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//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Blessed Refiner
//================= Description ===========================================
//= Refiners that use Blessed ores to refine equipment.
//================= Additional Comments ===================================
//= 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.
//================= Current Version =======================================
//= 1.0
//=========================================================================
- script ::BlacksmithDister FAKE_NPC,{
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;
specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
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
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