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%100

;+20
;+19
;+21

+22
+23

;+24
;+26

[@main]
#IF
checkpkpoint 2

#SAY
#INCLUDE [..\Market_Def\00BuySell_Std.txt] @Convert_BuySellStd_PK

#ELSESAY
Hi, My name is {FCOLOR/10}<$NPCNAME>{FCOLOR/12}, how can I help you?\
<[ Buy ]/@buy> Ring\
<[ Sell ]/@sell> Ring\
<[ Repair ]/@Repair> Ring\
<[ Upgrade Special Ring ]/@UpSpecRing>\
<[ Upgrade Reincarnation Items ]/@UpgReb>\
<[ Exit ]/@exit>\

[@UpgReb]
#SAY
Which item would you like to Upgrade?\
<[ CollisionNecky(R) ]/@UpgReb1(CollisionNecky)>\
<[ DominanceNecky(R) ]/@UpgReb1(DominanceNecky)>\
<[ CoreNecky(R) ]/@UpgReb1(CoreNecky)>\
<[ CollisionBrace(R) ]/@UpgReb1(CollisionBrace)>\
<[ DominanceBrace(R) ]/@UpgReb1(DominanceBrace)>\
<[ CoreBracelet(R) ]/@UpgReb1(CoreBracelet)>\
<[ CollisionRing(R) ]/@UpgReb1(CollisionRing)>\
<[ DominanceRing(R) ]/@UpgReb1(DominanceRing)>\
<[ CoreRing(R) ]/@UpgReb1(CoreRing)>\\
<[ Main Menu ]/@Main>\\\

[@UpgReb1()]
#ACT
Mov A1 %ARG(1)
Mov A2 %A1
#SAY
What level are they?\
<[ R ]/@UpgReb2(R,2)>\
<[ 2 ]/@UpgReb2(2,3)>\
<[ 3 ]/@UpgReb2(3,4)>\
<[ 4 ]/@UpgReb2(4,5)>\
<[ 5 ]/@UpgReb2(5,6)>\
<[ 6 ]/@UpgReb2(6,7)>\
<[ 7 ]/@UpgReb2(7,8)>\
<[ 8 ]/@UpgReb2(8,9)>\
<[ 9 ]/@UpgReb2(9,10)>\\
<[ Main Menu ]/@Main>\\\

[@UpgReb2()]
#ACT
Mov A3 %ARG(1)
Mov A4 %ARG(2)
AddStr A1 "("
AddStr A2 "("
AddStr A1 %A3
AddStr A2 %A4
AddStr A1 ")"
AddStr A2 ")"
#IF
CheckItem %A1 2
#SAY
If you decide to combine 2 * <$OUTPUT(A1)>\
into 1 * <$OUTPUT(A2)> you will lose all stats\
you have added to those items!!\
Are you Sure?\\
<[ Continue ]/@UpgReb3>\
<[ Main Menu ]/@Main>\\\

#ELSESAY
You don't have 2 * <$OUTPUT(A1)>!!!\
<[ Main Menu ]/@Main>\\\

[@UpgReb3]
#IF
CheckItem %A1 2
#ACT
Take %A1 2
Give %A2 1
#SAY
There you go :)\
Have Fun\\
<[ Main Menu ]/@Main>\\\



[@UpSpecRing]
#IF
#SAY
Which Ring do you want?\\
<[ Para ]/@ExchangeRings1(Para)>\
<[ Pro ]/@ExchangeRings1(Pro)>\
<[ Clear ]/@ExchangeRings1(Clear)>\\
<[ Exit ]/@exit>\\\


[@ExchangeRings1()]
#ACT
Mov  A1  %ARG(1)
#SAY
Which <$OUTPUT(A1)> Do you Want?\\
<[ Demon ]/@ExchangeRings2(Demon,Ring)>\
<[ God ]/@ExchangeRings2(God,Demon)>\
<[ ADVDemon ]/@ExchangeRings2(ADVDemon,God)>\
<[ ADVGod ]/@ExchangeRings2(ADVGod,ADVDemon)>\

[@ExchangeRings2()]
#ACT
Mov  A2  %ARG(1)
Mov  A3  %ARG(2)

#IF
Equal A3 "Ring"
#ACT
Mov    A5 %A1
AddStr A5 %A3
#ELSEACT
Mov    A5 %A3
AddStr A5 %A1


#IF 
#ACT
Mov    A4 %A2
AddStr A4 %A1


#SAY
Your {FCOLOR/10}<$OUTPUT(A4)>{FCOLOR/12} will cost you 2 * {FCOLOR/10}<$OUTPUT(A5)>{FCOLOR/12}\\
Are you Sure?\
<[ Yes, Swap the Items ]/@ExchangeRings3>\
<[ Nah, I don't want to now ]/@exit>\\\

[@ExchangeRings3]
#IF
CheckItem %A5 2
#ACT
Take %A5 2
Give %A4 1
#SAY
Here is your Nice Shiny New <$OUTPUT(A4)>\\
<[ Exit ]/@exit>\\\
#ELSESAY
You don't have 2 {FCOLOR/10}<$OUTPUT(A5)>{FCOLOR/12}!!!\
<[ Main ]/@main>\\\


[@buy]
#SAY
#INCLUDE [..\Market_Def\00BuySell_Std.txt] @Convert_BuySellStd_Buy

[@sell]
#SAY
#INCLUDE [..\Market_Def\00BuySell_Std.txt] @Convert_BuySellStd_Sell

[@repair]
#SAY
#INCLUDE [..\Market_Def\00BuySell_Std.txt] @Convert_BuySellStd_Rep

[~@repair]
#SAY
#INCLUDE [..\Market_Def\00BuySell_Std.txt] @Convert_BuySellStd_Rep1


[Goods]

RustedRing 200 1
CopperRing 200 1
GlassRing 200 1
HexagonalRing 200 1
HornRing 200 1
BlueQuartzRing 200 1
CoralRing 200 1
SorceryRing 200 1
MoralityRing 200 1
GoldRing 200 1

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