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Diffstat (limited to 'npc/merchants/advanced_refiner.txt')
-rw-r--r-- | npc/merchants/advanced_refiner.txt | 161 |
1 files changed, 0 insertions, 161 deletions
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt deleted file mode 100644 index 6d19d68e4..000000000 --- a/npc/merchants/advanced_refiner.txt +++ /dev/null @@ -1,161 +0,0 @@ -//===== Hercules Script ====================================== -//= Advanced Refiner -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.5 -//===== Description: ========================================= -//= [Official Conversion] -//= Refiner that uses Enriched ores to increase upgrade success. -//= After a conversation with Doddler, it's been established that -//= the advanced refiner works similar the the "Bubble Gum" item. -//= The success percentage is not "increased" however, if it fails -//= You get a second try. This tries twice at the same time, -//= effectively giving you a re-roll on your attempt. -//= - Dialog is only partly official to iRO. -//= - Uses the iRO position for this NPC. -//===== Additional Comments: ================================= -//= 1.0 First Version. [L0ne_W0lf] -//= 1.1 Fixed a weird carriage return. o_o [L0ne_W0lf] -//= 1.2 Optimizing refine method [Zephyrus] -//= 1.3 Typo fixes [Yommy] -//= 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 4_M_03,{ - disable_items; - mes "[Suhnbi]"; - mes "I am the Armsmith"; - mes "I can refine all kinds of weapons,"; - mes "armor and equipment, so let me"; - mes "know what you want to refine."; - next; - - setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - .@menu$ = ""; - for(.@i = 1; .@i<=10; ++.@i) { - if (getequipisequiped(.@i)) { - .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; - .@equipped = 1; - } - .@menu$ += ":"; - } - if (.@equipped == 0) { - mes "[Suhnbi]"; - mes "I don't think I can refine any items you have..."; - close; - } - .@part = select(.@menu$); - - if (!getequipisequiped(.@part)) //custom check - close; - if (!getequipisenableref(.@part)) { - mes "[Suhnbi]"; - mes "Go find another Blacksmith. You can't refine this thing."; - close; - } - if (getequiprefinerycnt(.@part) >= 10) { - mes "[Suhnbi]"; - 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)) { - 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; - case 4: callsub S_RefineValidate,4,7620,20000,.@part; break; - default: callsub S_RefineValidate,0,7619,2000,.@part; break; - } - - mes "[Suhnbi]"; - mes "Clang! Clang! Clang!"; - if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { - successrefitem .@part; - next; - emotion e_no1; - mes "[Suhnbi]"; - 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; - } - failedrefitem .@part; - next; - emotion (!rand(5))?e_cash:e_omg; - mes "[Suhnbi]"; - mes "Uuuuuuuuuummmmmph!!!"; - next; - mes "[Suhnbi]"; - mes "..."; - mes "....."; - mes ".......Huhuhuhuhu~"; - mes "........It was your choice and my ability, no regret."; - close; - -S_RefineValidate: - mes "[Suhnbi]"; - if (getarg(0)) - 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) { - 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 "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; - Zeny -= getarg(2); - return; - } - mes "[Suhnbi]"; - 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 "I can't help it even if you're not happy about it..."; - close; -} |