rathena/npc/re/merchants/enchan_illusion_16_2.txt
Everade 92c3e19621
Illusion of Moonlight (#6637)
Fixes #6453 
Implemented Illusion of Moonlight
Implemented related monsters and enchanter

Thanks to @crazy-arashi @Atemo @Lemongrass3110  @secretdataz 
Co-authored-by: Atemo <capucrath@gmail.com>
Credits to @crazy-arashi for the initial script release
2022-03-08 00:29:17 +01:00

251 lines
8.4 KiB
Plaintext

//===== rAthena Script =======================================
//= Episode 16.2 - Illusion Enchants
//===== Description: =========================================
//= [Walkthrough Conversion]
//= Illusion series related merchants and enchanters
//===== Changelogs: ==========================================
//= 1.0 Initial release [crazyarashi]
//= 1.1 Cleanup and improvements [Everade]
//============================================================
//============================================================
//= 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$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
mes "[ Gemcutter ]";
mes "The following is the list of equipment I can handle.";
for ( .@i = 0; .@i < .@size; ++.@i )
mes "<ITEM>" + .@reward_name$[.@i] + "<INFO>" + .@reward_id[.@i] + "</INFO></ITEM>";
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$[.@i] = replacestr( getitemname(.@reward_id[.@i]), ":", "" );
mes "[ Gemcutter ]";
mes "The following is the list of equipment I can handle.";
for ( .@i = 0; .@i < .@size; ++.@i )
mes "<ITEM>" + .@reward_name$[.@i] + "<INFO>" + .@reward_id[.@i] + "</INFO></ITEM>";
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;
}