- Nov 7, 2007
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The reason i am releasing these different scripts as i want people to learn the scripting and how things work for woool, all these scripts will be released on my next SQL release but it's better to have a understanding before hand how things work.
Anyway this is the fragment crafting script, fragments of items will drop in game, you need to collect 4 of these plus 2 gems to craft the real item.
So lets say you have 4 DragonSlayerFragments and 2 FireGems
You would put these into the crafting window (@@supercompound) to create a DragonSlayer. LuckySymbol just increase chance but i think it's set to 100% anyway, not sure, LuckySymbol goes into the middle slot.
How it works.
Crafting Item|Result Item
Simple.
Please use this script from QuestDiary.
QuestDiary\Data\TextData\FragmentItems.txt
Anyway this is the fragment crafting script, fragments of items will drop in game, you need to collect 4 of these plus 2 gems to craft the real item.
So lets say you have 4 DragonSlayerFragments and 2 FireGems
You would put these into the crafting window (@@supercompound) to create a DragonSlayer. LuckySymbol just increase chance but i think it's set to 100% anyway, not sure, LuckySymbol goes into the middle slot.
How it works.
Crafting Item|Result Item
Simple.
Please use this script from QuestDiary.
Code:
[@CraftFragments]
{
Fragment crafting is a craft which allows you\
to combine fragments together to create a item\
Fragments can be found from all types of bosses.\
Would you like to combine fragments?\
<Combine Fragments/@CraftBegins>\
<Exit/@exit>
[@CraftBegins]
Craft Fragments Example:\
MightHelmFrag x4 & FireGemx2 will craft a\
MightHelmet.\
LuckySymbol can be used to increas the success rate.\
<Craft Equipment/@@supercompound>\
<Exit/@exit>
[@@supercompound]
#IF
checkitemUPBOX
#ELSEACT
SENDMSG 5 "Items do not exist, upgrade failed"
break
#IF
EQUAL $SUPERBOXITEM(3).NAME $SUPERBOXITEM(2).NAME
EQUAL $SUPERBOXITEM(4).NAME $SUPERBOXITEM(2).NAME
EQUAL $SUPERBOXITEM(5).NAME $SUPERBOXITEM(2).NAME
#ACT
SETSUPERBOXRESULT 1
#ELSEACT
MessageBox "Insert 4 identical fragments."
break
[~@supercompound_ok]
#IF
random 1
#ACT
movr P0 100
#IF
POS $SUPERBOXITEM(6).NAME LuckySymbol
#ACT
inc P0 30
#IF
equal $SUPERBOXITEM(6).NAME LuckySymbol(B)
equal $SUPERBOXITEM(6).DURA 0
#ACT
TAKESUPERBOXITEM 6
SENDMSG 5 "LuckySymbol (B) The frequency of use have been exhausted"
#IF
equal $SUPERBOXITEM(6).NAME LuckySymbol(B)
large $SUPERBOXITEM(6).DURA 0
#ACT
inc P0 30
#IF
equal $SUPERBOXITEM(0).SHAPE 0
#ACT
mov P1 0
#IF
equal $SUPERBOXITEM(0).SHAPE 1
#ACT
mov P1 1
#IF
equal $SUPERBOXITEM(0).SHAPE 2
#ACT
mov P1 2
#IF
equal $SUPERBOXITEM(0).SHAPE 3
#ACT
mov P1 3
#IF
equal $SUPERBOXITEM(0).SHAPE 4
#ACT
mov P1 4
#IF
equal $SUPERBOXITEM(1).SHAPE 0
#ACT
mov P2 0
#IF
equal $SUPERBOXITEM(1).SHAPE 1
#ACT
mov P2 1
#IF
equal $SUPERBOXITEM(1).SHAPE 2
#ACT
mov P2 2
#IF
equal $SUPERBOXITEM(1).SHAPE 3
#ACT
mov P2 3
#IF
equal $SUPERBOXITEM(1).SHAPE 4
#ACT
mov P2 4
#IF
equal $SUPERBOXITEM(0).WEIGHT 1
#ACT
inc P0 1
#IF
equal $SUPERBOXITEM(0).WEIGHT 2
#ACT
inc P0 4
#IF
equal $SUPERBOXITEM(0).WEIGHT 3
#ACT
inc P0 16
#IF
equal $SUPERBOXITEM(0).WEIGHT 4
#ACT
inc P0 64
#IF
equal $SUPERBOXITEM(1).WEIGHT 1
#ACT
inc P0 1
#IF
equal $SUPERBOXITEM(1).WEIGHT 2
#ACT
inc P0 4
#IF
equal $SUPERBOXITEM(1).WEIGHT 3
#ACT
inc P0 16
#IF
equal $SUPERBOXITEM(1).WEIGHT 4
#ACT
inc P0 64
#IF
equal $SUPERBOXITEM(6).NAME LuckySymbol(B)
#ACT
UpgradeUserItemEx $SUPERBOXITEM(6).ItemExD 13 - 1
#ELSEACT
TAKESUPERBOXITEM 6
#IF
random 1
#ACT
MOV S0 $SUPERBOXITEM(2).NAME
TAKESUPERBOXITEM 0
TAKESUPERBOXITEM 1
TAKESUPERBOXITEM 2
TAKESUPERBOXITEM 3
TAKESUPERBOXITEM 4
TAKESUPERBOXITEM 5
#IF
PosEx $STR(S0) .\QuestDiary\Data\TextData\FragmentItems.txt S1
#ACT
GETVALIDSTR $STR(S1) | S2 S3
Give $STR(S3) 1
SENDMSG 1 "Congratulation{<$USERNAME>} Fragments were successfully synthesized into a {<$STR(S3)>}"
MessageBox "Congratulations you have made a <$STR(S3)> Synthesis is complete"
#IF
small P0 $STR(P1)
#ACT
break
#IF
large $ItemExN.$PARAM(0).STDMODE 9
small $ItemExN.$PARAM(0).STDMODE 12
#ACT
goto @衣服
break
#IF
equal $ItemExN.$PARAM(0).STDMODE 15
#ACT
goto @头盔
break
#IF
large $ItemExN.$PARAM(0).STDMODE 18
small $ItemExN.$PARAM(0).STDMODE 22
#ACT
goto @项链
break
#IF
equal $ItemExN.$PARAM(0).STDMODE 24
#ACT
goto @手镯
break
#IF
equal $ItemExN.$PARAM(0).STDMODE 26
#ACT
goto @手镯
break
#IF
large $ItemExN.$PARAM(0).STDMODE 21
small $ItemExN.$PARAM(0).STDMODE 24
#ACT
goto @戒指
break
#IF
equal $ItemExN.$PARAM(0).STDMODE 58
#ACT
goto @腰带
break
#IF
equal $ItemExN.$PARAM(0).STDMODE 81
#ACT
goto @靴子
break
[@衣服]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
[@头盔]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
[@项链]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
[@手镯]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
random 2
small $ITEMINFO[$PARAM(0)].STDMODE 26
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
random 2
small $ItemExN.$PARAM(0).STDMODE 26
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
random 2
small $ItemExN.$PARAM(0).STDMODE 26
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
random 2
small $ItemExN.$PARAM(0).STDMODE 26
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
[@戒指]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
small $ItemExN.$PARAM(0).STDMODE 22
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
small $ItemExN.$PARAM(0).STDMODE 22
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
small $ItemExN.$PARAM(0).STDMODE 22
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
small $ItemExN.$PARAM(0).STDMODE 22
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
[@腰带]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
random 2
small $ItemExN.$PARAM(0).STDMODE 58
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
random 2
small $ItemExN.$PARAM(0).STDMODE 58
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
random 2
small $ItemExN.$PARAM(0).STDMODE 58
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
random 2
small $ItemExN.$PARAM(0).STDMODE 58
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
[@靴子]
#IF
equal P1 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P1 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P1 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P1 3
small $ItemExN.$PARAM(0).STDMODE 81
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P1 4
small $ItemExN.$PARAM(0).STDMODE 81
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
#IF
equal P2 0
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 2 + 1
#IF
equal P2 1
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 3 + 1
#IF
equal P2 2
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 4 + 1
#IF
equal P2 3
small $ItemExN.$PARAM(0).STDMODE 81
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 0 + 1
#IF
equal P2 4
small $ItemExN.$PARAM(0).STDMODE 81
random 2
#ACT
UpgradeUserItemEx $PARAM(0) 1 + 1
}
QuestDiary\Data\TextData\FragmentItems.txt
Code:
MightHelmFrag|MightHelmet
MightNeckFrag|MightNecklace
MightBraceFrag|MightBracelet
MightRingFrag|MightRing
MightBootsFrag|MightBoots
MightBeltFrag|MightBelt