Rebel 23 Posted June 6, 2018 (edited) I need help fixing my script.. The enchantment is not staying on the slot. How do I keep the enchantment inserted in the slot?? This script should have 3 enchantment in a chosen headgear. But it only inserting one. enchant.txt Edited June 6, 2018 by Rebel Wrong File. Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted June 6, 2018 @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; } 2 Rebel and OmarAcero reacted to this Quote Share this post Link to post Share on other sites
0 Rebel 23 Posted June 7, 2018 Thank you so much @AnnieRuru .. Works Perfectly! Quote Share this post Link to post Share on other sites
0 Hossam Hafez 0 Posted July 8, 2018 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 Quote Share this post Link to post Share on other sites
0 Rebel 23 Posted July 8, 2018 2 hours ago, Hossam Hafez said: not work But the original script works well Either this does not work why? And also why it only charms str3 switch (rand(1,.@failrate)) change 1 to 36 Quote Share this post Link to post Share on other sites
0 Hossam Hafez 0 Posted July 10, 2018 On 7/8/2018 at 5:15 PM, Rebel said: switch (rand(1,.@failrate)) change 1 to 36 done ty but i get only 1 enchant Quote Share this post Link to post Share on other sites
0 Rebel 23 Posted July 10, 2018 Just now, Hossam Hafez said: done ty but i get only 1 enchant I change it to 1 when i am testing the script. but if you change to 36 it will randomly choose between case 1 to 36 Quote Share this post Link to post Share on other sites
0 Hossam Hafez 0 Posted July 10, 2018 7 minutes ago, Rebel said: I change it to 1 when i am testing the script. but if you change to 36 it will randomly choose between case 1 to 36 The enchantment is not staying on the slot. Quote Share this post Link to post Share on other sites
0 Rebel 23 Posted July 10, 2018 1 hour ago, Hossam Hafez said: The enchantment is not staying on the slot. Are you using the one i posted? Use the working version in annieruru post. Quote Share this post Link to post Share on other sites
I need help fixing my script.. The enchantment is not staying on the slot. How do I keep the enchantment inserted in the slot?? This script should have 3 enchantment in a chosen headgear. But it only inserting one.
enchant.txt
Edited by RebelWrong File.
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