diff --git a/doc/atcommands.txt b/doc/atcommands.txt index 152d3b8d5f..ae3d082d1b 100644 --- a/doc/atcommands.txt +++ b/doc/atcommands.txt @@ -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 {::...} {} /item -Creates an item. +Creates an item (or multiple items). --------------------------------------- @@ -643,7 +643,7 @@ attribute: 0 = not broken, 1 = broken --------------------------------------- -@itembound +@itembound {::...} @itembound2 Creates an item bounded to the character. diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt index 6f717d601e..f724dacc8e 100644 --- a/npc/quests/quests_13_2.txt +++ b/npc/quests/quests_13_2.txt @@ -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; } -*/ diff --git a/npc/re/guides/navigation.txt b/npc/re/guides/navigation.txt index f49e88fbe0..0cff80f22d 100644 --- a/npc/re/guides/navigation.txt +++ b/npc/re/guides/navigation.txt @@ -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 "[" + getarg(0) + "]" + getarg(1) + ",0,000,0"; else if (getargcount() == 3) diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index 27e48d1b7f..6b8d5ed456 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -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; } } \ No newline at end of file