
Fixes https://github.com/rathena/rathena/issues/6455 Implements Episode 16.2 - Illusion of Vampire Thanks to @Atemo Co-authored-by: Atemo <capucrath@gmail.com>
616 lines
22 KiB
Plaintext
616 lines
22 KiB
Plaintext
//===== rAthena Script =======================================
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//= Episode 16.2 - Illusion Enchants
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//===== Description: =========================================
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//= [Walkthrough Conversion]
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//= Illusion series related merchants and enchanters
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//===== Changelog: ===========================================
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//= 1.0 Initial release of Illusion of Moonlight [crazyarashi]
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//= 1.1 Cleanup and improvements [Everade]
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//= 1.2 Added Illusion of Vampire enchanter [Capuche]
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//============================================================
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//============================================================
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//= Illusion of Moonlight
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//============================================================
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pay_d03_i,160,45,3 script Gemcutter#ilp20 4_TOWER_17,3,3,{
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mes "[ Gemcutter ]";
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mes "Do you have business with me?";
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next;
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switch (select("What are you doing here?:Upgrade Weapon.:Upgrade Armor.")) {
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case 1:
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mes "[ Gemcutter ]";
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mes "I came to the ruined village,";
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mes "looking for some materials. Touched some strange light, and now I'm here.";
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next;
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mes "[ Gemcutter ]";
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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.";
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mes "I have a proposition for you. I want some materials that can only be found in this place.";
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next;
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mes "[ Gemcutter ]";
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mes "Get them for me, and I'll improve your equipment in exchange. Just so you know, I can only improve certain types.";
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next;
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mes "[ Gemcutter ]";
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mes "If you're interested, we can discuss the details of our bargain.";
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close;
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case 2:
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disable_items;
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if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) {
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mes "- You're carrying too many items to proceed. -";
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close;
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}
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setarray .@reward_id[0],
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26109, // Illusion Staff of Bordeaux
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28725, // Illusion Moonlight Dagger
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16063, // Illusion Long Mace
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26007; // Illusion Spectral Spear
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.@size = getarraysize(.@reward_id);
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.@refine_req = 9;
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for ( .@i = 0; .@i < .@size; ++.@i )
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.@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
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mes "[ Gemcutter ]";
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mes "The following is the list of equipment I can handle.";
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for ( .@i = 0; .@i < .@size; ++.@i )
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mes "<ITEM>" + .@reward_name$[.@i] + "<INFO>" + .@reward_id[.@i] + "</INFO></ITEM>";
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next;
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mes "[ Gemcutter ]";
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mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me.";
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mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
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next;
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mes "[ Gemcutter ]";
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mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000";
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mes "Otherwise, I can't evaluate its condition.";
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next;
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mes "[ Gemcutter ]";
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mes "As you may have guessed, your equipment will transform into something new after this.";
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mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000";
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next;
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mes "[ Gemcutter ]";
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mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
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mes "Pick an item you want and I'll tell you what I need.";
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next;
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switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3] ) ) {
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case 1:
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.@reward = .@reward_id[0]; // Illusion Staff of Bordeaux
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.@eq_req = 1648; // Staff of Bordeaux
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.@part = EQI_HAND_R;
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setarray .@items_req[0],
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25271,30, // Illusion Stones
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25256,100; // Hazy Dreams
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break;
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case 2:
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.@reward = .@reward_id[1]; // Illusion Moonlight Dagger
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.@eq_req = 1234; // Moonlight Dagger
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.@part = EQI_HAND_R;
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setarray .@items_req[0],
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25271,60, // Illusion Stones
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25256,100; // Hazy Dreams
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break;
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case 3:
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.@reward = .@reward_id[2]; // Illusion Long Mace
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.@eq_req = 1525; // Long Mace
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.@part = EQI_HAND_R;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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25256,20; // Hazy Dreams
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break;
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case 4:
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.@reward = .@reward_id[3]; // Illusion Spectral Spear
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.@eq_req = 1477; // Spectral Spear
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.@part = EQI_HAND_R;
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setarray .@items_req[0],
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25271,20, // Illusion Stones
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25256,100; // Hazy Dreams
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break;
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}
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break;
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case 3:
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disable_items;
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if (checkweight(25271,1) == 0 || (MaxWeight - Weight) < 1000) {
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mes "- You're carrying too many items to proceed. -";
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close;
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}
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setarray .@reward_id[0],
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19209, // Illusion Nurse Cap
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19210, // Illusion Apple of Archer
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15195, // Illusion Puente Robe
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20838, // Illusion Muffler [1]
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22133; // Illusion Shoes [1]
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.@size = getarraysize(.@reward_id);
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.@refine_req = 9;
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for ( .@i = 0; .@i < .@size; ++.@i )
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.@reward_name$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
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mes "[ Gemcutter ]";
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mes "The following is the list of equipment I can handle.";
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for ( .@i = 0; .@i < .@size; ++.@i )
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mes "<ITEM>" + .@reward_name$[.@i] + "<INFO>" + .@reward_id[.@i] + "</INFO></ITEM>";
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next;
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mes "[ Gemcutter ]";
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mes "Make sure ^0000FFyour equipment is refined to at least +" + .@refine_req + "^000000 before bringing it to me.";
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mes "That's the minimum requirement for my upgrade service to have any visible effects on your equipment.";
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next;
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mes "[ Gemcutter ]";
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mes "Make sure you're ^0000FFequipped with the item that you want to improve.^000000";
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mes "Otherwise, I can't evaluate its condition.";
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next;
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mes "[ Gemcutter ]";
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mes "As you may have guessed, your equipment will transform into something new after this.";
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mes "In other words, ^0000FFIt'll lose its current refining levels, cards and enchantments.^000000";
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next;
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mes "[ Gemcutter ]";
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mes "And I need ^0000FFIllusion Stones and some other materials^000000 to upgrade your equipment.";
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mes "Pick an item you want and I'll tell you what I need.";
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next;
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switch( select( .@reward_name$[0], .@reward_name$[1], .@reward_name$[2], .@reward_name$[3], .@reward_name$[4] ) ) {
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case 1:
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.@reward = .@reward_id[0]; // Illusion Nurse Cap
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.@eq_req = 2277; // Nurse Cap
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.@part = EQI_HEAD_TOP;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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25257,100; // Bloody_Love_Letter
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break;
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case 2:
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.@reward = .@reward_id[1]; // Illusion Apple of Archer
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.@eq_req = 2285; // Apple of Archer
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.@part = EQI_HEAD_TOP;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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25258,100; // Broken_Arrow
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break;
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case 3:
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.@reward = .@reward_id[2]; // Illusion Puente Robe
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.@eq_req = 15012; // Puente Robe
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.@part = EQI_ARMOR;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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25256,100; // Hazy Dreams
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break;
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case 4:
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.@reward = .@reward_id[3]; // Illusion Muffler [1]
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.@eq_req = 2504; // Muffler
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.@part = EQI_GARMENT;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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23228,100; // Hazy_Mooncake
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break;
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case 5:
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.@reward = .@reward_id[4]; // Illusion Shoes [1]
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.@eq_req = 2404; // Shoes
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.@part = EQI_SHOES;
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setarray .@items_req[0],
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25271,10, // Illusion Stones
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23228,100; // Hazy_Mooncake
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break;
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}
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break;
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}
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mes "[Gemcutter]";
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mes "For that equipment, I need the following materials.";
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mes "^4d4fff +" + .@refine_req + " " + getitemname(.@eq_req) + "";
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mes "" + .@items_req[1] + " " + getitemname(.@items_req[0]) + "";
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mes "" + .@items_req[3] + " " + getitemname(.@items_req[2]) + "^000000";
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mes "Do you want to continue?";
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next;
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if (select( "Continue.", "I'll bring those materials." ) == 2) {
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mes "[Gemcutter]";
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mes "Come back when you're ready.";
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close;
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}
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if (countitem(.@items_req[0]) < .@items_req[1] || countitem(.@items_req[2]) < .@items_req[3]) {
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mes "[Gemcutter]";
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mes "You don't have all the materials.";
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close;
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}
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.@equip_id = getequipid(.@part);
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if (.@equip_id == -1) {
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mes "[Gemcutter]";
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if (.@part == EQI_HAND_R)
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mes "Where's your weapon?";
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else
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mes "Why don't you go wear that equipment first?";
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close;
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}
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if (.@equip_id != .@eq_req) {
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mes "[Gemcutter]";
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mes "Please equip a ^4d4fff+9 " + getitemname(.@eq_req) + ".^000000";
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close;
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}
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if (getequiprefinerycnt(.@part) < .@refine_req) {
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mes "[Gemcutter]";
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mes "I can only upgrade equipment that is ^4d4fffrefined to at least +" + .@refine_req + ".^000000";
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close;
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}
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mes "[Gemcutter]";
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mes "There you go.";
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delequip .@part;
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delitem .@items_req[0], .@items_req[1];
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delitem .@items_req[2], .@items_req[3];
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getitem .@reward,1;
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close;
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OnTouch:
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if (illusion_moonlight > 7)
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npctalk "What kind of place is this?", "", bc_self;
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end;
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}
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//============================================================
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//= Illusion of Vampire
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//============================================================
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gef_dun01,139,228,3 script Great Merchant#illgef 4_M_HUMERCHANT,{
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if (checkweight(501,1) == 0 || (MaxWeight - Weight) < 1000) {
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mes "[Great Merchant]";
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mes "You don't seem to be able to carry any more stuff. Why don't you lighten your bag?";
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close;
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}
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disable_items;
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mes "[Great Merchant]";
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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, ";
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mes "then I can exchange it for something better at the cost of some Illusion Stones and other materials.";
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next;
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mes "[Great Merchant]";
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mes "Check the ^0000cdcatalog^000000 for the available equipment and necessary materials.";
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next;
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mes "[Great Merchant]";
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mes "So, what do you want?";
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next;
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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?" ) ) {
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case 1:
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setarray .@item_req[0], // item equipped aren't required to build the menu color
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28022, 25271,80, 25261,20, // Illusion_Infiltrator
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28023, 25271,10, 25264,100, // Illusion_Sharpened_Legbone_of_Ghoul
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2039, 25271,40, 25261,100, // Illusion_Wizardry_Staff
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18149, 25271,50, 25265,100, // Illusion_Ballista
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28612, 25271,50, 25262,10; // Illusion_Apocalypse
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.@size = getarraysize(.@item_req);
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for ( .@i = 0; .@i < .@size; .@i += 5 ) {
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if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4])
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.@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:";
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else
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.@menu$ += getitemname(.@item_req[.@i]) + ".:";
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}
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switch( select(.@menu$) ) {
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case 1:
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mes "[Great Merchant]";
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mes "Illusion Infiltrator, huh? That's a good weapon. Dreadful name, though. Let's see what you've got.";
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callsub( S_WeaponArmor, 28022, // Illusion_Infiltrator
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EQI_HAND_R,
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1266, // Infiltrator_
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25271,80, // Illusion Stones
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25261,20 // Torn_Diary
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);
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case 2:
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mes "[Great Merchant]";
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mes "Illusion Sharpened Legbone of Ghoul. It perfectly fits in this place. Let's see what you've got.";
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callsub( S_WeaponArmor, 28023, // Illusion_Sharpened_Legbone_of_Ghoul
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EQI_HAND_R,
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1260, // Ghoul_Leg
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25271,10, // Illusion Stones
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25264,100 // NightmareOfLump
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);
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case 3:
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mes "[Great Merchant]";
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mes "Illusion Wizardry Staff, huh? *Chuckle* Having that is every mage's dream. Let's see what you've got.";
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callsub( S_WeaponArmor, 2039, // Illusion_Wizardry_Staff
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EQI_HAND_R,
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1473, // Wizardy_Staff
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25271,40, // Illusion Stones
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25261,100 // SuspiciousMagicCircle
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);
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case 4:
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mes "[Great Merchant]";
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mes "Illusion Ballista... I would've loved to have this when, sigh, never mind. Let's see what you've got.";
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callsub( S_WeaponArmor, 18149, // Illusion_Ballista
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EQI_HAND_R,
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1727, // Balistar_
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25271,50, // Illusion Stones
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25265,100 // Shining_Spore
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);
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case 5:
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mes "[Great Merchant]";
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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.";
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callsub( S_WeaponArmor, 28612, // Illusion_Apocalypse
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EQI_HAND_R,
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1557, // Book_Of_The_Apocalypse
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25271,50, // Illusion Stones
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25262,10 // Dried_Clover
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);
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}
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case 2:
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if (countitem(25271) < 30 || countitem(25263) < 200)
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.@menu$ = "^aaaaaa" + getitemname(20840) + ".^000000";
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else
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.@menu$ = getitemname(20840);
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select(.@menu$);
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mes "[Great Merchant]";
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mes "Illusion Ancient Cape. Someone in this place? *Ahem* Let's see what you've got.";
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callsub( S_WeaponArmor, 20840, // Illusion_Ancient_Cape
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EQI_GARMENT,
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2525, // Cape_Of_Ancient_Lord_
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25271,30, // Illusion Stones
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25263,200 // Short_Bat_Fur
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);
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case 3:
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setarray .@item_req[0], // item equipped aren't required to build the menu color
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28508, 25271,50, 25266,400, // Illusion_Skull_Ring
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28509, 25271,50, 25267,400; // Illusion_Ring
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.@size = getarraysize(.@item_req);
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for ( .@i = 0; .@i < .@size; .@i += 5 ) {
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if (countitem(.@item_req[.@i+1]) < .@item_req[.@i+2] || countitem(.@item_req[.@i+3]) < .@item_req[.@i+4])
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.@menu$ += "^aaaaaa" + getitemname(.@item_req[.@i]) + ".^000000:";
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else
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.@menu$ += getitemname(.@item_req[.@i]) + ".:";
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}
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switch( select(.@menu$) ) {
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case 1:
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mes "[Great Merchant]";
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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.";
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callsub( S_Accessory, 28508, // Illusion_Skull_Ring
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2715, // Skul_Ring_
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25271,50, // Illusion Stones
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25266,400 // Dried_Yggdrasil_Leaf
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);
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case 2:
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mes "[Great Merchant]";
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mes "Illusion Ring... It may not look much, but it has an important meaning to me. Anyway, let's see what you've got.";
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callsub( S_Accessory, 28509, // Illusion_Ring
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2621, // Ring_
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25271,50, // Illusion Stones
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25267,400 // SuspiciousMagicCircle
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);
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}
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case 4:
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while( true ) {
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mes "[Great Merchant]";
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mes "Do you want to see my catalog? Sure thing.";
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next;
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switch( select( "Weapons (5 kinds)", "Armor (1 kind)", "Accessory (2 kinds)", "Cancel." ) ) {
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case 1:
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switch( select( "Illusion Infiltrator", "Illusion Sharpened Legbone of Ghoul", "Illusion Wizardry Staff", "Illusion Ballista", "Illusion Book of the Apocalypse" ) ) {
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case 1:
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mes "<ITEM>Illusion Infiltrator<INFO>28022</INFO></ITEM>";
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mes "***********************************";
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mes "Necessary Items";
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mes "^0000cd+9 or higher^000000 Infiltrator ^C71585[1]^000000 x1";
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mes "Socket Artisan";
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mes "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
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mes "80 Illusion Stones";
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mes "20 Torn Papers";
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break;
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case 2:
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mes "<ITEM>Illusion Sharpened Legbone of Ghoul<INFO>28023</INFO></ITEM>";
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mes "********************************";
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mes "Necessary Items";
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mes "^0000cd+9 or higher^000000 Sharpened Legbone of Ghoul x1";
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mes "10 Illusion Stones";
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mes "100 Clusters of Nightmares";
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break;
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case 3:
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mes "<ITEM>Illusion Wizardry Staff<INFO>2039</INFO></ITEM>";
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mes "********************************";
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mes "Necessary Items";
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mes "^0000cd+9 or higher^000000 Wizardry Staff x1";
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mes "40 Illusion Stones";
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mes "100 Suspicious Pentacles";
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break;
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case 4:
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mes "<ITEM>Illusion Ballista<INFO>18149</INFO></ITEM>";
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mes "*************************";
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mes "Necessary Items";
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mes "^0000cd+9 or higher^000000 Ballista ^C71585[1]^000000 x1";
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mes "Socket Artisan";
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mes "<NAVI>: Seiyablem in Prontera<INFO>prt_in,33,70,000,0,</INFO></NAVI>";
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mes "50 Illusion Stones";
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|
mes "100 Shining Spores";
|
|
break;
|
|
case 5:
|
|
mes "<ITEM>Illusion Book of the Apocalypse<INFO>28612</INFO></ITEM>";
|
|
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 "<ITEM>Illusion Ancient Cape<INFO>20840</INFO></ITEM>";
|
|
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 "<ITEM>Illusion Skull Ring<INFO>28508</INFO></ITEM>";
|
|
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 "<ITEM>Illusion Ring<INFO>28509</INFO></ITEM>";
|
|
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;
|
|
}
|