mes "It seem you have chosen the wrong job??"; close;
close;
} else {
mes "It seems you have chosen the wrong job??";
close;
}
}