//===== rAthena Script ======================================= //= Episode 16.2 - Illusion Enchants //===== Description: ========================================= //= [Walkthrough Conversion] //= Illusion series related merchants and enchanters // Note: // - Some dialog are missing in Illusion of Luanda exchange NPC. //===== Changelog: =========================================== //= 1.0 Initial release of Illusion of Moonlight [crazyarashi] //= 1.1 Cleanup and improvements [Everade] //= 1.2 Added Illusion of Vampire enchanter [Capuche] //= 1.3 Added Illusion of Frozen enchanter [Capuche] //= 1.4 Added Illusion of Turtle enchanter [Capuche] //= 1.5 Added Illusion of Luanda enchanter [Capuche] //= 1.6 Added Illusion of Underwater exchange [Capuche] //= 1.7 Added Illusion of Twins enchanter [Capuche] //============================================================ //============================================================ //= Illusion of Moonlight //============================================================ pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{ mes "[ Gemcutter ]"; mes "Do you have business with me?"; next; switch (select("What are you doing here?:Upgrade Weapon.:Upgrade Armor.")) { case 1: mes "[ Gemcutter ]"; mes "I came to the ruined village,"; mes "looking for some materials. Touched some strange light, and now I'm here."; next; mes "[ Gemcutter ]"; mes "I've decided to stick around for a little while. Figured I'd be safe so long as I stay close to this soldier."; mes "I have a proposition for you. I want some materials that can only be found in this place."; next; mes "[ Gemcutter ]"; mes "Get them for me, and I'll improve your equipment in exchange. Just so you know, I can only improve certain types."; next; mes "[ Gemcutter ]"; mes "If you're interested, we can discuss the details of our bargain."; close; case 2: disable_items; if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) { mes "- You're carrying too many items to proceed. -"; close; } setarray .@reward_id[0], 26109, // Illusion Staff of Bordeaux 28725, // Illusion Moonlight Dagger 16063, // Illusion Long Mace 26007; // Illusion Spectral Spear .@size = getarraysize(.@reward_id); .@refine_req = 9; for ( .@i = 0; .@i < .@size; ++.@i ) .@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" ); mes "[ Gemcutter ]"; mes "The following is the list of equipment I can handle."; for ( .@i = 0; .@i < .@size; ++.@i ) mes mesitemlink( .@reward_id[.@i], false ); next; mes "[ Gemcutter ]"; mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me."; mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment."; next; mes "[ Gemcutter ]"; mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000"; mes "Otherwise, I can't evaluate its condition."; next; mes "[ Gemcutter ]"; mes "As you may have guessed, your equipment will transform into something new after this."; mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000"; next; mes "[ Gemcutter ]"; mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment."; mes "Pick an item you want and I'll tell you what I need."; next; switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3] ) ) { case 1: .@reward = .@reward_id[0]; // Illusion Staff of Bordeaux .@eq_req = 1648; // Staff of Bordeaux .@part = EQI_HAND_R; setarray .@items_req[0], 25271,30, // Illusion Stones 25256,100; // Hazy Dreams break; case 2: .@reward = .@reward_id[1]; // Illusion Moonlight Dagger .@eq_req = 1234; // Moonlight Dagger .@part = EQI_HAND_R; setarray .@items_req[0], 25271,60, // Illusion Stones 25256,100; // Hazy Dreams break; case 3: .@reward = .@reward_id[2]; // Illusion Long Mace .@eq_req = 1525; // Long Mace .@part = EQI_HAND_R; setarray .@items_req[0], 25271,10, // Illusion Stones 25256,20; // Hazy Dreams break; case 4: .@reward = .@reward_id[3]; // Illusion Spectral Spear .@eq_req = 1477; // Spectral Spear .@part = EQI_HAND_R; setarray .@items_req[0], 25271,20, // Illusion Stones 25256,100; // Hazy Dreams break; } break; case 3: disable_items; if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) { mes "- You're carrying too many items to proceed. -"; close; } setarray .@reward_id[0], 19209, // Illusion Nurse Cap 19210, // Illusion Apple of Archer 15195, // Illusion Puente Robe 20838, // Illusion Muffler [1] 22133; // Illusion Shoes [1] .@size = getarraysize(.@reward_id); .@refine_req = 9; for ( .@i = 0; .@i < .@size; ++.@i ) .@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" ); mes "[ Gemcutter ]"; mes "The following is the list of equipment I can handle."; for ( .@i = 0; .@i < .@size; ++.@i ) mes mesitemlink( .@reward_id[.@i], false ); next; mes "[ Gemcutter ]"; mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me."; mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment."; next; mes "[ Gemcutter ]"; mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000"; mes "Otherwise, I can't evaluate its condition."; next; mes "[ Gemcutter ]"; mes "As you may have guessed, your equipment will transform into something new after this."; mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000"; next; mes "[ Gemcutter ]"; mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment."; mes "Pick an item you want and I'll tell you what I need."; next; switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3], .@reward_name$[4] ) ) { case 1: .@reward = .@reward_id[0]; // Illusion Nurse Cap .@eq_req = 2277; // Nurse Cap .@part = EQI_HEAD_TOP; setarray .@items_req[0], 25271,10, // Illusion Stones 25257,100; // Bloody_Love_Letter break; case 2: .@reward = .@reward_id[1]; // Illusion Apple of Archer .@eq_req = 2285; // Apple of Archer .@part = EQI_HEAD_TOP; setarray .@items_req[0], 25271,10, // Illusion Stones 25258,100; // Broken_Arrow break; case 3: .@reward = .@reward_id[2]; // Illusion Puente Robe .@eq_req = 15012; // Puente Robe .@part = EQI_ARMOR; setarray .@items_req[0], 25271,10, // Illusion Stones 25256,100; // Hazy Dreams break; case 4: .@reward = .@reward_id[3]; // Illusion Muffler [1] .@eq_req = 2504; // Muffler .@part = EQI_GARMENT; setarray .@items_req[0], 25271,10, // Illusion Stones 23228,100; // Hazy_Mooncake break; case 5: .@reward = .@reward_id[4]; // Illusion Shoes [1] .@eq_req = 2404; // Shoes .@part = EQI_SHOES; setarray .@items_req[0], 25271,10, // Illusion Stones 23228,100; // Hazy_Mooncake break; } break; } mes "[Gemcutter]"; mes "For that equipment, I need the following materials."; mes "^4d4fff +" + .@refine_req + " " + getitemname(.@eq_req) + ""; mes "" + .@items_req[1] + " " + getitemname(.@items_req[0]) + ""; mes "" + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000"; mes "Do you want to continue?"; next; if (select( "Continue.", "I'll bring those materials." ) == 2) { mes "[Gemcutter]"; mes "Come back when you're ready."; close; } if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) { mes "[Gemcutter]"; mes "You don't have all the materials."; close; } .@equip_id = getequipid(.@part); if (.@equip_id == -1) { mes "[Gemcutter]"; if (.@part == EQI_HAND_R) mes "Where's your weapon?"; else mes "Why don't you go wear that equipment first?"; close; } if (.@equip_id != .@eq_req) { mes "[Gemcutter]"; mes "Please equip a ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000"; close; } if (getequiprefinerycnt(.@part) < .@refine_req) { mes "[Gemcutter]"; mes "I can only upgrade equipment that is ^4d4fffrefined to at least +" + .@refine_req + ".^000000"; close; } mes "[Gemcutter]"; mes "There you go."; delequip .@part; delitem .@items_req[0], .@items_req[1]; delitem .@items_req[2], .@items_req[3]; getitem .@reward,1; close; OnTouch: if (illusion_moonlight > 7) npctalk "What kind of place is this?", "", bc_self; end; } //============================================================ //= Illusion of Vampire //============================================================ gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{ if (checkweight(501,1) == 0 || (MaxWeight - Weight) < 1000) { mes "[Great Merchant]"; mes "You don't seem to be able to carry any more stuff. Why don't you lighten your bag?"; close; } disable_items; mes "[Great Merchant]"; mes "Adventurer, do you have ^0000cdIllusion Stones^000000? If you have a ^0000cdweapon, a piece armor^000000, or ^0000cdan accessory at Refining Level 9 or higher^000000, "; mes "then I can exchange it for something better at the cost of some Illusion Stones and other materials."; next; mes "[Great Merchant]"; mes "Check the ^0000cdcatalog^000000 for the available equipment and necessary materials."; next; mes "[Great Merchant]"; mes "So, what do you want?"; next; switch( select( "Weapon exchange (5 kinds)", "Armor exchange (1 kind)", "Accessory exchange (2 kinds)", "Check the catalog.", "What are Illusion Stones?", "Can I refine the equipment I get in exchange for my Illusion Stones?" ) ) { case 1: setarray .@item_req[0], // item equipped aren't required to build the menu color 28022, 25271,80, 25261,20, // Illusion_Infiltrator 28023, 25271,10, 25264,100, // Illusion_Sharpened_Legbone_of_Ghoul 2039, 25271,40, 25261,100, // Illusion_Wizardry_Staff 18149, 25271,50, 25265,100, // Illusion_Ballista 28612, 25271,50, 25262,10; // Illusion_Apocalypse .@size = getarraysize(.@item_req); for ( .@i = 0; .@i < .@size; .@i += 5 ) { if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4]) .@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:"; else .@menu$ += getitemname(.@item_req[.@i]) + ".:"; } switch( select(.@menu$) ) { case 1: mes "[Great Merchant]"; mes "Illusion Infiltrator, huh? That's a good weapon. Dreadful name, though. Let's see what you've got."; callsub( S_WeaponArmor, 28022, // Illusion_Infiltrator EQI_HAND_R, 1266, // Infiltrator_ 25271,80, // Illusion Stones 25261,20 // Torn_Diary ); case 2: mes "[Great Merchant]"; mes "Illusion Sharpened Legbone of Ghoul. It perfectly fits in this place. Let's see what you've got."; callsub( S_WeaponArmor, 28023, // Illusion_Sharpened_Legbone_of_Ghoul EQI_HAND_R, 1260, // Ghoul_Leg 25271,10, // Illusion Stones 25264,100 // NightmareOfLump ); case 3: mes "[Great Merchant]"; mes "Illusion Wizardry Staff, huh? *Chuckle* Having that is every mage's dream. Let's see what you've got."; callsub( S_WeaponArmor, 2039, // Illusion_Wizardry_Staff EQI_HAND_R, 1473, // Wizardy_Staff 25271,40, // Illusion Stones 25261,100 // SuspiciousMagicCircle ); case 4: mes "[Great Merchant]"; mes "Illusion Ballista... I would've loved to have this when, sigh, never mind. Let's see what you've got."; callsub( S_WeaponArmor, 18149, // Illusion_Ballista EQI_HAND_R, 1727, // Balistar_ 25271,50, // Illusion Stones 25265,100 // Shining_Spore ); case 5: mes "[Great Merchant]"; mes "Illusion Book of the Apocalypse, huh? It's been a long time since I heard the story behind this book. Anyway, let's see what you've got."; callsub( S_WeaponArmor, 28612, // Illusion_Apocalypse EQI_HAND_R, 1557, // Book_Of_The_Apocalypse 25271,50, // Illusion Stones 25262,10 // Dried_Clover ); } case 2: if (countitem(25271) < 30 || countitem(25263) < 200) .@menu$ = "^aaaaaa" + getitemname(20840) + ".^000000"; else .@menu$ = getitemname(20840); select(.@menu$); mes "[Great Merchant]"; mes "Illusion Ancient Cape. Someone in this place? *Ahem* Let's see what you've got."; callsub( S_WeaponArmor, 20840, // Illusion_Ancient_Cape EQI_GARMENT, 2525, // Cape_Of_Ancient_Lord_ 25271,30, // Illusion Stones 25263,200 // Short_Bat_Fur ); case 3: setarray .@item_req[0], // item equipped aren't required to build the menu color 28508, 25271,50, 25266,400, // Illusion_Skull_Ring 28509, 25271,50, 25267,400; // Illusion_Ring .@size = getarraysize(.@item_req); for ( .@i = 0; .@i < .@size; .@i += 5 ) { if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4]) .@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:"; else .@menu$ += getitemname(.@item_req[.@i]) + ".:"; } switch( select(.@menu$) ) { case 1: mes "[Great Merchant]"; mes "Illusion Skull Ring. *Chuckle* I remember when I was young, my friends and I wore this ring and played pranks, hah hah, never mind. That was a long time ago. Anyway, let's see what you've got."; callsub( S_Accessory, 28508, // Illusion_Skull_Ring 2715, // Skul_Ring_ 25271,50, // Illusion Stones 25266,400 // Dried_Yggdrasil_Leaf ); case 2: mes "[Great Merchant]"; mes "Illusion Ring... It may not look much, but it has an important meaning to me. Anyway, let's see what you've got."; callsub( S_Accessory, 28509, // Illusion_Ring 2621, // Ring_ 25271,50, // Illusion Stones 25267,400 // SuspiciousMagicCircle ); } case 4: while( true ) { mes "[Great Merchant]"; mes "Do you want to see my catalog? Sure thing."; next; switch( select( "Weapons (5 kinds)", "Armor (1 kind)", "Accessory (2 kinds)", "Cancel." ) ) { case 1: switch( select( "Illusion Infiltrator", "Illusion Sharpened Legbone of Ghoul", "Illusion Wizardry Staff", "Illusion Ballista", "Illusion Book of the Apocalypse" ) ) { case 1: mes mesitemlink( 28022, false ); mes "***********************************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Infiltrator ^C71585[1]^000000 x1"; mes "Socket Artisan"; mes ": Seiyablem in Pronteraprt_in,33,70,000,0,"; mes "80 Illusion Stones"; mes "20 Torn Papers"; break; case 2: mes mesitemlink( 28023, false ); mes "********************************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Sharpened Legbone of Ghoul x1"; mes "10 Illusion Stones"; mes "100 Clusters of Nightmares"; break; case 3: mes mesitemlink( 2039, false ); mes "********************************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Wizardry Staff x1"; mes "40 Illusion Stones"; mes "100 Suspicious Pentacles"; break; case 4: mes mesitemlink( 18149, false ); mes "*************************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Ballista ^C71585[1]^000000 x1"; mes "Socket Artisan"; mes ": Seiyablem in Pronteraprt_in,33,70,000,0,"; mes "50 Illusion Stones"; mes "100 Shining Spores"; break; case 5: mes mesitemlink( 28612, false ); mes "***********************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Book of the Apocalypse x1"; mes "50 Illusion Stones"; mes "10 Well-dried Clovers"; break; } break; case 2: select("Illusion Ancient Cape"); mes mesitemlink( 20840, false ); mes "*******************************"; mes "Necessary Items"; mes "^0000cd+9 or higher^000000 Ancient Cape ^C71585[1]^000000 x1"; mes "Socket Artisan"; mes ": Leablem in Pronteraprontera,244,169,000,0,"; mes "30 Illusion Stones"; mes "200 Short Bat Hairs"; break; case 3: switch( select( "Illusion Skull Ring", "Illusion Ring" ) ) { case 1: mes mesitemlink( 28508, false ); mes "*************************"; mes "Necessary Items"; mes "Skull Ring ^C71585[1]^000000 x1"; mes "Socket Artisan"; mes ": Leablem in Pronteraprontera,244,169,000,0,"; mes "50 Illusion Stones"; mes "400 Dried Yggdrasil Leaves"; break; case 2: mes mesitemlink( 28509, false ); mes "********************"; mes "Necessary Items"; mes "Ring ^C71585[1]^000000 x1"; mes "50 Illusion Stones"; mes "400 Suspicious Pentacles"; break; } break; case 4: mes "[Great Merchant]"; mes "Did you find something you like? Let me know if I can help you."; close; } next; } case 5: mes "[Great Merchant]"; mes "What are ^0000cdIllusion Stones^000000, you ask? Well... I don't think anyone knows exactly what they are."; next; mes "[Great Merchant]"; mes "I only know they're rare and can only be found in some special places, and I'm here to collect them for my clients."; next; mes "[Great Merchant]"; mes "My clients want to figure out what these stones are. They're paying me a lot of money,"; next; mes "[Great Merchant]"; mes "so I could offer adventurers like you ^0000cdexpensive equipment in exchange for the stones^000000, and still fetch a profit."; next; mes "[Great Merchant]"; mes "Bring ^0000cda piece of refined equipment, Illusion Stones^000000, and various materials that are only found in this place. I'll ^0000cdupgrade the equipment, weapon, armor, or accessory?^000000for you."; next; mes "[Great Merchant]"; mes "This benefits both of us. Let me know if you're interested in my proposition."; close; case 6: mes "[Great Merchant]"; mes "So, you want to reinforce the equipment you get. You're thorough. I like that!"; next; mes "[Great Merchant]"; mes "A while ago, an adventurer who passed through this place told me that a chemist in Prontera refines the Illusion equipment in exchange for Illusion Stones."; next; mes "[Great Merchant]"; mes "It seems Illusion Stones are a popular topic everywhere. Everyone wants to know about what they are."; next; mes "[Great Merchant]"; mes "If you want to refine your equipment, then go to the Illusion Enchanterprontera,90,115,000,0, near the Town Office."; close; } S_WeaponArmor: .@reward = getarg(0); .@part = getarg(1); .@eq_req = getarg(2); setarray .@items_req[0], getarg(3),getarg(4), getarg(5),getarg(6); next; donpcevent "Great Merchant#illgef::OnProgress"; sleep2 1000; .@slots = getitemslots(.@eq_req); .@eq_req_name$ = getitemname(.@eq_req) + ( .@slots ? "[" + .@slots + "]" : "" ); .@equip_id = getequipid(.@part); if (.@equip_id == -1) { mes "[Great Merchant]"; if (.@part == EQI_HAND_R) mes "Oh, you must have been in a hurry: you forgot to bring a weapon."; else mes "Oh, you must have been in a hurry: you forgot to bring an armor."; mes "Please come back equipped with a ^0000cd+9 " + .@eq_req_name$ + "^000000. I'll wait here."; close; } if (.@equip_id != .@eq_req) { mes "[Great Merchant]"; mes "Let's see... Mm? What did you bring? Come back equipped with a ^0000cd+9 " + .@eq_req_name$ + "^000000."; close; } if (getequiprefinerycnt(.@part) < 9) { mes "[Great Merchant]"; if (.@part == EQI_HAND_R) mes "Um, this one isn't refined enough. I told you the armor has to be ^0000cdrefined to as least +9^000000."; else mes "Um, this one isn't refined enough. I told you the weapon has to be ^0000cdrefined to as least +9^000000."; close; } mes "[Great Merchant]"; mes "Ah, you're equipped with the correct item. Now, let me check the other materials."; next; if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) { mes "[Great Merchant]"; mes "Mm, you're so impatient. I told you, I need ^4d4fff" + .@items_req[1] + " " + getitemname(.@items_req[0]) + " and " + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000. Check your inventory and bring all of them."; close; } mes "[Great Merchant]"; mes "Alright, you've got everything."; next; mes "[Great Merchant]"; mes "Are you ready to make the exchange?"; next; if (select( "Wait! Let me think.", "Yes, I am." ) == 1) { mes "[Great Merchant]"; mes "Sure, no problem. Come back when you're ready."; close; } mes "[Great Merchant]"; mes "Alright! Let's see..."; next; mes "[Great Merchant]"; mes "Here, take this. I hope you'll enjoy. If you find more Illusion Stones, feel free to bring them to me! *Chuckle*"; delequip .@part; delitem .@items_req[0], .@items_req[1]; delitem .@items_req[2], .@items_req[3]; getitem .@reward,1; close; S_Accessory: // the structure is slightly different from above .@reward = getarg(0); .@eq_req = getarg(1); setarray .@items_req[0], getarg(2),getarg(3), getarg(4),getarg(5); next; donpcevent "Great Merchant#illgef::OnProgress"; sleep2 1000; .@count = countitem(.@eq_req) - (getequipid(EQI_ACC_L) == .@eq_req) - (getequipid(EQI_ACC_R) == .@eq_req); if (.@count < 1 || countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) { mes "[Great Merchant]"; mes "Mm, you're so impatient. I told you, I need ^4d4fff1 socketed " + getitemname(.@eq_req) + ", " + .@items_req[1] + " " + getitemname(.@items_req[0]) + " and " + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000. Check your inventory and bring all of them."; close; } mes "[Great Merchant]"; mes "Alright, you've got everything."; next; mes "[Great Merchant]"; mes "Are you ready to make the exchange?"; next; if (select( "Wait! Let me think.", "Yes, I am." ) == 1) { mes "[Great Merchant]"; mes "Sure, no problem. Come back when you're ready."; close; } mes "[Great Merchant]"; mes "Alright! Let's see..."; next; mes "[Great Merchant]"; mes "Here, take this. I hope you'll enjoy. If you find more Illusion Stones, feel free to bring them to me! *Chuckle*"; delitem .@eq_req,1; delitem .@items_req[0], .@items_req[1]; delitem .@items_req[2], .@items_req[3]; getitem .@reward,1; close; OnProgress: progressbar_npc "000000",1; end; } //============================================================ //= Illusion of Frozen //============================================================ // illusion exchange npc - trade items for illusion gears ice_dun02,153,18,3 script Illusion Stone Research 4_M_ALCHE_B,{ disable_items; mes "[Illusion Stone Researcher]"; mes "Ah, Illusion Stones are truly mysterious..."; next; switch( select( "What are you doing here?", "Upgrade weapon.", "Upgrade armor." ) ) { case 1: mes "[Illusion Stone Researcher]"; mes "I'm here to find some Illusion Stones that I need for my research."; next; mes "[Illusion Stone Researcher]"; mes "This cave is very mysterious, but I'm not strong enough to explore it by myself."; mes "If you go in there, could you procure some things for me?"; next; mes "[Illusion Stone Researcher]"; mes "In exchange, I'll improve your equipment."; mes "What do you say?"; close; case 2: setarray .@reward_id[0], 13337, // Huuma_Flutter_Snow_IL 1846; // Combo_Battle_Glove_IL setarray .@reward_name$[0], getitemname(.@reward_id[0]), getitemname(.@reward_id[1]); mes "[Illusion Stone Researcher]"; mes "The following is the list of equipment I can handle."; mes mesitemlink( .@reward_id[0], false ); mes mesitemlink( .@reward_id[1], false ); next; mes "[Illusion Stone Researcher]"; mes "Make sure ^4d4dffyour equipment is refined to at least +9^000000 before bringing it to me."; mes "Make sure you're ^4d4dffequipped with the item that you want to improve^000000."; next; mes "[Illusion Stone Researcher]"; mes "As you may have guessed, your equipment will transform into something new after this."; mes "In other words, ^4d4dffit'll lose its current Refining and Upgrade levels.^000000"; next; mes "[Illusion Stone Researcher]"; mes "And I need ^4d4dffIllusion Stones and some other materials^000000 to upgrade your equipment."; mes "Pick an item you want. I'll tell you what I need."; next; .@s = select( .@reward_name$[0], .@reward_name$[1], "Cancel." ) - 1; switch(.@s) { case 0: // Huuma_Flutter_Snow_IL .@eq_req = 13314; // Huuma_Fluttering_Snow .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // IllusionStone 25300,20; // KTULLANUXsEye break; case 1: // Combo_Battle_Glove_IL .@eq_req = 1822; // Combo_Battle_Glove .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // IllusionStone 25299,100; // Snowball break; case 2: end; } break; case 3: setarray .@reward_id[0], 28922, // Herald_Of_GOD_IL 20847, // Clack_Of_Servival_IL 19223; // Cap_IL setarray .@reward_name$[0], getitemname(.@reward_id[0]), getitemname(.@reward_id[1]), getitemname(.@reward_id[2]); mes "[Illusion Stone Researcher]"; mes "The following is the list of equipment I can handle."; mes mesitemlink( .@reward_id[0], false ); mes mesitemlink( .@reward_id[1], false ); mes mesitemlink( .@reward_id[2], false ); next; mes "[Illusion Stone Researcher]"; mes "Make sure ^4d4dffyour equipment is refined to at least +9^000000 before bringing it to me."; mes "Make sure you're ^4d4dffequipped with the item that you want to improve^000000."; next; mes "[Illusion Stone Researcher]"; mes "As you may have guessed, your equipment will transform into something new after this."; mes "In other words, ^4d4dffit'll lose its current Refining and Upgrade levels.^000000"; mes "Are you ready?"; next; .@s = select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], "Cancel." ) - 1; switch(.@s) { case 0: // Herald_Of_GOD_IL .@eq_req = 2128; // Herald_Of_GOD_ .@part = EQI_HAND_L; setarray .@items_req[0], 25271,100, // IllusionStone 25298,300; // SpritJewel break; case 1: // Clack_Of_Servival_IL .@eq_req = 2509; // Clack_Of_Servival .@part = EQI_GARMENT; setarray .@items_req[0], 25271,100, // IllusionStone 25297,200; // Frozen_PieceOfRock break; case 2: // Cap_IL .@eq_req = 2227; // Cap_ .@part = EQI_HEAD_TOP; setarray .@items_req[0], 25271,50, // IllusionStone 25297,100; // Frozen_PieceOfRock break; case 3: end; } break; } mes "[Illusion Stone Researcher]"; mes "For that equipment, I need the following materials."; mes "^4d4fff +9 " + getitemname(.@eq_req) + ""; mes "" + .@items_req[1] + " " + getitemname(.@items_req[0]) + ""; mes "" + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000"; mes "Do you want to continue?"; next; if (select( "Continue.", "I'll bring those materials." ) == 2) { mes "[Illusion Stone Researcher]"; mes "Come back when you're ready."; close; } if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) { mes "[Illusion Stone Researcher]"; mes "You don't have all the materials."; close; } .@equip_id = getequipid(.@part); if (.@equip_id == -1) { mes "[Illusion Stone Researcher]"; if (.@part == EQI_HAND_R) mes "Where's your weapon?"; else mes "Why don't you go wear that equipment first?"; close; } if (.@equip_id != .@eq_req) { mes "[Illusion Stone Researcher]"; mes "Please equip a ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000"; close; } if (getequiprefinerycnt(.@part) < 9) { mes "[Illusion Stone Researcher]"; mes "I can only upgrade equipment that is ^4d4fffrefined to at least +9.^000000"; close; } mes "[Illusion Stone Researcher]"; mes "There you go."; delequip .@part; delitem .@items_req[0], .@items_req[1]; delitem .@items_req[2], .@items_req[3]; getitem .@reward_id[.@s],1; close; } // illusion enhancing - enhance the illusion gears // note: unknown enhance rate prontera,90,115,5 script Illusion Enchanter#0 4_GEFFEN_09,3,3,{ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { mes "I'm overweight. I'd better lighten my bag first."; close; } disable_items; if (isbegin_quest(12415) == 0) { mes "[Illusion Enchanter]"; mes "Oh, do you have Illusion equipment?"; next; select("No. I don't even know what Illusion equipment is."); mes "[Illusion Enchanter]"; mes "Oops, I'm sorry. I should've introduced myself first."; next; mes "[Illusion Enchanter]"; mes "I'm a chemist specializing in the study of Illusion Stones, which have been circulating among adventurers."; next; select("Illusion Stones?"); mes "[Illusion Enchanter]"; mes "You don't know, don't you? They're the hottest trend these days."; next; select("I don't care about trends."); mes "[Illusion Enchanter]"; mes "You must have heard about the strange places that have sprung up here and there lately. Illusion Stones are only found in those places,"; next; mes "[Illusion Enchanter]"; mes "and their atomic structure is unlike any mineral I've seen. *Blah Blah* ...Their chemical chains... *Blah Blah*"; next; select("(Uh-oh, he's zoning out!)"); mes "[Illusion Enchanter]"; mes "Anyway, I can enchant equipment that is exchanged for or purchased with Illusion Stones. I call them the Illusion equipment."; next; select("(He has no sense when it comes to names.)"); mes "[Illusion Enchanter]"; mes "This equipment at least responds positively to Illusion Stones, or it has the potential to be enchanted successfully."; next; mes "[Illusion Enchanter]"; mes "Explore the worlds of illusions, collect Illusion Stones, and exchange them for equipment. I can enchant the equipment for you."; next; mes "[Illusion Enchanter]"; mes "This benefits both of us. I need Illusion Stones for my studies, and you need powerful equipment for your adventures."; next; mes "[Illusion Enchanter]"; mes "That said, my service is not for free. It requires a few Illusion Stones and Zeny."; next; mes "[Illusion Enchanter]"; mes "If you're interested, how'd you like to get a membership for my service? You can get discounts that way!"; next; if (select( "Sure!", "Not interested." ) == 2) { mes "[Illusion Enchanter]"; mes "Okay, but let me know if you change your mind."; close; } mes "[Illusion Enchanter]"; mes "Alright, then I'll add you to my member list. I hope you'll have some Illusion equipment next time I see you."; setquest 12415; completequest 12415; close; } mes "[Illusion Enchanter]"; mes "I can enchant Illusion equipment."; next; switch( select( "How much do you charge?", "Add stats to Illusion equipment.", "Reset enchanted Illusion equipment." ) ) { case 1: mes "[Illusion Enchanter]"; mes "First, let me tell you that I can only enchant certain types of Illusion equipment."; next; mes "[Illusion Enchanter]"; mes "Up to 2 sockets can be enchanted, and enchanting each socket requires 5 Illusion Stones. You can reset enchanted Illusion equipment at any time."; next; mes "[Illusion Enchanter]"; mes "Enchanting never fails, but resetting sometimes failes. Even modern science can't change that."; next; mes "[Illusion Enchanter]"; mes "Resetting requires a different amount of Zeny depending on the success chance you choose. Select the menu if you'd like to see the available payment options."; close; case 2: .@reset = false; break; case 3: .@reset = true; break; } setarray .@location[0], EQI_HAND_R, EQI_ARMOR, EQI_SHOES, EQI_GARMENT, EQI_ACC_R, EQI_ACC_L, EQI_HEAD_TOP, EQI_HAND_L; .@s = select( "Right-handed Weapon", "Armor", "Shoes", "Garment", "Right Accessory", "Left accessory", "Helm (Upper)", "Left-handed Weapon/Shield" ) - 1; .@loc = .@location[.@s]; .@eq_id = getequipid(.@loc); switch(.@eq_id) { // Illusion of Moonlight case 15195: // Puente_Robe_IL case 16063: // Long_Mace_IL case 19209: // Nurse_Cap_IL case 20838: // Muffler_IL case 19210: // Apple_Of_Archer_IL case 22133: // Shoes_IL case 26007: // Spectral_Spear_IL case 26109: // Staff_Of_Bordeaux_IL case 28725: // Moonlight_Sword_IL // Illusion of Vampire case 28022: // Infiltrator_IL case 28023: // Ghoul_Leg_IL case 2039: // Wizardy_Staff_IL case 18149: // Balistar_IL case 28612: // Book_Of_The_Apo_IL case 20840: // Cape_Of_Ancient_Lord_IL case 28508: // Skul_Ring_IL case 28509: // Ring_IL // Illusion of Frozen case 1846: // Combo_Battle_Glove_IL case 13337: // Huuma_Flutter_Snow_IL case 19223: // Cap_IL case 28922: // Herald_Of_GOD_IL case 20847: // Clack_Of_Servival_IL // Illusion of Teddy bear case 28745: // Illusion_Counter_Dagger case 28244: // Illusion_Gate_Keeper_DD case 2051: // Illusion_Survivor's_Staff case 22190: // Illusion_Boots case 19344: // Illusion_Hot_blooded_Headband // Illusion of Turtle case 13469: // Illusion_Immaterial_Sword case 1326: // Illusion_War_Axe case 32005: // Illusion_Pole_Axe case 13338: // Illusion_Wing_Shuriken case 16065: // Illusion_Iron_Driver case 19247: // Illusion_Fancy_Flower // Illusion of Twins case 450182: // Sprint_Mail_IL case 470066: // Sprint_Shoes_IL case 490120: // Sprint_Ring_IL case 490121: // Sprint_Glove_IL case 550030: // Thorn_Staff_IL case 550031: // Dea_Staff_IL case 530015: // Gelerdria_IL case 500030: // Excalibur_IL case 620010: // Doom_Slayer_IL case 510034: // Ancient_Dagger_IL case 460017: // Guard_IL case 460018: // Siver_Guard_IL // Illusion of Luanda case 28626: // Illusion_Tablet case 18174: // Illusion_Hunter_Bow case 19366: // Illusion_Goibne_Helm case 15348: // Illusion_Goibne_Armor case 20923: // Illusion_Goibne_Spaulders case 22192: // Illusion_Goibne's_Greaves // Illusion of Labyrinth case 19428: // Illusion_Morpheus's_Hood case 20948: // Illusion_Morpheus's_Shawl case 32238: // Illusion_Morpheus's_Ring case 32239: // Illusion_Morpheus's_Bracelet case 28254: // Illusion_Butcher case 21050: // Illusion_Tae_Goo_Lyeon case 32301: // Illusion_Gold_Lux case 28762: // Illusion_Bazerald // Illusion of underwater case 570008: // Electronic_Guitar_IL case 580008: // Electric_Eel_IL case 630006: // Brionac_IL case 610012: // KatarOfCold_Icicle_IL case 600011: // Death_Guidance_IL case 630007: // Zephyrus_IL case 450144: // Saint_Robe_IL case 450145: // Water_Sprits_Armor_IL case 450146: // Chain_Mail_IL case 400053: // Morrigane's_Helm_IL case 480054: // Morrigane's_Manteau_IL case 490069: // Morrigane's_Belt_IL case 490070: // Morrigane's_Pendant_IL break; case -1: mes "[Illusion Enchanter]"; mes "You must be equipped with an item in the selected location to have it enchanted."; close; default: mes "[Illusion Enchanter]"; mes "This equipment is not from a world of fantastic illusions. I'm offended that you even showed it to me."; close; } for ( .@i = 0; .@i < MAX_ITEM_RDM_OPT-1; ++.@i ) { if (getequiprandomoption(.@loc, .@i, ROA_ID) > 0) { mes "^ff0000Random options are checked for that equipment. The equipment cannot be enchanted.^000000"; close; } } .@weapon_lvl = getequipweaponlv(.@loc); .@loc_enchant = .@loc; // variable for enhancing function switch(.@weapon_lvl) { case 0: break; case 1: case 2: case 3: if (.@loc_enchant == EQI_HAND_L) .@loc_enchant = EQI_HAND_R; // the equipment is a weapon so the enchantments must be for weapons break; default: // illusion weapon level 4 can't be enhanced mes "[Illusion Enchanter]"; mes "This is the best of all Illusion equipment. There's no technology available in this day and age that can enchant it. Even the most skilled enchanter can't do that."; next; mes "[Illusion Enchanter]"; mes "Well, not unless he's willing to risk his mental and physical health."; next; mes "[Illusion Enchanter]"; mes "But who knows? Maybe someday you'll meet someone who is talented enough to handle this precious equipment."; close; } .@refine = getequiprefinerycnt(.@loc); .@card[0] = getequipcardid(.@loc,0); .@card[1] = getequipcardid(.@loc,1); .@card[2] = getequipcardid(.@loc,2); .@card[3] = getequipcardid(.@loc,3); switch(.@reset) { case false: .@item_req = 25271; // IllusionStone .@item_req_count = 5; if (.@card[2] > 0 && .@card[3] > 0) { mes "[Illusion Enchanter]"; mes "This equipment is already enchanted to the maximum limit."; close; } if (.@weapon_lvl > 0) { mes "[Illusion Enchanter]"; mes "What kind of effect would you like to add?"; next; .@weapon_enchant_type = select( "Melee", "Ranged", "Magic" ); } mes "[Illusion Enchanter]"; if (.@card[3] > 0) { .@slot = 2; .@string$ = "second"; } else { .@slot = 3; .@string$ = "first"; } mes "I'll try to enchant the " + .@string$ + " ability for your item. ^ff0000Its existing Refining level and cards will not be damaged. It will not be destroyed, even if this attempt fails.^000000 Do you want to continue?"; next; if (select( "I'll come back later.", "Sure!" ) == 1) { mes "[Illusion Enchanter]"; mes "No problem. Come back if you change your mind."; close; } if (countitem(.@item_req) < .@item_req_count) { mes "[Illusion Enchanter]"; mes "This item requires " + .@item_req_count + " " + getitemname(.@item_req) + ", and you don't have all that I need from you."; close; } // anti-hack if (callfunc("F_IsEquipIDHack", .@loc, .@eq_id) || callfunc("F_IsEquipCardHack", .@loc, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@loc, .@refine)) close; .@card[.@slot] = callsub( S_Enchant, .@loc_enchant, .@slot, .@weapon_enchant_type ); delitem .@item_req, .@item_req_count; delequip .@loc; getitem2 .@eq_id,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3]; mes "[Illusion Enchanter]"; mes "It's done. Please check."; specialeffect2 EF_REPAIRWEAPON; close; case true: if (!F_IsCharm(.@card[2]) || !F_IsCharm(.@card[3])) { mes "[Illusion Enchanter]"; mes "Only fully enchanted items can be reset. Please enchant it twice, and if you still want to reset it, then bring it to me."; close; } mes "[Illusion Enchanter]"; mes "Your resetting chance varies, depending on the amount of Zeny you pay. What would you like to do?"; next; .@s = select( "I'll come back later.", "100,000 Zeny (50%)", "200,000 Zeny (60%)", "300,000 Zeny (70%)", "400,000 Zeny (80%)", "500,000 Zeny (90%)" ) - 1; if (.@s == 0) { mes "[Illusion Enchanter]"; mes "No problem. Come back if you change your mind."; close; } .@cost = 100000 * .@s; .@rate = 40 + 10 * .@s; if (Zeny < .@cost) { mes "[Illusion Enchanter]"; mes "You don't have enough money."; close; } // anti-hack if (callfunc("F_IsEquipIDHack", .@loc, .@eq_id) || callfunc("F_IsEquipCardHack", .@loc, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@loc, .@refine)) close; Zeny -= .@cost; delequip .@loc; if (rand(100) < .@rate) { getitem2 .@eq_id,1,1,.@refine,0,.@card[0],.@card[1],0,0; mes "[Illusion Enchanter]"; mes "It's done. Please check."; specialeffect2 EF_REPAIRWEAPON; close; } mes "[Illusion Enchanter]"; mes "Ah, that was unfortunate. Well, you can't always be lucky."; specialeffect2 EF_LORD; close; } end; S_Enchant: .@slot = getarg(1); switch( getarg(0)) { // location case EQI_HAND_R: switch( getarg(2)) {// weapon enchant type case 1:// Melee switch( .@slot ) { case 2: case 3: // , (unknown) setarray .@item[0], 4700, 1, // Strength1 4701, 1, // Strength2 4702, 1, // Strength3 4703, 1, // Strength4 4720, 1, // Dexterity1 4721, 1, // Dexterity2 4722, 1, // Dexterity3 4723, 1, // Dexterity4 4750, 1, // Luck1 4751, 1, // Luck2 4752, 1, // Luck3 4753, 1, // Luck4 4808, 1, // Fighting_Spirit4 4809, 1, // Fighting_Spirit3 4810, 1, // Fighting_Spirit2 4811, 1, // Fighting_Spirit1 4820, 1, // Fighting_Spirit5 29081, 1, // Expect1Lv 29082, 1, // Expect2Lv 29083, 1, // Expect3Lv 29084, 1, // Expect4Lv 29085, 1, // Expect5Lv 29061, 1, // Ambition1Lv 29062, 1, // Ambition2Lv 29063, 1, // Ambition3Lv 29064, 1, // Ambition4Lv 29065, 1, // Ambition5Lv 4807, 1, // Atk_Speed1 4842, 1; // Atk_Speed2 break; default: return 0; } break; case 2:// Ranged switch( .@slot ) { case 2: case 3: // , setarray .@item[0], 4730, 1, // Agility1 4731, 1, // Agility2 4732, 1, // Agility3 4733, 1, // Agility4 4720, 1, // Dexterity1 4721, 1, // Dexterity2 4722, 1, // Dexterity3 4723, 1, // Dexterity4 4750, 1, // Luck1 4751, 1, // Luck2 4752, 1, // Luck3 4753, 1, // Luck4 4807, 1, // Atk_Speed1 4842, 1, // Atk_Speed2 4832, 1, // Expert_Archer1 4833, 1, // Expert_Archer2 4834, 1, // Expert_Archer3 4835, 1, // Expert_Archer4 4836, 1, // Expert_Archer5 29091, 1, // ArchLine1Lv 29092, 1, // ArchLine2Lv 29093, 1, // ArchLine3Lv 29094, 1, // ArchLine4Lv 29095, 1, // ArchLine5Lv 29071, 1, // Tab1Lv 29072, 1, // Tab2Lv 29073, 1, // Tab3Lv 29074, 1, // Tab4Lv 29075, 1; // Tab5Lv break; default: return 0; } break; case 3:// Magic switch( .@slot ) { case 2: case 3: // , setarray .@item[0], 4710, 1, // Inteligence1 4711, 1, // Inteligence2 4712, 1, // Inteligence3 4713, 1, // Inteligence4 4720, 1, // Dexterity1 4721, 1, // Dexterity2 4722, 1, // Dexterity3 4723, 1, // Dexterity4 4750, 1, // Luck1 4751, 1, // Luck2 4752, 1, // Luck3 4753, 1, // Luck4 4812, 1, // Spell4 4813, 1, // Spell3 4814, 1, // Spell2 4815, 1, // Spell1 4826, 1, // Spell5 4805, 1, // Heal_Amount2 4850, 1; // Heal_Amount3 break; default: return 0; } break; default: return 0; } break; case EQI_ARMOR: case EQI_SHOES: case EQI_GARMENT: case EQI_HAND_L: case EQI_HEAD_TOP: switch( .@slot ) { case 2: case 3: // , setarray .@item[0], 4700, 700, // Strength1 4701, 600, // Strength2 4702, 500, // Strength3 4703, 200, // Strength4 4740, 700, // Vitality1 4741, 600, // Vitality2 4742, 500, // Vitality3 4743, 200, // Vitality4 4710, 700, // Inteligence1 4711, 600, // Inteligence2 4712, 500, // Inteligence3 4713, 200, // Inteligence4 4750, 700, // Luck1 4751, 600, // Luck2 4752, 500, // Luck3 4753, 200, // Luck4 4994, 10, // Rune of Strength Lv 1 4995, 10, // Rune of Strength Lv 2 4997, 10, // Rune of Agility Lv 1 4998, 10, // Rune of Agility Lv 2 29009, 10, // Rune of Vitality Lv 1 29010, 10, // Rune of Vitality Lv 2 29000, 10, // Rune of Intellect Lv 1 29001, 10, // Rune of Intellect Lv 2 29003, 10, // Rune of Dexterity Lv 1 29004, 10, // Rune of Dexterity Lv 2 29006, 10, // Rune of Luck Lv 1 29007, 10, // Rune of Luck Lv 2 4861, 700, // MHP1 4862, 600, // MHP2 4867, 440, // MHP3 4868, 100, // MHP4 4992, 10, // HPAbsorb1_Supplement_Reactor 4993, 10, // SPAbsorb1_Supplement_Reactor 29208, 10, // SP_Absorption_2 29210, 10; // HP_Absorption_23 break; default: return 0; } break; case EQI_ACC_L: case EQI_ACC_R: switch( .@slot ) { case 2: case 3: // , setarray .@item[0], 4700, 576, // Strength1 4701, 460, // Strength2 4702, 115, // Strength3 4703, 11, // Strength4 4730, 576, // Agility1 4731, 460, // Agility2 4732, 115, // Agility3 4733, 11, // Agility4 4740, 576, // Vitality1 4741, 460, // Vitality2 4742, 115, // Vitality3 4743, 11, // Vitality4 4710, 576, // Inteligence1 4711, 460, // Inteligence2 4712, 115, // Inteligence3 4713, 11, // Inteligence4 4720, 576, // Dexterity1 4721, 460, // Dexterity2 4722, 115, // Dexterity3 4723, 11, // Dexterity4 4750, 576, // Luck1 4751, 460, // Luck2 4752, 115, // Luck3 4753, 11, // Luck4 4928, 576, // SP10 4870, 460, // SP25 4800, 345, // SP50 4871, 115, // SP75 4801, 11, // SP100 4795, 576, // HP100 4796, 460, // HP200 4797, 345, // HP300 4798, 115, // HP400 4799, 11; // HP500 break; default: return 0; } break; default: return 0; } .@size = getarraysize(.@item); for ( .@i = 0; .@i < .@size; .@i += 2 ) .@total_rate += .@item[.@i+1]; .@r = rand(.@total_rate); for ( .@i = 0; .@i < .@size; .@i += 2 ) { .@rate_tmp += .@item[.@i+1]; if (.@r < .@rate_tmp) break; } return .@item[.@i]; OnTouch: if (isbegin_quest(12415) == 0) npctalk "Illusion Enchanter: Come talk to me if you're interested in the Illusion equipment!", "", bc_self; end; } //============================================================ //= Illusion of Turtle //============================================================ // Exchange npc alberta,226,28,3 script Equipment Researcher 4_TOWER_15,{ disable_items; .@illusion_stone_name$ = getitemname(25271); mes "[Equipment Researcher]"; mes "I'm the one who researches " + .@illusion_stone_name$ + " to enhance armors and weapons."; mes "If you have the materials I need for my research, wouldn't you hand them over?"; mes "If you give me some equipment and some materials, I'll exchange them for my reinforced equipment."; next; switch( select( "What are you doing here?", "Exchange Weapon", "Exchange Armor" ) ) { case 1: mes "[Equipment Researcher]"; mes "I'm working on how to use an " + .@illusion_stone_name$ + " to strengthen equipment."; mes "I went to go to the place where " + .@illusion_stone_name$ + " was found, and I barely got back.."; next; mes "[Equipment Researcher]"; mes "I think I met a girl..."; mes "Anyway, after that, I couldn't find a way to go back."; mes "Here, we're getting research materials from adventurers with " + .@illusion_stone_name$ + ", and I'm offering enhanced equipment instead."; close; case 2: mes "[Equipment Researcher]"; mes "What are the weapons I can exchange? Wait a minute. I'll name them."; next; mes "[Equipment Researcher]"; mes "" + mesitemlink(13469, false) + ","; mes "" + mesitemlink(1326, false) + ","; mes "" + mesitemlink(32005, false) + ","; mes "" + mesitemlink(13338, false) + ","; mes "" + mesitemlink(16065, false) + "."; mes "Each has two slots."; next; mes "[Equipment Researcher]"; mes "As a material, you can bring ^0000CDexisting weapons that have been refined over +9.^000000"; mes "And I need some ^0000CD" + .@illusion_stone_name$ + " and other materials.^000000"; mes "If you pick the weapon you want, I'll tell you in detail."; next; mes "[Equipment Researcher]"; mes "Of course, we're giving you new weapons, so don't forget that all the existing ^0000CDsmelting and enchantments^000000 will disappear."; mes "I need to see the performance of the weapons to be exchanged, so you must ^0000CDwear them^000000."; mes "So, what kind of weapon do you want?"; next; switch( select( "Illusion Immaterial Sword", "Illusion War Axe", "Illusion Pole Axe", "Illusion Wing Shuriken", "Illusion Iron Driver" ) ) { case 1: .@reward = 13469; // Illusion Immaterial Sword .@eq_req = 1141; // Immaterial Sword .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // Illusion Stones 25314,50; // Ships Log break; case 2: .@reward = 1326; // Illusion War Axe .@eq_req = 1306; // War Axe .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // Illusion Stones 25311,200; // Black Piece of Soul break; case 3: .@reward = 32005; // Illusion Pole Axe .@eq_req = 1417; // Pole Axe .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // Illusion Stones 25311,200; // Black Piece of Soul break; case 4: .@reward = 13338; // Illusion Wing Shuriken .@eq_req = 13300; // Huuma Wing Shuriken .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // Illusion Stones 25313,200; // Old Turtle Shells break; case 5: .@reward = 16065; // Illusion Iron Driver .@eq_req = 1529; // Iron Driver .@part = EQI_HAND_R; setarray .@items_req[0], 25271,100, // Illusion Stones 25313,200; // Old Turtle Shells break; } mes "[Equipment Researcher]"; mes "" + mesitemlink(.@reward, false) + "?"; mes "I need " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^0000CD+9 " + getitemname(.@eq_req) + " ^000000,"; mes "^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + "ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + "ea^000000 as materials."; break; case 3: .@reward = 19247; // Illusion Fancy Flower .@eq_req = 2207; // Fancy Flower .@part = EQI_HEAD_TOP; setarray .@items_req[0], 25271,50, // Illusion Stones 25312,50; // Pretty Old Doll mes "[Equipment Researcher]"; mes "You can only exchange one type of armor, " + mesitemlink(.@reward, false) + ". It has 1 slot."; mes "I need " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^0000CD" + getitemname(.@eq_req) + "^000000,"; mes "^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + " ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + " ea^000000 as materials."; next; mes "[Equipment Researcher]"; mes "Of course, we're giving you new weapons, so don't forget that all the existing ^0000CDsmelting and enchantments^000000 will disappear."; mes "I need to see the performance of the weapons to be exchanged, so you must ^0000CDwear them^000000."; break; } mes "Would you like to exchange it right now?"; next; if (select( "Exchange " + getitemname(.@reward), "Cancel" ) == 2) { mes "[Equipment Researcher]"; mes "Yeah, come back if you change your mind."; close; } if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) { mes "[Equipment Researcher]"; mes "Well... you're running out of ingredients."; mes "Bring me ^0000CD" + getitemname(.@items_req[0]) + " " + .@items_req[1] + "ea^000000 and ^0000CD" + getitemname(.@items_req[2]) + " " + .@items_req[3] + " ea^000000. Then I'll exchange it for you.."; close; } // custom texts and checks .@equip_id = getequipid(.@part); if (.@equip_id == -1) { mes "[Equipment Researcher]"; if (.@part == EQI_HAND_R) mes "Where's your weapon?"; else mes "Why don't you go wear that equipment first?"; close; } if (.@equip_id != .@eq_req) { mes "[Equipment Researcher]"; mes "Please equip " + callfunc("F_GetArticle",getitemname(.@eq_req)) + " ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000"; close; } if (getequiprefinerycnt(.@part) < 9) { mes "[Equipment Researcher]"; mes "I can only upgrade equipment that is ^4d4fffrefined to at least +9.^000000"; close; } mes "[Equipment Researcher]"; mes "There you go."; delequip .@part; delitem .@items_req[0], .@items_req[1]; delitem .@items_req[2], .@items_req[3]; getitem .@reward,1; close; } //============================================================ //= Illusion of Luanda //============================================================ // Exchange npc com_d02_i,234,266,6 script Village Soap#Lu 4_M_ORIENT01,{ if (checkweight(1201,3) == 0) { mes "- You cannot proceed because you have too many items. -"; close; } disable_items; setarray .@equipment_id[0], 18174, 28626, 19366, 15348, 22192, 20923; setarray .@equipment_name$[0], getitemname(.@equipment_id[0]), getitemname(.@equipment_id[1]), getitemname(.@equipment_id[2]), getitemname(.@equipment_id[3]), getitemname(.@equipment_id[4]), getitemname(.@equipment_id[5]); mes "[Village Soap]"; mes "I've also rolled up my sleeves for the adventurers who work hard for the village. Can I make your equipment stronger? Is there anything on the list you want?"; next; .@s = select( "[Material Check] View catalog.", "[Production Request] " + .@equipment_name$[0], "[Production Request] " + .@equipment_name$[1], "[Production Request] " + .@equipment_name$[2], "[Production Request] " + .@equipment_name$[3], "[Production Request] " + .@equipment_name$[4], "[Production Request] " + .@equipment_name$[5] ) - 2; if (.@s == -1) { mes "[Village Soap]"; mes "Are you curious about the ingredients? Take a look."; while(1) { next; .@s = select( "Stop watching", "[Material Check] " + .@equipment_name$[0], "[Material Check] " + .@equipment_name$[1], "[Material Check] " + .@equipment_name$[2], "[Material Check] " + .@equipment_name$[3], "[Material Check] " + .@equipment_name$[4], "[Material Check] " + .@equipment_name$[5] ) - 2; if (.@s == -1) { mes "[Village Soap]"; mes "If you equip the required equipment and bring the ingredients, I'll make it for you in no time."; close; } .@size = callsub( S_Data, .@equipment_id[.@s], .@equip_id_refined, .@req_id, .@req_amount, .@part ); mes "" + mesitemlink(.@equipment_id[.@s]) + ""; mes "**********************************"; if (.@equipment_id[.@s] == 18174) mes "1 " + mesitemlink(.@equip_id_refined) + ""; else mes "1 " + mesitemlink(.@equip_id_refined) + ""; for ( .@i = 0; .@i < .@size; ++.@i ) mes "" + .@req_amount[.@i] + " " + mesitemlink(.@req_id[.@i]) + ""; } end; } .@size = callsub( S_Data, .@equipment_id[.@s], .@equip_id_refined, .@req_id, .@req_amount, .@part ); if (getequiprefinerycnt(.@part) < 9) { mes "[Village Soap]"; mes "I don't care what this equipment is, but it needs to be refined to at least +9."; close; } if (getequipid(.@part) != .@equip_id_refined) { mes "[Village Soap]"; mes "Eheh- This dude misunderstood me. Do you have to equip the equipment that becomes the material?"; close; } // todo text (currently custom) for ( .@i = 0; .@i < .@size; ++.@i ) { if (countitem(.@req_id[.@i]) < .@req_amount[.@i]) { mes "[Village Soap]"; mes "You don't have enough items."; close; } } delequip .@part; for ( .@i = 0; .@i < .@size; ++.@i ) delitem .@req_id[.@i], .@req_amount[.@i]; getitem .@equipment_id[.@s],1; end; S_Data: switch( getarg(0) ) { case 18174: set getarg(1), 1726; // .@equip_id_refined, setarray .@req[0], 25636,50, 25640,50, 25637,50, 25271,80; set getarg(4), EQI_HAND_R; break; case 28626: set getarg(1), 1552; setarray .@req[0], 25642,100, 25271,50; set getarg(4), EQI_HAND_R; break; case 19366: set getarg(1), 5128; setarray .@req[0], 25634,30, 25633,150, 25271,120; set getarg(4), EQI_HEAD_TOP; break; case 15348: set getarg(1), 2354; setarray .@req[0], 25641,100, 25638,150, 25271,80; set getarg(4), EQI_ARMOR; break; case 22192: set getarg(1), 2419; setarray .@req[0], 25635,100, 25633,150, 25271,80; set getarg(4), EQI_SHOES; break; case 20923: set getarg(1), 2520; setarray .@req[0], 25639,30, 25638,150, 25271,120; set getarg(4), EQI_GARMENT; break; } .@size = getarraysize(.@req); for ( .@i = 0; .@i < .@size; .@i += 2 ) { set getelementofarray(getarg(2), .@i/2), .@req[.@i]; set getelementofarray(getarg(3), .@i/2), .@req[.@i+1]; } return (.@size/2); } //============================================================ //= Illusion of Underwater //============================================================ iz_d04_i,134,228,4 script Horen#Horen 4_M_BIBI,{ if (checkweight(1201,3) == 0) { mes "Conversation cannot proceed because you have too many items."; mes "Please clean up your inventory and try again."; close; } mes "[Horen]"; mes "Hello. If you have rare materials from this place, I can enhance your equipment."; next; mes "[Horen]"; mes "Would you like to see upgradeable equipment?"; next; if (select( "Yes", "No" ) == 2) { mes "[Horen]"; mes "Come back if interested."; close; } mes "[Horen]"; mes "There are many types, so take your time. If you want something, I can enhance it right away."; close2; callshop( "barter_ill_underwater" ); end; } //============================================================ //= Illusion of Twins //============================================================ // ant_d02_i,175,186,3 script From#iltw MECHANIC,{ ant_d02_i,175,186,3 script From#iltw HIDDEN_NPC,{ if (checkweight(1201,3) == 0) { mes "- You cannot proceed with the quest because you have too many items. -"; close; } mes "[From]"; mes "I feel like I'm going crazy."; mes "It's because of my mood. I'm human and it's not like you're mistaken."; mes "I'll help you if you get a lot here."; mes "Do you want to enhance your equipment?"; close2; callshop( "barter_ill_twins" ); end; OnInit: .@npc_id = getnpcid(0); setunitdata .@npc_id, UNPC_CLASS, 4058; setunitdata .@npc_id, UNPC_SEX, SEX_MALE; setunitdata .@npc_id, UNPC_CLOTHCOLOR, 1; setunitdata .@npc_id, UNPC_HAIRSTYLE, 11; setunitdata .@npc_id, UNPC_HAIRCOLOR, 6; end; }