//===== Hercules Script ======================================
//= HD Refiners
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use HD ores to refine equipment. Upon
//= failure, the equipment is not destroyed; rather, its
//= refine level decreases by 1. The success rate is identical
//= to that for Enriched ores.
//= - "Blacksmith Mighty Hammer" only refines from +7~9.
//= - "Basta" only refines from +10 and up.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//============================================================
// Blacksmith Mighty Hammer (+7~9)
//============================================================
- script ::MightyHammer -1,{
disable_items;
mes "[Blacksmith Mighty Hammer]";
mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
mes "I refine only items that are ^CC0000+7 to +9^000000.";
next;
mes "[Blacksmith Mighty Hammer]";
mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
next;
mes "[Blacksmith Mighty Hammer]";
mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
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)
set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
set .@part, select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Mighty Hammer]";
switch(.@part) {
case 1:
mes "I'm a blacksmith, not a hairstylist.";
break;
case 2:
mes "With my hammer, I will make you a star of the sky.";
break;
case 3:
case 4:
mes "Making artificial hands is not my specialty.";
break;
case 5:
mes "Bring out the item so I can refine it!";
break;
case 6:
mes "Where is this foot odor coming from?";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
mes "What do you want me to refine?";
break;
case 10:
mes "Huh? What do you want me to do?";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Blacksmith Mighty Hammer]";
mes "This item can't be refined.";
close;
}
if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
mes "[Blacksmith Mighty Hammer]";
mes "I only handle items with refine levels from +7 to +9.";
close;
}
switch(getequipweaponlv(.@part)) {
default:
case 0:
set .@price,20000;
set .@material,6241; //HD_Elunium
break;
case 1:
case 2:
case 3:
case 4:
set .@price,20000;
set .@material,6240; //HD_Oridecon
break;
}
mes "[Blacksmith Mighty Hammer]";
mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
mes "Do you have them ready?";
next;
if(select("Yes:No") == 2) {
mes "[Blacksmith Mighty Hammer]";
mes "I will wait until you are ready.";
close;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Blacksmith Mighty Hammer]";
mes "It looks like this item will likely fail to be refined.";
mes "Well, even if it fails, it only decreases by 1 refine level.";
mes "Would you like to continue refining?";
next;
if(select("Yes:No") == 2) {
mes "[Blacksmith Mighty Hammer]";
mes "Only those who overcome fear of failure will obtain a masterpiece.";
close;
}
}
if (countitem(.@material) == 0 || Zeny < .@price) {
mes "[Blacksmith Mighty Hammer]";
mes "Didn't you just say you had everything ready?";
close;
}
delitem .@material,1;
set Zeny, Zeny-.@price;
mes "[Blacksmith Mighty Hammer]";
mes "Tac! Tac! Tac!";
if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
successrefitem .@part;
next;
emotion e_no1;
mes "[Blacksmith Mighty Hammer]";
mes "The sound refreshes my mind everytime I hear it.";
mes "Here, have it. Refine succeeded flawlessly!";
close;
}
downrefitem .@part;
next;
emotion e_omg;
mes "[Blacksmith Mighty Hammer]";
mes "Oops!!";
next;
mes "[Blacksmith Mighty Hammer]";
mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
close;
}
prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 4_M_DWARF
morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 4_M_DWARF
payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 4_M_DWARF
alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 4_M_DWARF
yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 4_M_DWARF
ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 4_M_DWARF
lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
// iRO NPC locations:
// moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
// payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF
// Basta (+10 and up)
//============================================================
- script ::Basta -1,{
disable_items;
mes "[Basta]";
mes "I'm the best Blacksmith in the whole world, Basta.";
mes "But I don't provide a normal refine service.";
mes "I only refine equipment ^CC0000over +10^000000.";
next;
mes "[Basta]";
mes "Which equipment do you want to refine?";
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)
set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
set .@part, select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Basta]";
switch(.@part) {
case 1:
mes "Is your head an equipment?";
break;
case 2:
mes "What do you want me to do?";
break;
case 3:
case 4:
mes "Making artificial hands is not my specialty.";
break;
case 5:
mes "Do you even know what a robe is?";
break;
case 6:
mes "If you want to refine your feet, don't come to me, try running a marathon.";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
mes "Well... I don't see any equipment worth refining.";
break;
case 10:
mes "I can't make you smart. Go see a school teacher for that.";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Basta]";
mes "Even I cannot refine this item. There's no way.";
close;
}
if (getequiprefinerycnt(.@part) < 10) {
mes "[Basta]";
mes "Haven't I told you? I only refine equipments that are +10 and above.";
close;
}
if (getequiprefinerycnt(.@part) == 20) {
mes "[Basta]";
mes "This weapon is perfect, no need to refine it anymore~";
close;
}
switch(getequipweaponlv(.@part)) {
default:
case 0:
set .@price,100000;
set .@material,6225; //HD_Carnium
set .@type$,"armor";
break;
case 1:
case 2:
case 3:
case 4:
set .@price,100000;
set .@material,6226; //HD_Bradium
set .@type$,"weapon";
break;
}
mes "[Basta]";
mes "Hmm... is this the one you want to refine?";
mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
mes "Do you really want to refine this?";
next;
if(select("Yes:No") == 2) {
mes "[Basta]";
mes "Okay. If that's what you want...";
close;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Basta]";
mes "This "+.@type$+" has already been refined pretty high.";
mes "If you try to refine it more, the refine level could decrease.";
next;
mes "[Basta]";
mes "I am different from the blacksmiths in others places.";
mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
mes "Here it can only decrease by 1 level.";
next;
mes "[Basta]";
mes "Compared to other blacksmiths, the risk is smaller.";
mes "I've given all precautions. Do you want to try it?";
next;
if(select("Yes:No") == 2) {
mes "[Basta]";
mes "Well~";
mes "Not challenging at all could also be a kind of wisdom in life.";
close;
}
}
if (countitem(.@material) == 0 || Zeny < .@price) {
mes "[Basta]";
mes "Hmm... You didn't bring all the materials needed.";
mes "Come back when you have them all.";
close;
}
delitem .@material,1;
set Zeny, Zeny-.@price;
mes "Pow! Pow! Pow! Pow!";
if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
successrefitem .@part;
next;
emotion e_no1;
mes "[Basta]";
mes "Great! Nicely done!!";
mes "I really am the best blacksmith in the whole wide world!";
close;
}
downrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "[Basta]";
mes "Aaaaaaaaaaak!!!";
next;
mes "[Basta]";
mes "Damn it!";
mes "Refining failed and refine level has decreased!";
mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
mes "Too bad.";
next;
mes "[Basta]";
mes "I'll do better next time! Don't worry!";
close;
}
prt_in,57,54,3 duplicate(Basta) Basta#prt 4_M_DWARF
morocc_in,68,30,3 duplicate(Basta) Basta#morocc 4_M_DWARF
payon,148,174,3 duplicate(Basta) Basta#payon 4_M_DWARF
alberta_in,18,56,3 duplicate(Basta) Basta#alberta 4_M_DWARF
yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 4_M_DWARF
ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 4_M_DWARF
lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 4_M_DWARF