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+//===== rAthena Script =======================================
+//= Blessed Refiner
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Refiners that use Blessed ores to refine equipment.
+//= Upon failure, the equipment is not destroyed. The success
+//= rate is identical to that for Enriched ores.
+//= - "Blacksmith Dister" only refines from +6~12.
+//= NOTE: This NPC is currently disabled on official servers.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+- script ::BlacksmithDister -1,{
+ disable_items;
+ mes "[Blacksmith Dister]";
+ mes "In this highly competitive society, we must be different in order to survive!";
+ mes "I only refine equipment at the +6 ~ 12 levels.";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "I will need ^ff9999Blessed Weapon Ore^000000 for weapons, and ^ff9999Blessed Armor Ore^000000 for armors.";
+ mes "Failed refines ^FF0000will not break or reduce the refine level^000000.";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "How about it? 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 "[Blacksmith Dister]";
+ 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 weird smell 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 Dister]";
+ mes "This item cannot be refined.";
+ close;
+ }
+ set .@equip_refine, getequiprefinerycnt(.@part);
+ if (.@equip_refine < 6 || .@equip_refine > 12) {
+ mes "[Blacksmith Dister]";
+ mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!";
+ close;
+ }
+ set .@equip_lv, getequipweaponlv(.@part);
+ switch(.@equip_lv) {
+ default:
+ case 0:
+ set .@price,20000;
+ set .@material,6439; //Unbreakable_Def
+ set .@type$,"Armor";
+ break;
+ case 1:
+ set .@price,1000;
+ set .@material,6438; //Unbreakable_Weap
+ set .@type$,"Weapon";
+ break;
+ case 2:
+ set .@price,2000;
+ set .@material,6438; //Unbreakable_Weap
+ set .@type$,"Weapon";
+ break;
+ case 3:
+ set .@price,20000;
+ set .@material,6438; //Unbreakable_Weap
+ set .@type$,"Weapon";
+ break;
+ case 4:
+ set .@price,40000;
+ set .@material,6438; //Unbreakable_Weap
+ set .@type$,"Weapon";
+ break;
+ }
+ set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000";
+ mes "[Blacksmith Dister]";
+ mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
+ mes "Do you want to proceed?";
+ next;
+ if(select("Yes:No") == 2) {
+ mes "[Blacksmith Dister]";
+ mes "I am busy, don't joke with me!";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < 100) {
+ mes "[Blacksmith Dister]";
+ mes "This "+.@type$+" has been refined many times. Although it will not disappear upon failure, the "+.@ore$+" will disappear!";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "Of course, the refining fee will not be returned! Do you want to continue?";
+ next;
+ if(select("Yes:No") == 2) {
+ mes "[Blacksmith Dister]";
+ mes "Good. I'd be sad if it failed, too.";
+ close;
+ }
+ }
+ if (countitem(.@material) == 0 || Zeny < .@price) {
+ mes "[Blacksmith Dister]";
+ mes "Materials insufficient.";
+ mes "To refine "+((.@equip_lv)?"a level "+.@equip_lv+" weapon":"armor")+", I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
+ close;
+ }
+ delitem .@material,1;
+ set Zeny, Zeny-.@price;
+ mes "[Blacksmith Dister]";
+ mes "Tac! Tac! Tac!";
+ if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
+ specialeffect EF_BLESSING;
+ successrefitem .@part;
+ next;
+ mes "[Blacksmith Dister]";
+ mes "Hahahahahaha!!!";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "Refine was a huge success~ Hahaha!";
+ close;
+ }
+ specialeffect EF_CURSEATTACK;
+ specialeffect2 EF_SUI_EXPLOSION;
+ next;
+ emotion (!rand(5))?e_ag:e_omg;
+ mes "[Blacksmith Dister]";
+ mes "Oh my goodness!!!!";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "Oh! Although it was blessed by "+.@ore$+" to retain the equipment...";
+ next;
+ mes "[Blacksmith Dister]";
+ mes "My mood is worse when I fail!!";
+ close;
+}
+prt_in,52,56,3 duplicate(BlacksmithDister) Blacksmith Dister#prt 826
+payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 826
+alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 826
+yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 826
+ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 826
+lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 826