diff options
Diffstat (limited to 'npc/re/merchants/refine.txt')
-rw-r--r-- | npc/re/merchants/refine.txt | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index db57a1d5d..490f10b5c 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -54,20 +54,20 @@ function script refinenew { 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) { + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) { if (getequipisequiped(.@i)) { - set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; - set .@equipped,1; + .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; + .@equipped = 1; } - set .@menu$, .@menu$ + ":"; + .@menu$ += ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } - set .@part, select(.@menu$); + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; @@ -95,27 +95,27 @@ function script refinenew { mes "refined as it gets!"; close; } - set .@refineitemid, getequipid(.@part); // save id of the item - set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count + .@refineitemid = getequipid(.@part); // save id of the item + .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) { - set .@type$,"weapon"; - set .@material,6224; //Bradium - set .@price,100000; + .@type$ = "weapon"; + .@material = 6224; //Bradium + .@price = 100000; switch(getequipweaponlv(.@part)) { - case 1: set .@safe,10; break; - case 2: set .@safe,10; break; - case 3: set .@safe,10; break; - case 4: set .@safe,10; break; + case 1: .@safe = 10; break; + case 2: .@safe = 10; break; + case 3: .@safe = 10; break; + case 4: .@safe = 10; break; } mes "["+ getarg(0) +"]"; mes "Hmm a weapon, is that ok?"; mes "If you want to refine this weapon,"; mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny."; } else { - set .@type$,"armor"; - set .@material,6223; //Carnium - set .@price,100000; - set .@safe,10; + .@type$ = "armor"; + .@material = 6223; //Carnium + .@price = 100000; + .@safe = 10; mes "["+ getarg(0) +"]"; mes "Hmm an armor, is that ok?"; mes "If you want to refine this armor,"; @@ -222,26 +222,26 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "I can refine this to the safe limit or a desired number of times. It's your choice."; next; - set .@menu2,select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); + .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); } else - set .@menu2,2; + .@menu2 = 2; switch(.@menu2){ case 1: - set .@refinecnt,.@safe - getequiprefinerycnt(.@part); + .@refinecnt = .@safe - getequiprefinerycnt(.@part); break; case 2: mes "[" + getarg(0) + "]"; mes "How many times would you like me to refine your item?"; next; input .@refinecnt; - set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part); + .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part); if (.@refinecnt < 1 || .@refinecheck > 20) { mes "[" + getarg(0) + "]"; mes "I can't refine this item that many times."; close; } if (.@refinecheck > .@safe) { - set .@refinecheck,.@refinecheck - .@safe; + .@refinecheck -= .@safe; mes "[" + getarg(0) + "]"; mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?"; next; @@ -257,7 +257,7 @@ function script refinenew { mes "You said so... So be it."; close; } - set .@fullprice,.@price * .@refinecnt; + .@fullprice = .@price * .@refinecnt; mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; @@ -290,7 +290,7 @@ function script refinenew { if (getequippercentrefinery(.@part) > rand(100)) { mes "Clang! Clang! Clang! Clang!"; successrefitem .@part; - set .@refinecnt,.@refinecnt - 1; + --.@refinecnt; next; } else { if (rand(100) < 80) { @@ -402,10 +402,10 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ mes "Yes!!! You!! 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$[.@i]+"-[Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Clink]"; switch(.@part) { @@ -452,34 +452,34 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ switch(getequipweaponlv(.@part)) { default: case 0: // Armor - set .@price,2000; - set .@material,985; //Elunium - set .@type$,"armor"; + .@price = 2000; + .@material = 985; //Elunium + .@type$ = "armor"; mes "Hmm, an armor refine? Someone like you?"; break; case 1: // Level 1 Weapon - set .@price,50; - set .@material,1010; //Phracon - set .@type$,"weapon"; + .@price = 50; + .@material = 1010; //Phracon + .@type$ = "weapon"; mes "A level 1 weapon?"; mes "Urr... Annoying... Okay, let's try..."; break; case 2: // Level 2 Weapon - set .@price,200; - set .@material,1011; //Emveretarcon - set .@type$,"weapon"; + .@price = 200; + .@material = 1011; //Emveretarcon + .@type$ = "weapon"; mes "A level 2 weapon?"; break; case 3: // Level 3 Weapon - set .@price,20000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 20000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Woot!! A level 3 weapon? Impressive~"; break; case 4: // Level 4 Weapon - set .@price,50000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 50000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Wow!... A level 4 weapon~!!"; break; } |