//===== rAthena Script ======================================= //= Weapon Forger //===== Template by: ========================================= //= Pang Cake //===== Modified by: ========================================= //= Mysterious //===== Current Version: ===================================== //= 1.5 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= This NPC forges NAMELESS weapons, and can incorporate element stones and star crumbs. //= The forge chance is adjustable by changing the formula below. //===== Additional Comments: ================================= //= v1.0 - Initial release [Pang Cake] //= v1.1 - Fixed a couple of things [Mysterious] //= v1.2 - Proper disclaimer [Mysterious] //= v1.3 - Made it more optimized [Mysterious] //= v1.4 - Fixed Tabs and few closes [Mysterious] //= v1.5 - Added some nexts and setting to change the NPC's name [Mysterious] //===== Things to do: ======================================== //= Add more optimization //= Make it so that players can create elemental stones //= Add certain item checks //============================================================ prontera,155,172,4 script Odis 813,{ // ============= Configuration Settings ================== // NPC Name set .@n$,"[ ^99CC99Odis^000000 ]"; // Based on following forge success-rate formula: // ( 5 * Skill Level ) + ( Job Level / 5 ) + ( DEX / 10 ) + ( LUK / 10 ) + 50. set .ForgeSkLvl, 3; // Level of Forge Skill(s) ( Forge Sword, Forge Mace, etc ). Recommended: 3 max. set .JLvl, 50; // Job level of the Forger NPC. Recommended: 70 max (Higher, more success rate) set .ForDex, 80; // The dexterity stat of the Forge NPC. Recommended: 99 max (Higher, more success rate) set .ForLuk, 80; // The luck stat of the Forge NPC.Recommended: 99 max (Higher, more success rate) set .AnvMod, 5; // Anvil chance mods (0 = Normal Anvil, 3 = Oridecon Anvil, 5 = Golden Anvil, 10 = Emperium Anvil) Recommended: 10 max. // Forge formula - don't fiddle with this one unless you want to change the formula. set .ForgeChance, ( .ForgeSkLvl * 5 ) + ( .JLvl / 5 ) + ( .ForDex / 10 ) + ( .ForLuk / 10 ) + .AnvMod + 50; // Misc. Configuration. set .GMBypassLv, 50; // Minimum GM level to ignore requirements set .NameSet, 1; // Weapons will be forged with: 0 = Nameless | 1 = Invoking player's name set .PerfectChance, 0; // Set to 1 to enable 100% forge chance // ============== End Configurations ================ mes .@n$; mes "Why hello there! I'm an excellent forger."; mes "Want me to forge you a weapon?"; switch( select( "- Yes:- Information:- No" ) ) { case 1: break; case 2: Main: next; mes .@n$; mes "What weapons would you like to know about?"; switch( select( "- Daggers:- 1H Swords:- 2H Swords:- Maces:- Spears:- Knuckles:- Axes:- Nothing" ) ) { case 1: next; mes .@n$; mes "DAGGERS"; mes "^FF0099LEVEL ONE^000000:"; mes "Knife - ^FF00001x Iron, 10x Jellopies^000000."; mes "Cutter - ^FF000025x Iron^000000."; mes "Main Gauche - ^FF000050x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Dirk - ^FF000017x Steel^000000."; mes "Dagger - ^FF000030x Steel^000000."; mes "Stiletto - ^FF000040x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Gladius - ^FF00004x Oridecon, 40x Steel, 1x Sapphire^000000."; mes "Damascus - ^FF00004x Oridecon, 60x Steel, 1x Zircon^000000."; goto Main; case 2: next; mes .@n$; mes "1H SWORDS."; mes "^FF0099LEVEL ONE^000000:"; mes "Sword - ^FF00002x Iron^000000."; mes "Falchion - ^FF000030x Iron^000000."; mes "Blade - ^FF000045x Iron, 25x Tooth of Bat^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Rapier - ^FF000020x Steel^000000."; mes "Scimitar - ^FF000035x Steel^000000."; mes "Ring Pommel Saber - ^FF000040x Steel, 50x Wolf Claw^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Saber - ^FF00008x Oridecon, 5x Steel, 1x Opal^000000."; mes "Haedongum - ^FF00008x Oridecon, 10x Steel, 1x Topaz^000000."; mes "Tsurugi - ^FF00008x Oridecon, 15x Steel, 1x Garnet^000000."; mes "Flamberge - ^FF000016x Oridecon, 1x Cursed Ruby^000000."; goto Main; case 3: next; mes .@n$; mes "2H SWORDS."; mes "^FF0099LEVEL ONE^000000:"; mes "Katana - ^FF000035x Iron, 15x Horrendous Mouth^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Slayer - ^FF000025x Steel, 20x Decayed Nail^000000."; mes "Bastard Sword - ^FF000045x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Two-Handed Sword - ^FF000012x Oridecon, 10x Steel^000000."; mes "Broad Sword - ^FF000012x Oridecon, 10x Steel^000000."; mes "Claymore - ^FF000016x Oridecon, 20x Steel, 1x Cracked Diamond^000000."; goto Main; case 4: next; mes .@n$; mes "MACES."; mes "^FF0099LEVEL ONE^000000:"; mes "Club - ^FF00003x Iron^000000."; mes "Mace - ^FF000030x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Smasher - ^FF000020x Steel^000000."; mes "Flail - ^FF000033x Steel^000000."; mes "Chain - ^FF000040x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Morning Star - ^FF000085x Steel, 1x 1 Carat Diamond^000000."; mes "Sword Mace - ^FF0000100x Steel, 20x Sharp Scale^000000."; mes "Stunner - ^FF0000120x Steel, 1x Heroic Emblem^000000."; goto Main; case 5: next; mes .@n$; mes "SPEARS."; mes "^FF0099LEVEL ONE^000000:"; mes "Javelin - ^FF00003x Iron^000000."; mes "Spear - ^FF000035x Iron^000000."; mes "Pike - ^FF000070x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Guisarme - ^FF000025x Steel^000000."; mes "Glaive - ^FF000040x Steel^000000."; mes "Partizan - ^FF000055x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Trident - ^FF00008x Oridecon, 10x Steel, 1x Aquamarine^000000."; mes "Halberd - ^FF000012x Oridecon, 10x Steel^000000."; mes "Lance - ^FF000012x Oridecon, 3x Ruby, 2x Evil Horn^000000."; goto Main; case 6: next; mes .@n$; mes "KNUCKLES."; mes "^FF0099LEVEL ONE^000000:"; mes "Waghnak - ^FF0000160x Iron, 1x Pearl^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Knuckle Duster - ^FF000050x Steel^000000."; mes "Studded Knuckles - ^FF000065x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Fist - ^FF00004x Oridecon, 10x Ruby^000000."; mes "Claw - ^FF00008x Oridecon, 10x Topaz^000000."; mes "Finger - ^FF00004x Oridecon, 10x Opal^000000."; goto Main; case 7: next; mes .@n$; mes "AXES."; mes "^FF0099LEVEL ONE^000000:"; mes "Axe - ^FF000010x Iron^000000."; mes "Battle Axe - ^FF0000110x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Hammer - ^FF000030x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Buster - ^FF00004x Oridecon, 20x Steel, 30x Orcish Fang^000000."; mes "Two-Handed Axe - ^FF00008x Oridecon, 10x Steel, 1x Amethyst^000000."; goto Main; case 8: next; mes .@n$; mes "Come back when you would like to forge."; close; } case 3: next; mes .@n$; mes "Alright, come back when you'd like me to forge."; close; } next; mes .@n$; mes "What weapons would you like to forge?"; switch( select( "- Daggers:- 1H Swords:- 2H Swords:- Maces:- Spears:- Knuckles:- Axes:- Nothing" ) ) { case 1: next; mes .@n$; mes "Which ^FF0099DAGGER^000000 would you like me to produce?"; switch( select( "- Knife:- Cutter:- Main Gauche:- Dirk:- Dagger:- Stiletto:- Gladius:- Damascus" ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000KNIFE^000000."; set .ForgeID, 1201; break; case 2: next; mes .@n$; mes "You have selected ^FF0000CUTTER^000000."; set .ForgeID, 1204; break; case 3: next; mes .@n$; mes "You have selected ^FF0000MAIN GAUCHE^000000."; set .ForgeID, 1207; break; case 4: next; mes .@n$; mes "You have selected ^FF0000DIRK^000000."; set .ForgeID, 1210; break; case 5: next; mes .@n$; mes "You have selected ^FF0000DAGGER^000000."; set .ForgeID, 1213; break; case 6: next; mes .@n$; mes "You have selected ^FF0000STILETTO^000000."; set .ForgeID, 1216; break; case 7: next; mes .@n$; mes "You have selected ^FF0000GLADIUS^000000."; set .ForgeID, 1219; break; case 8: next; mes .@n$; mes "You have selected ^FF0000DAMASCUS^000000."; set .ForgeID, 1222; break; } break; case 2: next; mes .@n$; mes "Which ^FF00991H SWORD^000000 would you like me to produce?"; switch( select( "Sword.:Falchion.:Blade.:Rapier.:Scimitar.:Ring Pommel Saber.:Saber.:Haedongum.:Tsurugi.:Flamberge." ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000SWORD^000000."; set .ForgeID, 1101; break; case 2: next; mes .@n$; mes "You have selected ^FF0000FALCHION^000000."; set .ForgeID, 1104; break; case 3: next; mes .@n$; mes "You have selected ^FF0000BLADE^000000."; set .ForgeID, 1107; break; case 4: next; mes .@n$; mes "You have selected ^FF0000RAPIER^000000."; set .ForgeID, 1110; break; case 5: next; mes .@n$; mes "You have selected ^FF0000SCIMITAR^000000."; set .ForgeID, 1113; break; case 6: next; mes .@n$; mes "You have selected ^FF0000RING POMMEL SABER^000000."; set .ForgeID, 1122; break; case 7: next; mes .@n$; mes "You have selected ^FF0000SABER^000000."; set .ForgeID, 1126; break; case 8: next; mes .@n$; mes "You have selected ^FF0000HAEDONGUM^000000."; set .ForgeID, 1123; break; case 9: next; mes .@n$; mes "You have selected ^FF0000TSURUGI^000000."; set .ForgeID, 1119; break; case 10: next; mes .@n$; mes "You have selected ^FF0000FLAMBERGE^000000."; set .ForgeID, 1129; break; } break; case 3: next; mes .@n$; mes "Which ^FF00992H SWORD^000000 would you like me to produce?"; switch( select( "- Katana:- Slayer:- Bastard Sword:- Two-Handed Sword:- Broad Sword:- Claymore" ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000KATANA^000000."; set .ForgeID, 1116; break; case 2: next; mes .@n$; mes "You have selected ^FF0000SLAYER^000000."; set .ForgeID, 1151; break; case 3: next; mes .@n$; mes "You have selected ^FF0000BASTARD SWORD^000000."; set .ForgeID, 1154; break; case 4: next; mes .@n$; mes "You have selected ^FF0000TWO-HANDED SWORD^000000."; set .ForgeID, 1157; break; case 5: next; mes .@n$; mes "You have selected ^FF0000BROAD SWORD^000000."; set .ForgeID, 1160; break; case 6: next; mes .@n$; mes "You have selected ^FF0000CLAYMORE^000000."; set .ForgeID, 1163; break; } break; case 4: next; mes .@n$; mes "Which ^FF0099MACE^000000 would you like me to produce?"; switch( select( "- Club:- Mace:- Smasher:- Flail:- Chain:- Morning Star:- Sword Mace:- Stunner" ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000CLUB^000000."; set .ForgeID, 1501; break; case 2: next; mes .@n$; mes "You have selected ^FF0000MACE^000000."; set .ForgeID, 1504; break; case 3: next; mes .@n$; mes "You have selected ^FF0000SMASHER^000000."; set .ForgeID, 1507; break; case 4: next; mes .@n$; mes "You have selected ^FF0000FLAIL^000000."; set .ForgeID, 1510; break; case 5: next; mes .@n$; mes "You have selected ^FF0000CHAIN^000000."; set .ForgeID, 1519; break; case 6: next; mes .@n$; mes "You have selected ^FF0000MORNING STAR^000000."; set .ForgeID, 1513; break; case 7: next; mes .@n$; mes "You have selected ^FF0000SWORD MACE^000000."; set .ForgeID, 1516; break; case 8: next; mes .@n$; mes "You have selected ^FF0000STUNNER^000000."; set .ForgeID, 1522; break; } break; case 5: next; mes .@n$; mes "Which ^FF0099SPEAR^000000 would you like me to produce?"; switch( select( "- Javelin:- Spear:- Pike:- Guisarme:- Glaive:- Partizan:- Trident:- Halberd:- Lance" ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000JAVELIN^000000."; set .ForgeID, 1401; break; case 2: next; mes .@n$; mes "You have selected ^FF0000SPEAR^000000."; set .ForgeID, 1404; break; case 3: next; mes .@n$; mes "You have selected ^FF0000PIKE^000000."; set .ForgeID, 1407; break; case 4: next; mes .@n$; mes "You have selected ^FF0000GUISARME^000000."; set .ForgeID, 1451; break; case 5: next; mes .@n$; mes "You have selected ^FF0000GLAIVE^000000."; set .ForgeID, 1454; break; case 6: next; mes .@n$; mes "You have selected ^FF0000PARTIZAN^000000."; set .ForgeID, 1457; break; case 7: next; mes .@n$; mes "You have selected ^FF0000TRIDENT^000000."; set .ForgeID, 1460; break; case 8: next; mes .@n$; mes "You have selected ^FF0000HALBERD^000000."; set .ForgeID, 1463; break; case 9: next; mes .@n$; mes "You have selected ^FF0000LANCE^000000."; set .ForgeID, 1410; break; } break; case 6: next; mes .@n$; mes "Which ^FF0099KNUCKLE^000000 would you like me to produce?"; switch( select( "- Waghnakh:- Knuckle Duster:- Studded Knuckles:- Fist:- Claw:- Finger" ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000WAGHNAKH^000000."; set .ForgeID, 1801; break; case 2: next; mes .@n$; mes "You have selected ^FF0000KNUCKLE DUSTER^000000."; set .ForgeID, 1803; break; case 3: next; mes .@n$; mes "You have selected ^FF0000STUDDED KNUCKLES^000000."; set .ForgeID, 1805; break; case 4: next; mes .@n$; mes "You have selected ^FF0000FIST^000000."; set .ForgeID, 1807; break; case 5: next; mes .@n$; mes "You have selected ^FF0000CLAW^000000."; set .ForgeID, 1809; break; case 6: next; mes .@n$; mes "You have selected ^FF0000FINGER^000000."; set .ForgeID, 1811; break; } break; case 7: next; mes .@n$; mes "Which ^FF0099AXE^000000 would you like me to produce?"; switch( select( "Axe.:Battle Axe.:Hammer.:Buster.:Two-Handed Axe." ) ) { case 1: next; mes .@n$; mes "You have selected ^FF0000AXE^000000."; set .ForgeID, 1301; break; case 2: next; mes .@n$; mes "You have selected ^FF0000BATTLE AXE^000000."; set .ForgeID, 1351; break; case 3: next; mes .@n$; mes "You have selected ^FF0000HAMMER^000000."; set .ForgeID, 1354; break; case 4: next; mes .@n$; mes "You have selected ^FF0000BUSTER^000000."; set .ForgeID, 1357; break; case 5: next; mes .@n$; mes "You have selected ^FF0000TWO-HANDED AXE^000000."; set .ForgeID, 1360; break; } break; case 8: next; mes .@n$; mes "Okay, see you next time."; close; } if( getiteminfo( .ForgeID , 13 ) > 1 ) { set .ForgeChance, .ForgeChance - ( getiteminfo( .ForgeID , 13 ) * 10 ); } next; mes .@n$; mes "How many ^FF0099Star Crumbs^000000 would you like to put in your weapon?"; switch( select( "- 1:- 2:- 3:- None" ) ) { case 1: mes "You wish to forge a ^FF0000VERY STRONG^000000 weapon."; set .SCFor, 1; set .ForgeChance, .ForgeChance - 15; break; case 2: mes "You wish to forge a ^FF0000VERY VERY STRONG^000000 weapon."; set .SCFor, 2; set .ForgeChance, .ForgeChance - 30; break; case 3: mes "You wish to forge a ^FF0000VERY VERY VERY STRONG^000000 weapon."; set .SCFor, 3; set .ForgeChance, .ForgeChance - 45; break; case 4: mes "You do not wish to put ^FF0099Star Crumbs^000000 in this weapon."; set .SCFor, 0; break; } if( .SCFor < 3 ) { next; mes .@n$; mes "What ^FF0099element^000000 would you like to put into your weapon?"; switch( select( "^0000FFICE^000000.:^993300EARTH^000000.:^FF0000FIRE^000000.:^33CC00WIND^000000.:None." ) ) { case 1: mes "You wish to forge with ^0000FFMYSTIC FROZEN^000000."; set .EleFor, 1; set .ForgeChance, .ForgeChance - 20; break; case 2: mes "You wish to forge with ^993300GREAT NATURE^000000."; set .EleFor, 2; set .ForgeChance, .ForgeChance - 20; break; case 3: mes "You wish to forge with ^FF0000FLAME HEART^000000."; set .EleFor, 3; set .ForgeChance, .ForgeChance - 20; break; case 4: mes "You wish to forge with ^33CC00ROUGH WIND^000000."; set .EleFor, 4; set .ForgeChance, .ForgeChance - 20; break; case 5: mes "You do not wish to insert an element into your weapon."; set .EleFor, 0; break; } } if ( getgmlevel() < .GMBypassLv ) { callfunc ( "LOL_ChkSCEle", .EleFor ); setd ".ForgeItem", .ForgeID; set .forgeable, callfunc ( "LOL_Chk" + .ForgeItem + "i", .SCFor ); if ( .forgeable == 0 ) { next; mes .@n$; mes "You do not have all the required materials. Please come back when you do."; close; } } if( .SCFor == 1 ) { setd ".StarCrumb$", "Very Strong "; } if( .SCFor == 2 ) { setd ".StarCrumb$", "Very Very Strong "; } if( .SCFor == 3 ) { setd ".StarCrumb$", "Very Very Very Strong "; } if( .EleFor == 1 ) { setd ".Element$", "Ice "; } if( .EleFor == 2 ) { setd ".Element$", "Earth "; } if( .EleFor == 3 ) { setd ".Element$", "Fire "; } if( .EleFor == 4 ) { setd ".Element$", "Wind "; } next; if( .PerfectChance == 1 ) { set .ForgeChance, 100; } mes .@n$; mes "We are now ready to forge your ^FF0000" + .StarCrumb$ + .Element$ + getitemname( .ForgeID ) + "^000000, at a ^FF0000" + .ForgeChance + "^000000% chance."; mes "^009900ALL ITEMS WILL BE CONSUMED UPON EITHER FAILURE OR SUCCESS^000000. Continue?"; switch( select( "Yes.:No." ) ) { case 1: if( getgmlevel() < .GMBypassLv ) { callfunc ( "LOL_DelSCEle", .SCFor, .EleFor ); callfunc "LOL_Del" + .ForgeItem + "i"; } if( .ForgeChance >= rand( 100 ) ) { if( .NameSet == 1 ) { set .name3, getcharid( 0 ) & 65535; set .name4, getcharid( 0 ) >> 16; } set .lolface, .EleFor + ( ( .SCFor * 5 ) << 8 ); getitem2 .ForgeID, 1, 1, 0, 0, 255, .lolface, .name3, .name4; specialeffect 154; next; mes .@n$; mes "There you go! Enjoy your new weapon!"; close; } else { specialeffect 155; next; mes .@n$; mes "I am very sorry, item creation has ^FF0000failed^000000. Better luck next time."; close; } case 2: mes .@n$; mes "Well alright, come back if you change your mind."; close; } } //Item-Check and Delete Functions! //STAR CRUMBS AND ELE. function script LOL_ChkSCEle { if( getarg( 0 ) == 1 && countitem( 995 ) < 1 ) { mes .@n$; mes "You do not have the required ^0000FFMystic Frozen^000000. Come back when you do."; close; } if( getarg( 0 ) == 2 && countitem( 997 ) < 1 ) { mes .@n$; mes "You do not have the required ^993300Great Nature^000000. Come back when you do."; close; } if( getarg( 0 ) == 3 && countitem( 994 ) < 1 ) { mes .@n$; mes "You do not have the required ^FF0000Flame Heart^000000. Come back when you do."; close; } if( getarg( 0 ) == 4 && countitem( 996 ) < 1 ) { mes .@n$; mes "You do not have the required ^33CC00Rough Wind^000000. Come back when you do."; close; } return; } function script LOL_DelSCEle { if( getarg( 0 ) != 0 ) { delitem 1000,getarg( 0 ); } if( getarg( 1 ) == 1 ) { delitem 995,1; } if( getarg( 1 ) == 2 ) { delitem 997,1; } if( getarg( 1 ) == 3 ) { delitem 994,1; } if( getarg( 1 ) == 4 ) { delitem 996,1; } return; } //DAGGERS: // -knife function script LOL_Chk1201i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 1 && countitem( 909 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1201i { delitem 998,1; delitem 909,10; return; } // -cutter function script LOL_Chk1204i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1204i { delitem 998,25; return; } // -main gauche function script LOL_Chk1207i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1207i { delitem 998,50; return; } // -dirk function script LOL_Chk1210i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 17 ) { return 1; } else { return 0; } } function script LOL_Del1210i { delitem 999,17; return; } // -dagger function script LOL_Chk1213i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1213i { delitem 999,30; return; } // -stiletto function script LOL_Chk1216i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 ) { return 1; } else { return 0; } } function script LOL_Del1216i { delitem 999,40; return; } // -gladius function script LOL_Chk1219i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 && countitem( 984 ) >= 4 && countitem( 726 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1219i { delitem 984,4; delitem 999,40; delitem 726,1; return; } // -damascus function script LOL_Chk1222i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 60 && countitem( 984 ) >= 4 && countitem( 729 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1222i { delitem 984,4; delitem 999,60; delitem 729,1; return; } //ONE-HANDED SWORDS: // -sword function script LOL_Chk1101i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 2 ) { return 1; } else { return 0; } } function script LOL_Del1101i { delitem 998,2; return; } // -falchion function script LOL_Chk1104i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1104i { delitem 998,30; return; } // -blade function script LOL_Chk1107i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 45 && countitem( 913 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1107i { delitem 998,45; delitem 913,25; return; } // -rapier function script LOL_Chk1110i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1110i { delitem 999,20; return; } // -scimitar function script LOL_Chk1113i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 35 ) { return 1; } else { return 0; } } function script LOL_Del1113i { delitem 999,35; return; } // -ring pommel saber function script LOL_Chk1122i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 && countitem( 920 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1122i { delitem 999,40; delitem 920,50; return; } // -saber function script LOL_Chk1126i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 5 && countitem( 984 ) >= 8 && countitem( 727 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1126i { delitem 984,8; delitem 999,5; delitem 727,1; return; } // -haedongum function script LOL_Chk1123i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 728 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1123i { delitem 984,8; delitem 999,10; delitem 728,1; return; } // -tsurugi function script LOL_Chk1119i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 15 && countitem( 984 ) >= 8 && countitem( 718 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1119i { delitem 984,8; delitem 999,15; delitem 718,1; return; } // -flamberge function script LOL_Chk1129i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 16 && countitem( 724 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1129i { delitem 984,16; delitem 724,1; return; } //TWO-HANDED SWORDS: // -katana function script LOL_Chk1116i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 35 && countitem( 958 ) >= 15 ) { return 1; } else { return 0; } } function script LOL_Del1116i { delitem 998,35; delitem 958,15; return; } // -slayer function script LOL_Chk1151i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 25 && countitem( 957 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1151i { delitem 999,25; delitem 957,20; return; } // -bastard sword function script LOL_Chk1154i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 45 ) { return 1; } else { return 0; } } function script LOL_Del1154i { delitem 999,45; return; } // -two-handed sword function script LOL_Chk1157i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1157i { delitem 984,12; delitem 999,10; return; } // -broad sword function script LOL_Chk1160i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1160i { delitem 984,12; delitem 999,20; return; } // -claymore function script LOL_Chk1163i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 16 && countitem( 733 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1163i { delitem 999,20; delitem 984,16; delitem 733,1; return; } //MACES: // -club function script LOL_Chk1501i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 3 ) { return 1; } else { return 0; } } function script LOL_Del1501i { delitem 998,3; return; } // -mace function script LOL_Chk1504i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1504i { delitem 998,30; return; } // -smasher function script LOL_Chk1507i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1507i { delitem 999,20; return; } // -flail function script LOL_Chk1510i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 33 ) { return 1; } else { return 0; } } function script LOL_Del1510i { delitem 999,33; return; } // -chain function script LOL_Chk1519i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 45 ) { return 1; } else { return 0; } } function script LOL_Del1519i { delitem 999,45; return; } // -morning star function script LOL_Chk1513i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 85 && countitem( 730 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1513i { delitem 999,85; delitem 730,1; return; } // -sword mace function script LOL_Chk1516i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 100 && countitem( 963 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1516i { delitem 999,100; delitem 963,20; return; } // -stunner function script LOL_Chk1522i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 120 && countitem( 968 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1522i { delitem 999,120; delitem 968,1; return; } //SPEARS: // -javelin function script LOL_Chk1401i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 3 ) { return 1; } else { return 0; } } function script LOL_Del1401i { delitem 998,3; return; } // -spear function script LOL_Chk1404i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 35 ) { return 1; } else { return 0; } } function script LOL_Del1404i { delitem 998,35; return; } // -pike function script LOL_Chk1407i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 70 ) { return 1; } else { return 0; } } function script LOL_Del1407i { delitem 998,70; return; } // -guisarme function script LOL_Chk1451i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1451i { delitem 999,25; return; } // -glaive function script LOL_Chk1454i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 ) { return 1; } else { return 0; } } function script LOL_Del1454i { delitem 999,40; return; } // -partizan function script LOL_Chk1457i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 55 ) { return 1; } else { return 0; } } function script LOL_Del1457i { delitem 999,55; return; } // -trident function script LOL_Chk1460i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 720 ) >= 5 ) { return 1; } else { return 0; } } function script LOL_Del1460i { delitem 984,8; delitem 999,10; delitem 720,5; return; } // -halberd function script LOL_Chk1463i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1463i { delitem 984,12; delitem 999,10; return; } // -lance function script LOL_Chk1410i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 12 && countitem( 723 ) >= 3 && countitem( 923 ) >= 2 ) { return 1; } else { return 0; } } function script LOL_Del1410i { delitem 984,12; delitem 723,3; delitem 923,2; return; } //KNUCKLES: // -waghnakh function script LOL_Chk1801i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 160 && countitem( 722 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1801i { delitem 998,160; delitem 722,1; return; } // -knuckle duster function script LOL_Chk1803i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1803i { delitem 999,50; return; } // -studded knuckles function script LOL_Chk1805i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 65 ) { return 1; } else { return 0; } } function script LOL_Del1805i { delitem 999,65; return; } // -fist function script LOL_Chk1807i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 4 && countitem( 723 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1807i { delitem 984,4; delitem 723,10; return; } // -claw function script LOL_Chk1809i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 8 && countitem( 728 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1809i { delitem 984,8; delitem 728,10; return; } // -finger function script LOL_Chk1811i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 4 && countitem( 727 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1811i { delitem 984,4; delitem 727,10; return; } //AXES: // -axe function script LOL_Chk1301i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1301i { delitem 998,10; return; } // -battle axe function script LOL_Chk1351i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 110 ) { return 1; } else { return 0; } } function script LOL_Del1351i { delitem 998,110; return; } // -hammer function script LOL_Chk1354i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1354i { delitem 999,30; return; } // -buster function script LOL_Chk1357i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 4 && countitem( 922 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1357i { delitem 984,4; delitem 999,20; delitem 922,30; return; } // -two-handed axe function script LOL_Chk1360i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 719 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1360i { delitem 999,10; delitem 984,8; delitem 719,1; return; }