As you want.
And I wasn't talking about the skilleffect, they probably will stay almost intact except the "AM_CP_[itemslot]" part.
A whole new skill has to be developed from the current ones.
eAthena skill.c
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
{
enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
if(tsc && tsc->data[scid])
status_change_end(bl, scid, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
break;
Would have to be changed into something like:
case CP_WEAPON:
case CP_SHIELD:
case CP_ARMOR:
case CP_HELM:
{
enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - CP_WEAPONS));
if(tsc && tsc->data[scid])
status_change_end(bl, scid, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
break;
Creating whole new skills (removed "AM_") and those could be used accordingly with the scrolls.
14517,CP_Helm_Scroll,Chemical Protection Helm Scroll,2,,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ skilleffect "CP_HELM",0; sc_start SC_CP_HELM,600000,5; },{},{}
Well, it's just a fair chunk of coding, but you'll get my point (simple example only, we'd have to replace AM and the SC versions with a new one to make it work).