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Hossam Hafez

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Posts posted by Hossam Hafez


  1. On 6/6/2018 at 9:51 PM, AnnieRuru said:

    @Rebel

    
    prontera,146,185,6	script	Costume Enchanter	4_M_SCIENCE,{
    	disable_items;
    	.@header$ = "[^0000FF Costume Enchanter ^000000]";
    	mes .@header$;
    	if (Zeny < 500000) {
    		mes "I am in charge of Enchanting Costume Headgears. Simply put, I've been studying ways to power-up headgears.";
    		next;
    		mes .@header$;
    		mes "If by any chance, you would want to enchant your headgears, bring me 500,000 zeny and the armor you want to enchant and you are all set to go.";
    		close;
    	}
    	mes "I'm an engineer that specializes in Enchanting Armors.";
        next;
        mes .@header$;
        mes "Enchanting may seem simple, but it's far more complicated than it looks.\n";
        mes "If you're interested in my service, let me know.";
    	next;
    	switch( select( "~ ^0000FFEnchant Headgear ^000000", "~ Information", "~ Maybe next time." ) ) {
    	case 1:
    		break;
    	case 2:
    		mes .@header$;
    		mes "To be update";
    		close;
    	case 3:
      		mes .@header$;
      		mes "Please come back when you have any interest in enchanting your headgear.";
      		close;
    	}
    	setarray .@items[0],19504,19505,19506;
    //		Red_Tailed_Ribbon;
    	.@failrate = 1; // 1% fail rate (for testing)
    	.@menu$ = "";
    	.@size = getarraysize(.@items);
    	for ( .@i = 0; .@i < .@size; ++.@i )
    		.@menu$ += getitemname(.@items[.@i]) +":";
    	.@itemid = .@items[select(.@menu$)-1];
    	if (getequipid(EQI_COSTUME_HEAD_TOP) == .@itemid)
    		.@part = EQI_COSTUME_HEAD_TOP;
    	else if (getequipid(EQI_COSTUME_HEAD_MID) == .@itemid)
    		.@part = EQI_COSTUME_HEAD_MID;
    	else if (getequipid(EQI_COSTUME_HEAD_LOW) == .@itemid)
    		.@part = EQI_COSTUME_HEAD_LOW;
    
    //	else if (getequipid(EQI_HEAD_TOP) == .@itemid)
    //		.@part = EQI_HEAD_TOP;
    
    	mes .@header$;
    	if ( !getequipisequiped(.@part) ) {
    		mes "Hmm? There's nothing to be enchanted!";
    		mes "Make sure you are wearing the headgear you want be enchant.";
    		close;
    	}
    	if ( getequipcardid(.@part,1) && getequipcardid(.@part,2) && getequipcardid(.@part,3) ) {
    		mes "There's nothing more I can do with this headgear.";
    		close;
        }
    	.@refine = getequiprefinerycnt(.@part);
    	for ( .@i = 3; .@i >= 1; --.@i )
    		if ( !getequipcardid( .@part, .@i ) )
    			.@slot_num = .@i;
    	for ( .@i = 0; .@i < 4; ++.@i )
    		.@cardid[.@i] = getequipcardid( .@part,.@i );
        mes "Socket enchant will cost you 500,000z. And there will be a random option enchanted.";
        mes "Of course, there is a chance of breaking your armor.";
        next;
    	mes .@header$;
    	mes "Do you still want to try an Enchant?";
    	next;
    	if ( select( "~ Hmm... Let me think it over.", "~ Go ahead.") == 1 ) {
    		mes .@header$;
    		mes "Well, I can't blame you. Safety first, eh?";
    		mes "Now you have a nice day.";
    		close;
    	}
    	mes .@header$;
    	if (Zeny < 500000) {
    		mes .@header$;
    		mes "Sorry, but you don't have enough zeny.";
    		close;
    	}
    	mes "Quite of an adventurer huh? Well, shall we?";
    	Zeny -= 500000;
    	delitem2 .@itemid, 1,1, .@refine,0, .@cardid[0],.@cardid[1],.@cardid[2],.@cardid[3];
    	close2;
    	specialeffect EF_MAPPILLAR, AREA, playerattached();
    	progressbar "ffff00",1; // is this really needed ? what happen if the player logout/disconnect during this short period ? The item is gone forever !!
    	switch (rand(1,.@failrate)) { // yeah you said its testing, maybe its 1,36 ... or maybe something higher
    	case 1: .@addpart = 4702;break;
    	case 2: .@addpart = 4712;break;
    	case 3: .@addpart = 4722;break;
    	case 4: .@addpart = 4732;break;
    	case 5: .@addpart = 4742;break;
    	case 6: .@addpart = 4752;break;
    	case 7:
    	case 8: .@addpart = 4701;break;
    	case 9:
    	case 10: .@addpart = 4711;break;
    	case 11:
    	case 12: .@addpart = 4721;break;
    	case 13:
    	case 14: .@addpart = 4731;break;
    	case 15:
    	case 16: .@addpart = 4741;break;
    	case 17:
    	case 18: .@addpart = 4751;break;
    	case 19:
    	case 20:
    	case 21: .@addpart = 4700;break;
    	case 22:
    	case 23:
    	case 24: .@addpart = 4710;break;
    	case 25:
    	case 26:
    	case 27: .@addpart = 4720;break;
    	case 28:
    	case 29:
    	case 30: .@addpart = 4730;break;
    	case 31:
    	case 32:
    	case 33: .@addpart = 4740;break;
    	case 34:
    	case 35:
    	case 36: .@addpart = 4750;break;
    	default:
    		specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
    		mes .@header$;
    		mes "Well that's too bad.";
    		mes "The requested equipment has failed to enchant.";
    		close;
    	}
        mes .@header$;
    	mes "Ha! There you go, your brand new enchanted equipment!";
        if ( .@slot_num == 1 ) {
    		getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3];
    		equip2 .@itemid, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3];
    	}
        else if ( .@slot_num == 2 ) {
    		getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3];
    		equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3];
    	}
    	else if ( .@slot_num == 3 ) {
    		getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart;
    		equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart;
    	}
      	close;
    }

     

    not work 
    But the original script works well
    Either this does not work why?
    And also why it only charms str3

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