SoFunction
Updated on 2025-04-11

The complete function operation of Legend Lingfeng 4-8M2 script

Function:
Players enter specified commands online pop-up menu script function

Format:
The command is inside (the command name is defined casually): MemberFunc=I am a member
After entering the @I am a member, the [@Member] section of the login script () will be run.
Write the specific script content yourself.

Function:
Equipment name custom system

Format:
Example script:
[@main]
Please select the equipment to be renamed: (Wear the equipment to be renamed)\
┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈\
◇◇◇『<Helmet/@@useitemname0>』◇◇◇『<Weapon/@@useitemname1>』◇◇◇\
◇◇◇『<item chain/@@useitemname3>』◇◇◇『<head helmet/@@@useitemname4>』◇◇◇\
◇◇◇『<Left bracelet/@@useitemname5>』◇◇◇『<Right bracelet/@@useitemname6>』◇◇◇\
◇◇◇『<left ring/@@useitemname8>』◇◇◇『<right ring/@@useitemname7>』◇◇◇\
◇◇◇『<Monk/@@useitemname2>』\
┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈\
〖<Return/@main>〗 〖<Close/@exit>〗
[@@useitemname0]
#ACT
goto @ChangeName
[@@useitemname1]
#ACT
goto @ChangeName
[@@useitemname2]
#ACT
goto @ChangeName
[@@useitemname3]
#ACT
goto @ChangeName
[@@useitemname4]
#ACT
goto @ChangeName
[@@useitemname5]
#ACT
goto @ChangeName
[@@useitemname6]
#ACT
goto @ChangeName
[@@useitemname7]
#ACT
goto @ChangeName
[@@useitemname8]
#ACT
goto @ChangeName
[@@useitemname9]
#ACT
goto @ChangeName
[@@useitemname10]
#ACT
goto @ChangeName
[@@useitemname11]
#ACT
goto @ChangeName
[@@useitemname12]
#ACT
goto @ChangeName
[@ChangeName]
#if
checkgamegold > 0
#act
gamegold - 1
SETSCRIPTFLAG 1 1
sendmsg 7 The name change was successful! ! !
Close
#elseact
sendmsg 7 What to do if you don't have money


Function:
Online experience (get experience directly)

Format: Example: (Level 30 or above, you can get 10 experience points every 1 second in the Map 3 security zone)
==================================================
#IF
CheckLevelex > 30
#ACT
setautogetexp   1       10       1                           3
Command        Time   Experience   Is it safe to have a zone (0 for any place)   Map number (please fill in 0 for any map)

 

control:
GUILDBUILDPOINT Controller (+-) Number
GUILDAURAEPOINT control character (+-) number
GUILDSTABILITYPOINT Controller (+-) Number
GUILDFLOURISHPOINT control character (+-) number

Testing:
CHECKGUILDBUILDPOINT Controller (<>=) Number
CHECKGUILDAURAEPOINT Controller (<>=) Number
CHECKGUILDSTABILITYPOINT Controller (<>=) Number
CHECKGUILDFLOURISHPOINT Controller (<>=) Number

variable:
<$GUILDBUILDPOINT>
<$GUILDAURAEPOINT>
<$GUILDSTABILITYPOINT>
<$GUILDFLOURISHPOINT>

 

Function:
Adjust character game coins and automatically increase and decrease game coins according to time.

Format:
GAMEGOLD Controller (=,+,-) (1-100)

;==========================================
;Set character game coins
[@GAMEGOLD0]
#IF
#ACT
GAMEGOLD = 8
#SAY
Your game point is already 8.
;==========================================

;==========================================
;Add character game coins
[@GAMEGOLD1]
#IF
#ACT
GAMEGOLD + 1
#SAY
Your game point has been added 1 point.
;==========================================

;==========================================
;Subduing character game coins
[@GAMEPOINT2]
#IF
#ACT
GAMEGOLD - 1
#SAY
Your game coins have dropped by 1 point.
;==========================================

Function:
Set whether to automatically increase game coins.

Format:
AUTOADDGAMEGOLD Controller (START, STOP)

;==========================================
;Set automatically increase game coins
[@AutoAddGAMEGOLD]
#IF
#ACT
PARAM1 1
PARAM2 10
AUTOADDGAMEGOLD START
#SAY
Now enter the automatic game currency mode, adding one every 10 seconds

;==========================================

;==========================================
;Stop automatically increasing game points
[@AutoAddGAMEGOLD]
#IF
#ACT
AUTOADDGAMEGOLD STOP
#SAY
Now exit the game currency mode automatically increases

;==========================================


Function:
Set whether to automatically reduce game coins.

Format:
AUTOADDGAMEGOLD Controller (START, STOP)

;==========================================
;Set automatically increase game coins
[@AutoAddGAMEGOLD]
#IF
#ACT
PARAM1 1
PARAM2 10
AUTOSUBGAMEGOLD START
#SAY
Now enter the automatic game currency mode, adding one every 10 seconds
;==========================================

;==========================================
;Stop automatically increasing game points
[@AutoAddGAMEGOLD]
#IF
#ACT
AUTOSUBGAMEGOLD STOP
#SAY
Now exit the game currency mode automatically increases

;==========================================

 


Function:
Perfect title system
Note: This function must be turned on in!: ShowRankLevelName= 1

Format:
SETRANKLEVELNAME %s title
If you want the character name and title branch to display, just add \ after %s, such as %s\ title

;==========================================
[@NAME]
#IF
#ACT
SETRANKLEVELNAME %s[Title]
#SAY
Your name has been added to it.
;==========================================


Function:
Add the name of the character guild to the list

Format:
==========================
[@addguildList]
#if
#act
ADDGUILDLIST  
==========================

Function:
Delete the list guild name

Format:
==========================
[@delguildList]
#if
#act
DELGUILDLIST  
==========================


Function:
The script summons the baby.

Format:
RECALLMOB Monster Name Baby Level (up to 7) Rebellion Time (minutes)


;==========================================
;Summon up to 5 seven babies, and betrayal in 30 minutes
[@recallmob]
#IF
CHECKSLAVECOUNT < 5
#ACT
RECALLMOB Divine Beast 7 30
#SAY
Look at your baby carefully and don't bite people randomly.
#ELSESAY
You already have 5 or more babies, and you can't call them again now.
;==========================================
Function:
Change hair type

Format:
;============================
[@ChangeHair]
#if
#act
HAIRSTYLE 0
#say
Your hair has changed
;============================
Function:
Change the character color.

Format:
CHANGENAMECOLOR Color Code (0-255)

 

;==========================================
;Set the character's name color
[@changeexp0]
#IF
#ACT
CHANGENAMECOLOR 2
#SAY
Your color has changed.
;==========================================

Function:
Change career.

Format:
CHANGEJOB occupation name (Warrior, Wizard, Taoist)

;==========================================
;Turn career to warrior
[@changejob0]
#IF
#ACT
CHANGEJOB Warrior
#SAY
Your profession has become a samurai.
;==========================================

;==========================================
;Change a profession into a mage
[@changejob1]
#IF
#ACT
CHANGEJOB Wizard
#SAY
Your profession has become a mage.
;==========================================

;==========================================
;Change a profession into a Taoist priest
[@changejob2]
#IF
#ACT
CHANGEJOB Taoist
#SAY
Your profession has become a Taoist priest.
;==========================================

Function:
Scripts add skills.

Format:
ADDSKILL Skill Name

;==========================================
;Add skills
[@addskill]
#IF
#ACT
ADDSKILL Thunderbolt
#SAY
You have practiced thunder and lightning.
;==========================================

Function:
The script deletes the specified skill.

Format:
DELSKILL Skill Name

;==========================================
;Delete skills
[@delskill]
#IF
#ACT
DELSKILL Thunder and Lightning
#SAY
Your thundering technique has been deleted.
;==========================================

Function:
Clear all skills of characters that are not in this profession.

Format:
DELNOJOBSKILL

;==========================================
;Clear all skills of this profession
[@clearskill]
#IF
#ACT
DELNOJOBSKILL
#SAY
Your illegal skills have been cleared.
;==========================================

Function:
Clear all the characters' skills.

Format:
CLEARSKILL

;==========================================
;Clear all skills
[@clearskill]
#IF
#ACT
CLEARSKILL
#SAY
All your skills have been cleared.
;==========================================

Function:
Adjust the character game points.

Format:
GAMEPOINT Controller (=,+,-) Points (1-100)< /FONT>

;==========================================
;Set character game points
[@GAMEPOINT0]
#IF
#ACT
GAMEPOINT = 8
#SAY
Your game point is already 8.
;==========================================

;==========================================
;Add character game points
[@GAMEPOINT1]
#IF
#ACT
GAMEPOINT + 1
#SAY
Your game point has been added 1 point.
;==========================================

;==========================================
;Subduing character game points
[@GAMEPOINT2]
#IF
#ACT
GAMEPOINT - 1
#SAY
Your game point has dropped by 1 point.
;==========================================
Function:
Adjust character attribute points.

Format:
BONUSPOINT Controller (=,+) Points (0-1000)< /FONT>

;==========================================
;Set attribute points
[@BONUSPOINT0]
#IF
#ACT
BONUSPOINT = 0
#SAY
All your attributes have been cleared by 0.
;==========================================

;==========================================
;Add attribute points
[@BONUSPOINT1]
#IF
#ACT
BONUSPOINT + 1
#SAY
Your attribute point has been added 1 point.
;==========================================
Function:
Adjust the reputation points of the characters.

Format:
CREDITPOINT Controller (=,+,-) Points (1-100)< /FONT>

;==========================================
;Set the reputation points of the character
[@CREDITPOINT0]
#IF
#ACT
CREDITPOINT = 8
#SAY
Your reputation point is already 8.
;==========================================

;==========================================
;Increase the reputation points of the characters
[@CREDITPOINT1]
#IF
#ACT
CREDITPOINT + 1
#SAY
Your reputation point has been added by 1 point.
;==========================================

;==========================================
;Suppress the reputation of the characters
[@CREDITPOINT2]
#IF
#ACT
CREDITPOINT - 1
#SAY
Your reputation point has dropped by 1 point.
;==========================================

Function:
Script adjusts skill levels.

Format:
SKILLLEVEL Controller (=,>,<) Levels (0-3)

;==========================================
[@skilllevel0]
#IF
#ACT
SKILLLEVEL thunder = 3
#SAY
Your thunder magic level is already level 3.
;==========================================

;==========================================
;
[@skilllevel1]
#IF
#ACT
SKILLLEVEL Thunder + 1
#SAY
Your thunder technic level has been upgraded to 1 level.
;==========================================

;==========================================
;
[@skilllevel2]
#IF
#ACT
SKILLLEVEL Thunderbolt - 1
#SAY
Your thunder magic level has been reduced by 1 level.
;==========================================

Function:
Adjust the character membership level.

Format:
SETMEMBERLEVEL Controller (=,+,-) Levels (1-65535)

;==========================================
;Set character membership level
[@changememberlevel0]
#IF
#ACT
SETMEMBERLEVEL = 5
#SAY
Your membership level is 5.
;==========================================

;==========================================
;Increase the character membership level
[@changememberlevel1]
#IF
#ACT
SETMEMBERLEVEL + 1
#SAY
Your membership level has changed.
;==========================================

;==========================================
;Reduce the character membership level
[@changememberlevel2]
#IF
#ACT
SETMEMBERLEVEL - 1
#SAY
Your membership level has changed.
;==========================================

Function:
Adjust the character member type.

Format:
SETMEMBERTYPE Controller (=,+,-) Number of types (1-65535)

;==========================================
;Set character member types
[@changemembertype0]
#IF
#ACT
SETMEMBERTYPE = 5
#SAY
Your membership type is 5.
;==========================================

;==========================================
;Add character member types
[@changemembertype1]
#IF
#ACT
SETMEMBERTYPE + 1
#SAY
Your membership type has changed.
;==========================================

;==========================================
;Reduce character member types
[@changemembertype2]
#IF
#ACT
SETMEMBERTYPE - 1
#SAY
Your membership type has changed.
;==========================================

Function:
Adjust the character level.

Format:
CHANGELEVEL Controller (=,+,-) Levels (1-500)

;==========================================
;Set character level
[@changelevel0]
#IF
#ACT
CHANGELEVEL = 80
#SAY
Your level is already level 80.
;==========================================

;==========================================
;Increase character level
[@changelevel1]
#IF
#ACT
CHANGELEVEL + 1
#SAY
Your level has been upgraded to 1 level.
;==========================================

;==========================================
;Downgraded character level
[@changelevel2]
#IF
#ACT
CHANGELEVEL - 1
#SAY
Your level has been reduced by 1 level.
;==========================================

Function:
Adjust the character's PK points.

Format:
CHANGEPKPOINT Controller (=,+,-) PK points

;==========================================
;Set the character's PK number to the specified number of points, and cannot be negative
[@changepkpoint0]
#IF
#ACT
CHANGEPKPOINT = 0
#SAY
Your PK points have been cleared.
;==========================================

;==========================================
;Add the character's PK point by 100 points, it cannot be a negative number
[@changepkpoint1]
#IF
#ACT
CHANGEPKPOINT + 100
#SAY
Your PK points have increased by 100 points.

;==========================================

;==========================================
;Decrement the character's PK points by 100 points, which cannot be negative. If the character's points are less than 100, it is specified as 0
[@changepkpoint2]
#IF
#ACT
CHANGEPKPOINT - 100
#SAY
Your PK points have been reduced by 100 points.
;==========================================


Function:
Adjust the character's experience points.

Format:
CHANGEEXP Controller (=,+,-) PK points

;==========================================
;Set the character's experience points to the specified number of points, and cannot be negative
[@changeexp0]
#IF
#ACT
CHANGEEXP = 20000
#SAY
Your current experience points are 20,000.
;==========================================

;==========================================
;Add the character's experience points by 1000 points, it cannot be a negative number
[@changeexp1]
#IF
#ACT
CHANGEEXP + 1000
#SAY
Your experience points have increased by 1000.

;==========================================

;==========================================
;Decrement the character's experience points by 1000 points, which cannot be negative. If the character's points are less than 1000, it is specified as 0
[@changeexp2]
#IF
#ACT
CHANGEEXP - 1000
#SAY
Your experience points have been reduced by 1000.
;==========================================

Function:
Set the current character mode. (1 management mode, 2 invincible mode, 3 invisible mode)

Format:
CHANGEMODE Mode Type Switch (1 is on, 0 is off)


;==========================================
[@test]
#IF
#ACT
CHANGEMODE 1 1
CHANGEMODE 2 1
CHANGEMODE 3 1
;==========================================
Function:
Set the current permissions of the character (0-10)

Format: (upgrade to super GM)


;==========================================
[@test]
#IF
#ACT
  CHANGEPERMISSION 10
;==========================================
Function:
Set the experience multiple of monster killing.

Format:
KILLMONEXPRATE MAXIMUM RATE Valid time
Multiplier is a multiple of monster killing experience, and the multiple divided by 100 is the real multiplier (200 is 2 times experience, 150 is 1.5 times)

;==========================================
[@KILLMONEXPRATE]
#IF
#ACT
KILLMONEXPRATE 1000 600
#SAY
Your current monster killing experience multiple is 10 times, and the effective time is 600 seconds.
;==========================================

Function:
Set attack power multiple

Format:
POWERRATE MAXIMUM RATE Valid Time
The multiplier is the multiple of the kill attack power, and the multiple divided by 100 is the real multiplier (200 is 2 times experience, 150 is 1.5 times)

;==========================================
[@POWERRATE]
#IF
#ACT
POWERRATE 1000 600
#SAY
Your current attack power multiple is 10 times, and the effective time is 600 seconds.
;==========================================

Function:
Kick the characters off the line.

Format:
KICK

;==========================================
[@KICK]
#IF
#ACT
SENDMSG 5 %s, illegally logged into the game
  KICK
;==========================================
Function:
ko character.

Format:
CLEARPASSWORD

;==========================================
;ko characters
KILL 0 Characters die, no murderer information is displayed
KILL 1 The character dies and does not display the murderer's information
KILL 2 character dies, displays the murderer's information as NPC
KILL 3 The character dies and cannot drop items, the murderer's information is NPC
;==========================================
[@KILL]
#IF
#ACT
KILL 2
;==========================================
Function:
Take all your babies.

Format:

;==========================================
[@killslave]
#IF
#ACT
KILLSLAVE
#say
Your baby is cleaned up.
;==========================================
Function:
Clear the character's warehouse password

Format:
CLEARPASSWORD

;==========================================
;Set the character's name color
[@clearpassword]
#IF
#ACT
CLEARPASSWORD
#SAY
Your repository password has been cleared.
;==========================================

Function:
Clear the character's reincarnation data (that is, the character's reincarnation is restored to the unreincarnated state)

Format:
;==========================================
[@ClearRenewLevel]
#IF
#ACT
RestRenewLevel
;==========================================
Clear list content

Scripting functions:
Clear list content

Command format:
CLEARNAMELIST

;==========================================
;Clear the list
[@Clearnamelist]
#IF
#ACT
CLEARNAMELIST
#SAY
The list has been cleared
;==========================================
Clear marriage information

;============================
[@delMarry]
#if
DELMARRY
#say
Your marriage information has been cleared
;============================
Clear the master and apprentice information

;============================
[@delMaster]
#if
DELMASTER
#say
Your marriage information has been cleared
;============================
Function:
Character reincarnation control

Format:
RENEWLEVEL Number of rotations Level after rotation Number of points assigned
Number of times to represent how many levels to turn at one time (the value range is 1 - 255)
The level after the transformation represents the level of the character after the transformation, and 0 means that the current level of the character does not change.
Allocation points represent the number of points you can get after reincarnation. This point may be replaced by character attribute points in proportion (numerical range 1 - 20000).

;==========================================
;Reincarnate the character once, set the level to level 28, and assign 100 attributes
[@RenewLevel]
#IF
#ACT
RENEWLEVEL 1 28 100
#SAY
Reincarnation was successful.
;==========================================

Send text messages


Function:
Use NPC to send information.

Format:
SENDMSG information type code %s information content %d

Information type code:
1. Send ordinary red broadcast information.
2. Send normal red broadcast information and display the NPC name.
3. Send ordinary red broadcast information and character NPC name.
4. On the top of the NPC's head, display ordinary speaking information.
5. Send red message to the character
6. Send green messages to people
7. Send blue message to characters

%s Representative name
%d represents the NPC name

Command format:
[@test]
#IF
#ACT
SENDMSG 0 %s information content %d
SENDMSG 1 %s information content %d
SENDMSG 2 %s information content %d
SENDMSG 3 %s information content %d
SENDMSG 4 %s information content %d
SENDMSG 5 %s information content %d
SENDMSG 6 %s information content %d
SENDMSG 7 %s information content %d
==================================================
Equipment upgrade

The equipment upgrade function can specify upgrade items and attributes, and obtain results according to the specified probability.
Equipment items that need to be upgraded must be placed on them.

Command format

UPGRADEITEMEX Item Position (0-12) Attribute Position (0-14) Success Chance (0-100) Points Chance (0-255) Whether it is broken (0,1)


Item Location:
0 Armor
1 Weapon
2 Lighting object (candle, this item's attribute upgrade is invalid)
3 Necklaces
4 Helmets
5 Right bracelet
6 Left bracelet
7 Right ring
8 Right ring
9 None (release the amulet position)
10 belts
11 Shoes
12 Gems

Property Location:
The attributes and positions of different types of items are different. You can add these information in the future and test it yourself.

Chances of success:
The chance of upgrading is successful, the larger the number, the smaller the chance of it.


Point probability:
The number of points obtained after the upgrade is successful is between 0 -255.

Whether it is broken:
Whether the equipment is broken after the upgrade failed, the value is 0 or 1, and 1 means broken after the failure.

Detailed explanation of attribute location

Important precautions, please be sure to read in detail before using this function, otherwise it may cause serious consequences.
When the necklaces, bracelets, and rings that need to be upgraded in the DB database due to the different StdMode values, they are upgraded.
The results obtained from the output are also different, so users should set them in detail according to the following attribute changes list!
The physical strength recovery, magic recovery, poison avoidance, poison recovery, if the "1" attribute is successfully upgraded, it is expressed as 10%


Necklace properties:
When the StdMode value is 19: the attribute position "0" upgraded to be "magic dodge", and the attribute position "1" upgraded to be "lucky"
When the StdMode value is 20: the attribute position "0" is upgraded to be "accurate", and the attribute position "1" is upgraded to be "agile"
When the StdMode value is 21: the attribute position "0" is upgraded to be "stamina recovery", and the attribute position "1" is upgraded to be "magic recovery"

Bracelet attributes:
When the StdMode value is 24: the attribute position "0" upgraded to be "accurate", and the attribute position "1" upgraded to be "agile"
When the StdMode value is 26: the attribute position "0" upgraded to be "defense upper limit", and the attribute position "1" upgraded to be "demonic upper limit"

Ring attributes:
When the StdMode value is 22: the attribute position "0" upgraded to be "defense upper limit", and the attribute position "1" upgraded to be "demonic upper limit"
When the StdMode value is 23: the attribute position "0" upgraded to be "poison dodge", and the attribute position "1" upgraded to be "poison recovery"

 

 

armor
0 Defense
1 Demonic
2 Attacks
3 Magic
4 Taoist techniques
5-13 No effect
14 Lasting

 

 

arms
0 DC2
1 MC2
2 SC2
3 Lucky
4 Curse
5 Accurate
6 Attack speed
7 Strength
8-9 Don't know
10 Need to be opened
11-13 Don't know
14 Lasting

helmet
0 Defense
1 Demonic
2 Attacks
3 Magic
4 Taoist techniques
5 Wearing requirements
6 Wearing Levels
7-13 No effect
14 Lasting

necklace
0 AC2
1 MAC2
2 DC2
3 MC2
4 SC2
6 Wearing requirements
7 Wearing Level
8 reserved
9-13 Don't know
14 Lasting


bracelet
0 AC2
1 MAC2
2 DC2
3 MC2
4 SC2
6 Wearing requirements
7 Wearing Level
8-13 No effect
14 Lasting


ring
0 AC2
1 MAC2
2 DC2
3 MC2
4 SC2
6 Wearing requirements
7 Wearing Level
8-13 No effect
14 Lasting

 


Function:
Used to clear monsters in the specified map. The character's baby is not within this range. The prohibited removal of monsters in the monster list will not be cleared.
This function is generally used for dynamic monster swiping. When there are people's maps, all monsters on the map are cleared when there are no one, so as to greatly save machine resources.

Command format:
CLEARMAPMON Map Number

example:

#if
CLEARMAPMON D717
#say
<Return/@main>
Upgrade weapon script

UPGRADEITEMEX 1 6 10 1 0   Change the last 0 to 1, and the weapon will be broken if it fails to upgrade successfully~ 0 means it will not be broken


[@main]
No one comes to visit, customer, please come in\
My self-esteem makes me not allow any further discounts on the price of this item\ \
<Start weapon upgrade/@wuqishengji>\
<Weapon Upgrade Instructions/@wuqishengji1>\
<Cancel/@exit>\

[@wuqishengji1]
If you want to upgrade your weapons, we will use advanced methods to upgrade your weapons.\
Show me your weapon, the upgrade price is 10,000 gold coins, the weapon will not be broken. \
To practice this weapon, 5 raw materials are required. \
and <Gold/@Gold>. Are you sure you want it? \
You still need 100 points to make some coins, haha. \
Do you want to entrust your weapon to enter the cultivation system? \ \
<Cancel/@main>\
[@Biron]
You can get black iron ore in the mine. \
If you want to get a good result in the practice process\
You'd better give me a higher purity black iron ore. \
By the way, remember that if there are not enough numbers during the practice
Amount of black iron ore, even if your ore is purity is high\
The results of practice may not be good either.\ \
<Return/@main>
[@Gold]
There is too little gold to practice weapons...\
Do you really think the value of my technology is just that much? \
I can't do this job at this price. ..\\
<Return/@main>

[@wuqishengji]
Now I like multiple services, haha. The weapon will not break if the upgrade fails. \\
Please select the upgrade service you want:\
〖<Upgrade Weapon Attack/@power>〗〖<Upgrade Weapon Luck/@xinyun>〗\
〖<Upgrade Weapon Magic/@fashi>〗〖<Accurate Weapon/@zhunqu>〗\
〖<Upgrade weapon Taoism/@daosh>〗〖<Upgrade weapon attack speed/@gongsu>〗\
<Please hold the weapon in your hand, please see the upgrade instructions for details. >\
〖<View instructions/@wuqishengji1>〗〖<Close/@exit>〗\
[@power]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 0 10 1 0
SENDMSG 4 %s, the weapon attack has been upgraded, whether it succeeds or not depends on your luck, good luck!!!
#ELSEACT
GOTO @ERROR

[@fashi]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 1 10 1 0
SENDMSG 4 %s, the weapon and spell upgrade has been completed, whether it succeeds depends on your luck, good luck!!!
#ELSEACT
GOTO @ERROR

[@daosh]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 2 10 1 0
SENDMSG 4 %s, the weapon Taoism has been upgraded, whether it succeeds or not depends on your luck, I wish you good luck!!!
#ELSEACT
GOTO @ERROR

[@xinyun]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 3 10 1 0
SENDMSG 5 %s, the weapon has been upgraded for luck, but it depends on your luck, good luck!!!
#ELSEACT
GOTO @ERROR

[@zhunqu]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 5 10 1 0
SENDMSG 4 %s, the weapon has been upgraded accurately, and whether it succeeds depends on your luck, good luck!!!
#ELSEACT
GOTO @ERROR

[@gongsu]
#if
CHECKGAMEPOINT > 100
CHECKGOLD 10000
CHECKITEM Black Iron Ore 5
#ACT
GAMEPOINT - 100
TAKE Black Iron Ore 5
TAKE gold coins 10000
UPGRADEITEMEX 1 6 10 1 0
SENDMSG 4 %s, the weapon attack speed has been upgraded, whether it succeeds depends on your luck, good luck!!!
#ELSEACT
GOTO @ERROR

[@ERROR]
Error message! \
Check the weapon upgrade instructions carefully? \
〖<View instructions/@wuqishengji1>〗〖<Close/@exit>〗\