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author | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
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committer | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
commit | e3afdc2af4c5e50c79237ee092e25f39b7428e47 (patch) | |
tree | 20cfd05dd6fc2e3e53173ef059f045cee1526d58 /npc/merchants/advanced_refiner.txt | |
parent | 491892212d338903179909b89a5bfc2385e52261 (diff) | |
download | hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.gz hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.bz2 hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.xz hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.zip |
Update to last rAthena npc.
Fix some typos
change sc_bleeding to -> sc_blooding
Updated RE EXP for quests_brasilis.txt
Diffstat (limited to 'npc/merchants/advanced_refiner.txt')
-rw-r--r-- | npc/merchants/advanced_refiner.txt | 153 |
1 files changed, 79 insertions, 74 deletions
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt index 7b7825492..0ab0e29e8 100644 --- a/npc/merchants/advanced_refiner.txt +++ b/npc/merchants/advanced_refiner.txt @@ -3,9 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.4b -//===== Compatible With: ===================================== -//= Hercules Git +//= 1.5 //===== Description: ========================================= //= [Official Conversion] //= Refiner that uses Enriched ores to increase upgrade success. @@ -24,6 +22,7 @@ //= 1.4 Removed unnecessary dialogs [Zephyrus] //= 1.4a Added 'disable_items' command. [Euphy] //= 1.4b Fixed coordinates. [Euphy] +//= 1.5 Some official script updates. [Euphy] //============================================================ payon,157,146,6 script Suhnbi#cash 85,{ @@ -34,37 +33,39 @@ payon,157,146,6 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 ) - { - if( getequipisequiped(.@i) ) + for(set .@i,1; .@i<=10; set .@i,.@i+1) { + if (getequipisequiped(.@i)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; - + set .@equipped,1; + } set .@menu$, .@menu$ + ":"; } - set .@part,select(.@menu$); - - if( !getequipisequiped(.@part) ) + if (.@equipped == 0) { + mes "[Suhnbi]"; + mes "I don't think I can refine any items you have..."; close; + } + set .@part, select(.@menu$); - if( !getequipisenableref(.@part) ) - { + if (!getequipisequiped(.@part)) //custom check + close; + if (!getequipisenableref(.@part)) { mes "[Suhnbi]"; - mes "I don't think I can refine this item at all."; + mes "Go find another Blacksmith. You can't refine this thing."; close; } - if( getequiprefinerycnt(.@part) >= 10 ) - { + if (getequiprefinerycnt(.@part) >= 10) { mes "[Suhnbi]"; - mes "This item cannot be refined because it has already reached its maximum level..."; + mes "Hmm... someone perfected this already. I don't think I can work on it further."; close; } // Make sure you have the neccessary items and Zeny to refine your items // Determines chance of failure and verifies that you want to continue. - switch( getequipweaponlv(.@part) ) - { + switch(getequipweaponlv(.@part)) { case 1: callsub S_RefineValidate,1,7620,50,.@part; break; case 2: callsub S_RefineValidate,2,7620,200,.@part; break; case 3: callsub S_RefineValidate,3,7620,5000,.@part; break; @@ -72,85 +73,89 @@ payon,157,146,6 script Suhnbi#cash 85,{ default: callsub S_RefineValidate,0,7619,2000,.@part; break; } - if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) ) - { - mes "[Suhnbi]"; - mes "Clink! Clank! Clunk!"; - SuccessRefItem .@part; + mes "[Suhnbi]"; + mes "Clang! Clang! Clang!"; + if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { + successrefitem .@part; next; - Emotion e_no1; + emotion e_no1; mes "[Suhnbi]"; - mes "Here you are! It's done."; - mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!"; + mes "There you go! It's done."; + mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!"; close; } - mes "[Suhnbi]"; - mes "Clink! Clank! Clunk!"; - FailedRefItem .@part; + failedrefitem .@part; next; - if (rand(5) == 1){ - Emotion e_cash; - } else { - Emotion e_omg; - } + emotion (!rand(5))?e_cash:e_omg; mes "[Suhnbi]"; - mes "Cough!!!!"; + mes "Uuuuuuuuuummmmmph!!!"; 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!"; + mes "..."; + mes "....."; + mes ".......Huhuhuhuhu~"; + mes "........It was your choice and my ability, no regret."; close; S_RefineValidate: mes "[Suhnbi]"; if (getarg(0)) - mes "A level " + getarg(0) + " weapon..."; - mes "To refine this I need one ^ff9999" + getitemname(getarg(1)) + "^000000 and a service fee of " + getarg(2) + " Zeny."; - mes "Do you wish to continue?"; + mes "You want to refine a level " + getarg(0) + " weapon?"; + mes "To refine that, you'll need to have one ^ff9999" + getitemname(getarg(1)) + "^000000 and " + getarg(2) + " zeny."; + mes "Would you like to continue?"; next; - if( select("Yes:No") == 1 ) - { - if( getequippercentrefinery(getarg(3)) < 100 ) - { - mes "[Suhnbi]"; - mes "Wow!!"; - mes "This weapon, probably"; - mes "looks like it's been refined..."; - mes "many times..."; - mes "It may break if"; - mes "you refine it again."; - next; - mes "And if it breaks,"; - mes "you can't use it anymore!"; - mes "All the cards in it and the"; - mes "properties"; - mes "^ff0000will be lost^000000!!"; - mes "^ff0000 besides, the equipment will break!^000000"; - mes " "; - mes "Are you sure you still want to continue?"; - next; - if( select("Yes:No") == 2 ) - { + if(select("Yes:No") == 1) { + if (getequippercentrefinery(getarg(3)) < 100) { + if (getarg(0)) { + mes "[Suhnbi]"; + mes "Wow!!"; + mes "This weapon probably"; + mes "looks like it's been refined..."; + mes "many times..."; + mes "It may break if"; + mes "you refine it again."; + next; + mes "And if it breaks,"; + mes "you can't use it anymore!"; + mes "All the cards in it and the properties ^ff0000will be lost^000000!"; + mes "^ff0000Besides, the equipment will break!^000000"; + mes "Are you sure you still want to continue?"; + next; + if(select("Yes:No") == 2) { + mes "[Suhnbi]"; + mes "Good."; + mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too."; + close; + } + } else { mes "[Suhnbi]"; - mes "I completely agree..."; - mes "I might be a great refiner, but sometimes even I make mistakes."; - close; + mes "Giggle. Giggle. Oh, you have guts, daring to refine this."; + mes "You know it's pretty risky, don't you?"; + next; + mes "If your defensive equipment is broken, you'll never be able to use it again."; + mes "Even your cards and your modifications will ^ff0000completely disappear^000000."; + //mes "Everything will disappear. As in... GONE!"; + mes "Do you really wish to continue?"; + next; + if(select("Yes:No") == 2) { + mes "[Suhnbi]"; + mes "What nonsense. You waste my precious time."; + mes "Get lost, punk."; + close; + } } } - if( countitem(getarg(1)) > 0 && Zeny > getarg(2) ) - { - delitem getarg(1), 1; + if (countitem(getarg(1)) > 0 && Zeny > getarg(2)) { + delitem getarg(1),1; set Zeny, Zeny - getarg(2); return; } 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."; + mes "Are these all you have?"; + mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?"; close; } mes "[Suhnbi]"; - mes "Yeah... There's no need to rush."; - mes "Take your time."; + mes "I can't help it even if you're not happy about it..."; close; } |