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+//===== Hercules Script ======================================
+//= Advanced Refiner
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== 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.
+//===== Additional Comments: =================================
+//= 1.0 Added Malangdo Refiner "Holink". [Euphy]
+//============================================================
+
+malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{
+ disable_items;
+ mes "[Holink]";
+ mes "I am the meow~ Blacksmith Holink~";
+ mes "Master of refining, Holink~";
+ mes "I am the special cat Holink who learned from Morroc~";
+ mes "My daughter is so proud of me, Holink~";
+ mes "What should Holink~ refine today?";
+ 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$[.@i]+"-[Empty]")+":";
+ set .@part, select(.@menu$);
+ if (!getequipisequiped(.@part)) {
+ mes "[Holink]";
+ switch(.@part) {
+ case 1:
+ mes "My teacher Aragam said meow~";
+ mes "There's no cure for stupidity...";
+ break;
+ case 2:
+ mes "There's nothing to see here, meow!!";
+ break;
+ case 3:
+ mes "Meow? What do you want me to do with this left hand...?";
+ break;
+ case 4:
+ mes "Meow? What do you want me to do with this right hand...?";
+ break;
+ case 5:
+ mes "Meow? You don't have anything on.";
+ break;
+ case 6:
+ mes "Kyang~! Do not mess with my sensitive olfactory, meow~.";
+ break;
+ case 7:
+ case 8:
+ mes "Meow? Where is the accessory?";
+ break;
+ case 9:
+ case 10:
+ mes "Meow? You talking about the other head parts, meow?~";
+ break;
+ }
+ close;
+ }
+ if (!getequipisenableref(.@part)) {
+ mes "[Holink]";
+ mes "Even Aragam can't refine such a thing, meow.";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Holink]";
+ mes "Meow~ Perfect refining. Did Aragam do this, meow?~";
+ close;
+ }
+ mes "[Holink]";
+ switch(getequipweaponlv(.@part)) {
+ default:
+ case 0: // Armor
+ set .@price,15000;
+ set .@material,7619; //Enriched_Elunium
+ set .@type$,"armor";
+ mes "You have chosen an armor, meow~";
+ break;
+ case 1: // Level 1 Weapon
+ set .@price,500;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "A level 1 weapon...?";
+ break;
+ case 2: // Level 2 Weapon
+ set .@price,2000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Meow, a level 2 weapon...?";
+ break;
+ case 3: // Level 3 Weapon
+ set .@price,20000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Meow Meow~~ A level 3 weapon~~";
+ break;
+ case 4: // Level 4 Weapon
+ set .@price,50000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Me-Meow!... A level 4 weapon...!";
+ mes "I've only seen it twice while";
+ mes "learning from Aragam... Me-Meow!!";
+ break;
+ }
+ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~";
+ mes "Want to continue, meow?~";
+ next;
+ if(select("Yes!!:No!!") == 2) {
+ mes "[Holink]";
+ mes "Kyack!!";
+ mes "You don't belive in refine master Holink, meow?~";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < 100) {
+ mes "[Holink]";
+ mes "Meow!!";
+ if (.@type$ == "armor")
+ mes "This armor was already refined so many times, meow.";
+ else {
+ mes "Danger. Danger~";
+ mes "This weapon was refined a lot, meow~";
+ next;
+ mes "[Holink]";
+ }
+ mes "You might break it if you continue";
+ mes "to try refining this item further, meow.";
+ next;
+ mes "[Holink]";
+ mes "Once the "+.@type$+" is broken, you can";
+ mes "never use it again, meow. Not to mention... all current";
+ mes "^ff0000cards and enchantments will vanish for sure^000000.";
+ mes "You still want to try, meow~?";
+ next;
+ if(select("Yes, I do!!:Forget about it!!") == 2) {
+ mes "[Holink]";
+ mes "Meow! Wise choice, meow.";
+ mes "But!!";
+ mes "I am not happy to see you doubting the refine master Holink, meow~";
+ close;
+ }
+ }
+ if (countitem(.@material) == 0 || Zeny < .@price) {
+ mes "[Holink]";
+ mes "You don't have the ingredients.";
+ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny, meow~";
+ mes "Go get it, meow~";
+ close;
+ }
+ delitem .@material,1;
+ set Zeny, Zeny-.@price;
+ if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
+ successrefitem .@part;
+ mes "[Holink]";
+ mes "Me~ Me~ Meow! Fun fun refining~";
+ next;
+ emotion e_kis;
+ mes "[Holink]";
+ mes "Perfect!! Perfect, meow!!";
+ mes "I am the disciple of the refining wizard Aragam~";
+ mes "Holink!!";
+ mes "Another day of successful refining, meow!!";
+ close;
+ }
+ failedrefitem .@part;
+ mes "[Holink]";
+ mes "Meo~ Meow~ Kyaaak!!";
+ next;
+ switch(rand(1,5)) {
+ case 1: emotion e_sob; break;
+ case 2: emotion e_swt2; break;
+ case 3: emotion e_wah; break;
+ case 4: emotion e_hmm; break;
+ case 5: emotion e_lv2; break;
+ }
+ mes "[Holink]";
+ mes "Meow!! Aaaaakk~~!!!!";
+ mes "Kyaaak!! I have failed, meow!!";
+ next;
+ mes "[Holink]";
+ mes "......";
+ mes "......";
+ mes "All~ Everything~ Broken, meow...";
+ next;
+ mes "[Holink]";
+ mes "Meow.... Master Aragam once said,";
+ mes "learn from your failures...";
+ mes "Human, this one failure will be the beginning of your success in the future.";
+ close;
+}