//===== Hercules Script ======================================
//= HD Refiner
//===== By: ==================================================
//= Masao
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
//= Dwarf Mighty Hammer is an refining NPC which allows you
//= to upgrade your weapon or gear up to +10 without breaking
//= the weapon or gear but instead downgrading it by -1 using
//= the HD Ores which are usually only obtainable through the
//= *RO cashshops.
//=
//= Even at +0 refine, if you use the HD stones, the weapon
//= or gear will not break but stay at +0 if it fails.
//===== Additional Comments: =================================
//= 1.0 First Version, dialogue and coordinations are custom.
//============================================================
// Dwarf Mighty Hammer Locations (Custom)
//============================================================
prontera,145,170,6 script Dwarf Mighty Hammer#prt 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
moc_para01,175,115,5 script Dwarf Mighty Hammer#moc 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
payon,140,175,6 script Dwarf Mighty Hammer#pay 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
//============================================================
// +7 to +10 Refiner Function
//============================================================
function script refinehd {
disable_items;
mes "["+ getarg(0) +"]";
mes "I am the best Blacksmith ever!";
mes "I don't work with normal, boring items.";
mes "But only with items that are level 7 or higher!";
next;
mes "["+ getarg(0) +"]";
mes "Anyway, you may use my services if your item is lv 7 or higher.";
mes "What do you want to have refined?";
next;
setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
for(set .@i,1; .@i<=10; set .@i,.@i+1) {
if(getequipisequiped(.@i))
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
set .@menu$, .@menu$ + ":";
}
set .@part,select(.@menu$);
if(!getequipisequiped(.@part)) {
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
mes "I can refine.";
emotion e_an;
close;
}
//Check if the item is refinable...
if(!getequipisenableref(.@part)) {
mes "[" + getarg(0) + "]";
mes "I don't think I can";
mes "refine this item at all...";
close;
}
//Check if the item is identified... (Don't know why this is in here... but kept it anyway)
if(!getequipisidentify(.@part)) {
mes "[" + getarg(0) + "]";
mes "You can't refine this";
mes "if you haven't appraised";
mes "it first. Make sure your";
mes "stuff is identified before";
mes "I can refine it.";
close;
}
//Check to see if the item is at least +7
if(getequiprefinerycnt(.@part) < 7) {
mes "["+ getarg(0) +"]";
mes "I said I don't work with Equipment under lv. 7.";
close;
}
if(getequiprefinerycnt(.@part) >= 10) {
mes "["+ getarg(0) +"]";
mes "I can't refine this";
mes "any more. This is as";
mes "refined as it gets!";
close;
}
set .@refineitemid, getequipid(.@part); // save id of the item
set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
set .@material,6240;
mes "["+ getarg(0) +"]";
mes "Hmm a weapon, is that ok?";
mes "If you want to refine this weapon,";
mes "I will need 1 ^003366Purified Oridecon^000000.";
mes "Are you sure you want to continue?";
} else {
set .@material,6241;
mes "["+ getarg(0) +"]";
mes "Hmm an armor, is that ok?";
mes "If you want to refine this armor,";
mes "I will need 1 ^003366Purified Elunium^000000.";
mes "Are you sure you want to continue?";
}
next;
if(select("Yes:No") == 2){
mes "["+ getarg(0) +"]";
mes "Well, no challenge is one way...";
mes "No risk... that could be wise.";
close;
}
set .@continue,1;
while(.@continue == 1){
if(getequiprefinerycnt(.@part) >= 10) {
mes "["+ getarg(0) +"]";
mes "I can't refine this";
mes "any more. This is as";
mes "refined as it gets!";
close;
}
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
mes "["+ getarg(0) +"]";
mes "This weapon already has been refined serveral times.";
mes "You could have the upgrade level of the weapon decreased.";
} else {
mes "["+ getarg(0) +"]";
mes "This armor already has been refined serveral times.";
mes "You could have the upgrade level of the armor decreased.";
}
next;
mes "["+ getarg(0) +"]";
mes "Do you want me to refine it?";
mes "I think I gave you enough warnings.";
next;
if(select("Yes.:No.") == 2) {
mes "["+ getarg(0) +"]";
mes "Well, no challenge is one way..";
mes "No risk.. that could be wise.";
close;
}
if(countitem(.@material) < 1) {
mes "["+ getarg(0) +"]";
mes "Hm, it seems you don't have enough materials.";
mes "Please check it out.";
close;
}
delitem .@material,1;
if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
mes "[" + getarg(0) + "]";
mes "Look here... you don't have any items on...";
close;
}
set .@rand,rand(100);
if (getequippercentrefinery(.@part) > .@rand) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
next;
emotion e_no1;
mes "["+ getarg(0) +"]";
mes "Good! Succes!!!";
mes "I am the best Blacksmith.";
next;
mes "["+ getarg(0) +"]";
mes "Ould you like to continue?";
if(select("No:Yes") == 1){
mes "[" + getarg(0) + "]";
mes "All finished... Come again soon.";
close;
}
next;
}
if (getequippercentrefinery(.@part) < .@rand) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
if(getequiprefinerycnt(.@part) >= 1) {
downrefitem .@part;
}
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my!";
mes "The upgrade level has dropped...";
mes "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
next;
mes "["+ getarg(0) +"]";
mes "Ould you like to continue?";
if(select("No:Yes") == 1){
mes "[" + getarg(0) + "]";
mes "All finished... Come again soon.";
close;
}
next;
}
}
}