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-//===== Hercules Script ======================================
-//= Blessed Refiner
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== 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$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- 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;
- }
- .@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;
- }
- .@equip_lv = getequipweaponlv(.@part);
- switch(.@equip_lv) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6439; //Unbreakable_Def
- .@type$ = "Armor";
- break;
- case 1:
- .@price = 1000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 2:
- .@price = 2000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 3:
- .@price = 20000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 4:
- .@price = 40000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- }
- .@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;
- 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 4_M_DWARF
-payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 4_M_DWARF
-alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 4_M_DWARF
-yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 4_M_DWARF
-ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 4_M_DWARF
-lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 4_M_DWARF