rathena/npc/re/merchants/enchan_illusion_dungeons.txt
Atemo e304472638
Initial release of Illusion of Twins (#7524)
Thanks to @Lemongrass3110 !
2023-07-03 21:32:19 +02:00

1707 lines
57 KiB
Plaintext

//===== 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 "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
mes "80 Illusion Stones";
mes "20 Torn Papers";
break;
case 2:
mes mesitemlink( 28023, false );
mes "********************************";
mes "Necessary Items";
mes "^0000cd+9 or higher^000000 Sharpened Legbone of Ghoul x1";
mes "10 Illusion Stones";
mes "100 Clusters of Nightmares";
break;
case 3:
mes mesitemlink( 2039, false );
mes "********************************";
mes "Necessary Items";
mes "^0000cd+9 or higher^000000 Wizardry Staff x1";
mes "40 Illusion Stones";
mes "100 Suspicious Pentacles";
break;
case 4:
mes mesitemlink( 18149, false );
mes "*************************";
mes "Necessary Items";
mes "^0000cd+9 or higher^000000 Ballista ^C71585[1]^000000 x1";
mes "Socket Artisan";
mes "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
mes "50 Illusion Stones";
mes "100 Shining Spores";
break;
case 5:
mes mesitemlink( 28612, false );
mes "***********************";
mes "Necessary Items";
mes "^0000cd+9 or higher^000000 Book of the Apocalypse x1";
mes "50 Illusion Stones";
mes "10 Well-dried Clovers";
break;
}
break;
case 2:
select("Illusion Ancient Cape");
mes mesitemlink( 20840, false );
mes "*******************************";
mes "Necessary Items";
mes "^0000cd+9 or higher^000000 Ancient Cape ^C71585[1]^000000 x1";
mes "Socket Artisan";
mes "<NAVI>: Leablem in Prontera<INFO>prontera,244,169,000,0,</INFO></NAVI>";
mes "30 Illusion Stones";
mes "200 Short Bat Hairs";
break;
case 3:
switch( select( "Illusion Skull Ring", "Illusion Ring" ) ) {
case 1:
mes mesitemlink( 28508, false );
mes "*************************";
mes "Necessary Items";
mes "Skull Ring ^C71585[1]^000000 x1";
mes "Socket Artisan";
mes "<NAVI>: Leablem in Prontera<INFO>prontera,244,169,000,0,</INFO></NAVI>";
mes "50 Illusion Stones";
mes "400 Dried Yggdrasil Leaves";
break;
case 2:
mes mesitemlink( 28509, false );
mes "********************";
mes "Necessary Items";
mes "Ring ^C71585[1]^000000 x1";
mes "50 Illusion Stones";
mes "400 Suspicious Pentacles";
break;
}
break;
case 4:
mes "[Great Merchant]";
mes "Did you find something you like? Let me know if I can help you.";
close;
}
next;
}
case 5:
mes "[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 <NAVI>Illusion Enchanter<INFO>prontera,90,115,000,0,</INFO></NAVI> 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:
// <item ID>, <rate> (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:
// <item ID>, <rate>
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:
// <item ID>, <rate>
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:
// <item ID>, <rate>
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:
// <item ID>, <rate>
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;
}