diff options
author | masao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-05-17 20:39:42 +0000 |
---|---|---|
committer | masao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-05-17 20:39:42 +0000 |
commit | b3fd25f45c560fce6f1db4181f3642022d2ccb94 (patch) | |
tree | 8fff28023bc72cad46338b0dd25ad7cedbf22436 | |
parent | 6c343ca6bb3c64f1d8fadafe2c83c2a54d951411 (diff) | |
download | hercules-b3fd25f45c560fce6f1db4181f3642022d2ccb94.tar.gz hercules-b3fd25f45c560fce6f1db4181f3642022d2ccb94.tar.bz2 hercules-b3fd25f45c560fce6f1db4181f3642022d2ccb94.tar.xz hercules-b3fd25f45c560fce6f1db4181f3642022d2ccb94.zip |
- Added +11 and above refiner NPC.
- Added NPC to refine Oridecons / Eluniums to Cardium / Bradium.
- Added downrefitem script command and updated script_commands.txt with it.
- Updated refine_db.txt with probably custom values for +11 to +20 values. Source : http://ratemyserver.net/index.php?page=misc_table_refine
- Some little script improvements to Suhnbi. (Enriched Elunium / Oridecon Upgrader.)
* Further improvements for the refinement system and refinement NPC's will come within the next few days.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16126 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | db/re/refine_db.txt | 10 | ||||
-rw-r--r-- | doc/script_commands.txt | 12 | ||||
-rw-r--r-- | npc/merchants/advanced_refiner.txt | 55 | ||||
-rw-r--r-- | npc/merchants/refine.txt | 586 | ||||
-rw-r--r-- | src/map/script.c | 67 | ||||
-rw-r--r-- | src/map/skill.c | 4 |
6 files changed, 679 insertions, 55 deletions
diff --git a/db/re/refine_db.txt b/db/re/refine_db.txt index f235efc7a..421a1bdbc 100644 --- a/db/re/refine_db.txt +++ b/db/re/refine_db.txt @@ -30,12 +30,12 @@ // Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki. // A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF) -0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,10:300,10:300,10:400,10:400,10:400,10:400,10:500,10:500,10:500,10:500 +0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,50:300,30:300,30:400,20:400,10:400,10:400,10:500,10:500,10:500,10:500 // Level 1 weapons -1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,10:0,10:0,10:0,10:0,10:0,10:300,10:300,10:300,10:300,10:300 +1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,70:0,70:0,50:0,50:0,30:0,30:300,20:300,20:300,10:300,10:300 // Level 2 weapons -2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:600,10:600,10:600,10:600,10:600 +2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,70:0,50:0,50:0,30:0,30:0,20:600,20:600,10:600,10:600,10:600 // Level 3 weapons -3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:900,10:900,10:900,10:900,10:900 +3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,50:0,50:0,30:0,30:0,20:0,20:900,10:900,10:900,10:900,10:900 // Level 4 weapons -4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:0,10:1200,10:1200,10:1200,10:1200,10:1200 +4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,50:0,30:0,30:0,20:0,20:0,10:1200,10:1200,10:1200,10:1200,10:1200 diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 424a87bac..826ce0568 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -4377,6 +4377,18 @@ The official scripts seem to use the 'failedrefitem' command as a function instead: 'failedrefitem(<number>)' but it returns nothing on the stack. This is since jAthena, so probably nobody knows for sure why is it so. +--------------------------------------- + +*downrefitem <equipment slot>; + +This command will downgrade an item by -1 in the specified equipment slot of the +invoking character. So the item will not be destroyed unlikely in failedrefitem. +This will also display a 'refine failure' effect on the character and put appropriate +messages into their chat window. + +The official scripts seem to use the 'downrefitem' command as a function +instead: 'downrefitem(<number>)' but it returns nothing on the stack. This is +since jAthena, so probably nobody knows for sure why is it so. --------------------------------------- diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt index ed0124e29..5e846fd35 100644 --- a/npc/merchants/advanced_refiner.txt +++ b/npc/merchants/advanced_refiner.txt @@ -31,7 +31,6 @@ payon,174,138,0 script Suhnbi#cash 85,{ mes "armor and equipment, so let me"; mes "know what 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 ) @@ -88,25 +87,23 @@ payon,174,138,0 script Suhnbi#cash 85,{ mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!"; close; } - else - { - mes "[Suhnbi]"; - mes "Clink! Clank! Clunk!"; - FailedRefItem .@part; - next; - if (rand(5) == 1) - Emotion e_cash; - else - Emotion e_omg; - mes "[Suhnbi]"; - mes "Cough!!!!"; - next; - mes "[Suhnbi]"; - mes "Cough...Cough.."; - mes "What a shame..."; - mes "Your equipment broke during the refining process. I had told you earlier this might happen!"; - close; + mes "[Suhnbi]"; + mes "Clink! Clank! Clunk!"; + FailedRefItem .@part; + next; + if (rand(5) == 1){ + Emotion e_cash; + } else { + Emotion e_omg; } + mes "[Suhnbi]"; + mes "Cough!!!!"; + next; + mes "[Suhnbi]"; + mes "Cough...Cough.."; + mes "What a shame..."; + mes "Your equipment broke during the refining process. I had told you earlier this might happen!"; + close; S_RefineValidate: mes "[Suhnbi]"; @@ -150,19 +147,13 @@ S_RefineValidate: set Zeny, Zeny - getarg(2); return; } - else - { - mes "[Suhnbi]"; - mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "..."; - mes "Go get some more. I'll be here all day if you need me."; - close; - } - } - else - { mes "[Suhnbi]"; - mes "Yeah... There's no need to rush."; - mes "Take your time."; + mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "..."; + mes "Go get some more. I'll be here all day if you need me."; close; } -} + mes "[Suhnbi]"; + mes "Yeah... There's no need to rush."; + mes "Take your time."; + close; +}
\ No newline at end of file diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt index f2556034e..b5db20791 100644 --- a/npc/merchants/refine.txt +++ b/npc/merchants/refine.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Syrus22 (1.1) dafide18 (1.4) Skotlex (1.5) //===== Current Version: ===================================== -//= 2.9 +//= 3.1 //===== Compatible With: ===================================== //= Any Athena Version //===== Description: ========================================= @@ -54,9 +54,10 @@ //= 2.8 Added proper Blacksmith Supplier to Einroch. [L0ne_W0lf] //= Updated dated features comment to reflect new usage. //= 2.8a Small bugfix. (bugreport:2418) [Paradox924X] -//= 2.9 MOved Morroc repairman to Morroc Ruins. [L0ne_W0lf] +//= 2.9 Moved Morroc repairman to Morroc Ruins. [L0ne_W0lf] //= 3.0 Updated several NPC names and locations. [Xantara] // Added WoE map Refiners. +//= 3.1 Added the new refinement & Ore creation NPC's for +11 and above Refinement. [Masao] //============================================================ @@ -601,6 +602,9 @@ lhz_in02,282,20,7 script Fulerr 869,{ //============================================================ //= To allow auto safe refining/multiple refining set the //= second argument to '1' in the function call. +//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt +//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level. +//= Otherwise it won't work . //============================================================ function script refinemain { set .@features,getarg(1); @@ -1283,3 +1287,581 @@ function script repairmain { close; } } + +//===================================================================================== +// +11 and above Weapon/Armor Refiners +//===================================================================================== +prt_in,90,72,5 script Bestry#prt 826,{ + callfunc "refinenew","Bestry",0,0; + end; +} +morocc_in,64,41,5 script Bestry#moc 826,{ + callfunc "refinenew","Bestry",0,0; + end; +} +payon_in01,18,132,3 script Bestry#pay 826,{ + callfunc "refinenew","Bestry",0,0; + end; +} + +//===================================================================================== +// +11 and above Weapon/Armor Function +//===================================================================================== +//= To allow auto safe refining/multiple refining set the +//= second argument to '1' in the function call. +//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt +//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level. +//= Otherwise it won't work . +//= +//= In the official script the NPC uses an new Command which is called 'GetExdEquipIsSuccessRefinery', +//= this command seems to generate a random number between 1 and 3 to decide either of +//= the following: +//= 1: Success +//= 2: Downgrade +//= 3: Failure +//= +//= If you want to enable that feature just set the third argument to '1' in the function call. +//= Otherwise it will use the % chance in your refine_db.txt . +//= Side Note: Current values for +11 and above upgrading in the refine_db.txt are custom. +//===================================================================================== + +function script refinenew { + + 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 10 or higher!"; + next; + mes "["+ getarg(0) +"]"; + mes "Anyway, you may use my services if your item is lv 10 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 items is at least +10 + if(getequiprefinerycnt(.@part) < 10) { + mes "["+ getarg(0) +"]"; + mes "I said I don't work with Equipment under lv. 10."; + close; + } + if(getequiprefinerycnt(.@part) >= 20) { + 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,6224; + set .@price,100000; + set .@safe,10; + mes "["+ getarg(0) +"]"; + mes "Hmm a weapon, is that ok?"; + mes "If you want to refine this weapon,"; + mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny."; + mes "Are you sure you want to continue?"; + } else { + set .@material,6223; + set .@price,100000; + set .@safe,10; + mes "["+ getarg(0) +"]"; + mes "Hmm an armor, is that ok?"; + mes "If you want to refine this armor,"; + mes "I will need 1 ^003366Carnium^00000 and 100,000 zeny."; + 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; + } + if(getarg(1) != 1) { + if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) { + mes "["+ getarg(0) +"]"; + mes "This weapon already has been refined serveral times."; + mes "It could be destroyed if you try more."; + mes "It won't break 100%, but is has a small chance."; + next; + mes "["+ getarg(0) +"]"; + mes "You could have the upgrade level of the weapon decreased,"; + mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it."; + } else { + mes "["+ getarg(0) +"]"; + mes "This armor already has been refined serveral times."; + mes "It could be destroyed if you try more."; + mes "It won't break 100%, but is has a small chance."; + next; + mes "["+ getarg(0) +"]"; + mes "You could have the upgrade level of the armor decreased,"; + mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it."; + } + next; + mes "["+ getarg(0) +"]"; + mes "Do you want me to refine it?"; + mes "I think I gave you enough warnings."; + next; + switch (select("Yes.:No.")) { + case 1: + break; + case 2: + mes "["+ getarg(0) +"]"; + mes "Well, no challenge is one way.."; + mes "No risk.. that could be wise."; + close; + } + if(countitem(.@material) < 1 || Zeny < .@price) { + mes "["+ getarg(0) +"]"; + mes "Hm, it seems you don't have enough materials or money."; + mes "Please check it out."; + close; + } + set Zeny,Zeny - .@price; + 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; + } + if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item + mes "[" + getarg(0) + "]"; + Emotion e_an; + mes "Wait a second..."; + mes "Do you think I'm stupid?!"; + mes "You switched the item while I wasn't looking! Get out of here!"; + close; + } + if(getarg(2) == 1){ + set .@rand,rand(1,3); + if (.@rand == 1) { + mes "Clang! Clang! Clang! Clang!"; + successrefitem .@part; + next; + emotion e_no1; + mes "["+ getarg(0) +"]"; + mes "Good! Succes!!!"; + mes "I am the best Blacksmith."; + close; + } + if (.@rand == 2) { + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang! Clang!"; + downrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } + else { + emotion 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!"; + close; + } + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang!"; + failedrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion e_omg; + } + mes "["+ getarg(0) +"]"; + mes "Hmmm!"; + next; + mes "["+ getarg(0) +"]"; + mes "Oh my! I've failed to refine stuff..."; + mes "I didn't mean it!"; + 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!"; + 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."; + close; + } + if (getequippercentrefinery(.@part) < .@rand) { + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang! Clang!"; + downrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion 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!"; + close; + } + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang!"; + failedrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion e_omg; + } + mes "["+ getarg(0) +"]"; + mes "Hmmm!"; + next; + mes "["+ getarg(0) +"]"; + mes "Oh my! I've failed to refine stuff..."; + mes "I didn't mean it!"; + 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!"; + close; + } +// New +11 and above Refining Functions ======================== + if(getequiprefinerycnt(.@part) < .@safe) { + mes "[" + getarg(0) + "]"; + mes "I can refine this to the safe limit or a desired number of times... it's your choice..."; + next; + set .@menu2,select("To the safe limit please.","I'll decide how many times.","I've changed my mind..."); + } else { + set .@menu2,2; + } + switch(.@menu2){ + case 1: + set .@refinecnt,.@safe - getequiprefinerycnt(.@part); + break; + case 2: + next; + mes "[" + getarg(0) + "]"; + mes "So how many times would you like me to refine your item?"; + next; + input .@refinecnt; + set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part); + if (.@refinecnt < 1 || .@refinecheck > 10) { + mes "[" + getarg(0) + "]"; + mes "I can't refine this item that many times."; + close; + } + if(.@refinecheck > .@safe) { + set .@refinecheck,.@refinecheck - .@safe; + mes "[" + getarg(0) + "]"; + mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?"; + next; + if(select("Yes...","No...") == 2){ + mes "[" + getarg(0) + "]"; + mes "You said so..Hmm so be it..."; + close; + } + } + break; + case 3: + next; + mes "[" + getarg(0) + "]"; + mes "You said so..Hmm so be it..."; + close; + } + set .@fullprice,.@price * .@refinecnt; + mes "[" + getarg(0) + "]"; + mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; + next; + if(select("Yes","No...") == 2){ + mes "[" + getarg(0) + "]"; + mes "You said so..Hmm so be it..."; + close; + } + if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) { + mes "[" + getarg(0) + "]"; + mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes."; + close; + } + set Zeny,Zeny - .@fullprice; + delitem .@material,.@refinecnt; + while(.@refinecnt){ + if (getequipisequiped(.@part) == 0) { + mes "[" + getarg(0) + "]"; + mes "Look here... you don't have any Items on..."; + close; + } + if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) { + mes "[" + getarg(0) + "]"; + mes "Clan... No, but Did you imagine I could be so stupid !?!"; + mes "You have changed it..."; + mes "Go out before I stun you with my Hammer!!!"; + close; + } + if(getarg(2) == 1){ + set .@rand,rand(1,3); + if (.@rand == 1) { + mes "Clang! Clang! Clang! Clang!"; + successrefitem .@part; + next; + emotion e_no1; + mes "["+ getarg(0) +"]"; + mes "Good! Succes!!!"; + mes "I am the best Blacksmith."; + close; + } + if (.@rand == 2) { + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang! Clang!"; + downrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } + else { + emotion 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!"; + close; + } + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang!"; + failedrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion e_omg; + } + mes "["+ getarg(0) +"]"; + mes "Hmmm!"; + next; + mes "["+ getarg(0) +"]"; + mes "Oh my! I've failed to refine stuff..."; + mes "I didn't mean it!"; + 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!"; + 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."; + close; + } + if (getequippercentrefinery(.@part) < .@rand) { + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang! Clang!"; + downrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion 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!"; + close; + } + mes "["+ getarg(0) +"]"; + mes "Clang! Clang! Clang!"; + failedrefitem .@part; + next; + set .@emo, rand(1,5); + if (.@emo == 1) { + emotion e_cash; + } else { + emotion e_omg; + } + mes "["+ getarg(0) +"]"; + mes "Hmmm!"; + next; + mes "["+ getarg(0) +"]"; + mes "Oh my! I've failed to refine stuff..."; + mes "I didn't mean it!"; + 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!"; + close; + } + mes "[" + getarg(0) + "]"; + mes "All finished... Come again soon."; + close; +} + +//============================================================================== +// Ori/Elu to Carnium/Bradium Refiners +//============================================================================== +prt_in,85,71,5 script Austry#prt 826,{ + callfunc "oreref","Austry"; + end; +} +payon_in01,14,125,5 script Austry#pay 826,{ + callfunc "oreref","Austry"; + end; +} +morocc_in,60,38,5 script Austry#moc 826,{ + callfunc "oreref","Austry"; + end; +} + +//============================================================ +//= Ori/Elu to Carnium/Bradium Function +//============================================================ + +function script oreref { + mes "["+ getarg(0) +"]"; + mes "If you bring me 3"; + mes "Oridecon or Elunium"; + mes "I can exchange them for"; + mes "Bradium or Carnium."; + mes "Just give me 50,000z."; + next; + switch (select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) { + case 1: + if ((countitem(984) > 2) && (Zeny > 49999)) { + delitem 984,3; //Oridecon + set Zeny, Zeny - 50000; + getitem 6224,1; //Bradium + mes "["+ getarg(0) +"]"; + mes "Ok! Here is your Bradium."; + mes "Take it and use it well."; + close; + } + mes "["+ getarg(0) +"]"; + mes "You better not be trying"; + mes "to cheat me because you"; + mes "don't have enough zeny"; + mes "or Oridecon."; + close; + case 2: + if ((countitem(985) > 2) && (Zeny > 49999)) { + delitem 985,3; //Elunium + set Zeny, Zeny - 50000; + getitem 6223,1; //Carnium + mes "["+ getarg(0) +"]"; + mes "Ok! Here is your Carnium."; + mes "Take it and use it well."; + close; + } + mes "["+ getarg(0) +"]"; + mes "You better not be trying"; + mes "to cheat me because you"; + mes "don't have enough zeny"; + mes "or Elunium."; + close; + case 3: + if ((countitem(6090) > 0) && (Zeny > 49999)) { + delitem 6090,1; //Purified_Bradium + set Zeny, Zeny - 50000; + getitem 6223,1; //Carnium + mes "["+ getarg(0) +"]"; + mes "Refining with Purified Bradium"; + mes "is a little expensive. I can"; + mes "trade it for some Carnium."; + mes "Take it and use it well."; + close; + } + mes "["+ getarg(0) +"]"; + mes "You better not be trying"; + mes "to cheat me because you"; + mes "don't have enough zeny"; + mes "or Purified Bradium."; + close; + case 4: + mes "["+ getarg(0) +"]"; + mes "Hmm..."; + close; + } +}
\ No newline at end of file diff --git a/src/map/script.c b/src/map/script.c index eb1876008..84b9b3140 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -7008,10 +7008,10 @@ BUILDIN_FUNC(repair) *------------------------------------------*/ BUILDIN_FUNC(getequipisequiped) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7031,10 +7031,10 @@ BUILDIN_FUNC(getequipisequiped) *------------------------------------------*/ BUILDIN_FUNC(getequipisenableref) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7054,10 +7054,10 @@ BUILDIN_FUNC(getequipisenableref) *------------------------------------------*/ BUILDIN_FUNC(getequipisidentify) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7077,10 +7077,10 @@ BUILDIN_FUNC(getequipisidentify) *------------------------------------------*/ BUILDIN_FUNC(getequiprefinerycnt) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7100,10 +7100,10 @@ BUILDIN_FUNC(getequiprefinerycnt) *------------------------------------------*/ BUILDIN_FUNC(getequipweaponlv) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7123,10 +7123,10 @@ BUILDIN_FUNC(getequipweaponlv) *------------------------------------------*/ BUILDIN_FUNC(getequippercentrefinery) { - int i=-1,num; + int i = -1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7149,7 +7149,7 @@ BUILDIN_FUNC(successrefitem) int i=-1,num,ep; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7203,7 +7203,7 @@ BUILDIN_FUNC(failedrefitem) int i=-1,num; TBL_PC *sd; - num=script_getnum(st,2); + num = script_getnum(st,2); sd = script_rid2sd(st); if( sd == NULL ) return 0; @@ -7225,6 +7225,44 @@ BUILDIN_FUNC(failedrefitem) } /*========================================== + * Downgrades an Equipment Part by -1 . [Masao] + *------------------------------------------*/ +BUILDIN_FUNC(downrefitem) +{ + int i = -1,num,ep; + TBL_PC *sd; + + num = script_getnum(st,2); + sd = script_rid2sd(st); + if( sd == NULL ) + return 0; + + if (num > 0 && num <= ARRAYLENGTH(equip)) + i = pc_checkequip(sd,equip[num-1]); + if(i >= 0) { + ep = sd->status.inventory[i].equip; + + //Logs items, got from (N)PC scripts [Lupus] + log_pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->status.inventory[i]); + + sd->status.inventory[i].refine++; + pc_unequipitem(sd,i,2); // status calc will happen in pc_equipitem() below + + clif_refine(sd->fd,2,i,sd->status.inventory[i].refine = sd->status.inventory[i].refine - 2); + clif_delitem(sd,i,1,3); + + //Logs items, got from (N)PC scripts [Lupus] + log_pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->status.inventory[i]); + + clif_additem(sd,i,1,0); + pc_equipitem(sd,i,ep); + clif_misceffect(&sd->bl,2); + } + + return 0; +} + +/*========================================== * *------------------------------------------*/ BUILDIN_FUNC(statusup) @@ -16254,6 +16292,7 @@ struct script_function buildin_func[] = { BUILDIN_DEF(getequippercentrefinery,"i"), BUILDIN_DEF(successrefitem,"i"), BUILDIN_DEF(failedrefitem,"i"), + BUILDIN_DEF(downrefitem,"i"), BUILDIN_DEF(statusup,"i"), BUILDIN_DEF(statusup2,"ii"), BUILDIN_DEF(bonus,"iv"), diff --git a/src/map/skill.c b/src/map/skill.c index 44e28860f..f4305d5f8 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -13307,7 +13307,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if(item->nameid > 0 && ditem->type == IT_WEAPON) { if( item->refine >= sd->menuskill_val - || item->refine >= MAX_REFINE // if it's no longer refineable + || item->refine >= 10 // if it's no longer refineable || ditem->flag.no_refine // if the item isn't refinable || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { @@ -13333,7 +13333,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if (ep) pc_equipitem(sd,idx,ep); clif_misceffect(&sd->bl,3); - if(item->refine == MAX_REFINE && + if(item->refine == 10 && item->card[0] == CARD0_FORGE && (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) { // Fame point system [DracoRPG] |