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Diffstat (limited to 'npc/re/merchants/blessed_refiner.txt')
-rw-r--r-- | npc/re/merchants/blessed_refiner.txt | 171 |
1 files changed, 0 insertions, 171 deletions
diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt deleted file mode 100644 index ec6b591a9..000000000 --- a/npc/re/merchants/blessed_refiner.txt +++ /dev/null @@ -1,171 +0,0 @@ -//===== 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 |