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//===== Hercules Script ======================================
//= Advanced Refiner
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
//===== Description: =========================================
//= [Official Conversion]
//= Refiner that uses Enriched ores to increase upgrade success.
//= After a conversation with Doddler, it's been established that
//= the advanced refiner works similar the the "Bubble Gum" item.
//= The success percentage is not "increased" however, if it fails
//= You get a second try. This tries twice at the same time,
//= effectively giving you a re-roll on your attempt.
//= - Dialog is only partly official to iRO.
//= - Uses the iRO position for this NPC.
//===== Additional Comments: =================================
//= 1.0 First Version. [L0ne_W0lf]
//= 1.1 Fixed a weird carriage return. o_o [L0ne_W0lf]
//= 1.2 Optimizing refine method [Zephyrus]
//= 1.3 Typo fixes [Yommy]
//= 1.4 Removed unnecessary dialogs [Zephyrus]
//= 1.4a Added 'disable_items' command. [Euphy]
//= 1.4b Fixed coordinates. [Euphy]
//= 1.5 Some official script updates. [Euphy]
//============================================================

payon,157,146,6	script	Suhnbi#cash	4_M_03,{
	disable_items;
	mes "[Suhnbi]";
	mes "I am the Armsmith";
	mes "I can refine all kinds of weapons,";
	mes "armor and equipment, so let me";
	mes "know what 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) {
		if (getequipisequiped(.@i)) {
			.@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
			.@equipped = 1;
		}
		.@menu$ += ":";
	}
	if (.@equipped == 0) {
		mes "[Suhnbi]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	.@part = select(.@menu$);

	if (!getequipisequiped(.@part)) //custom check
		close;
	if (!getequipisenableref(.@part)) {
		mes "[Suhnbi]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}
	if (getequiprefinerycnt(.@part) >= 10) {
		mes "[Suhnbi]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}

	// Make sure you have the neccessary items and Zeny to refine your items
	// Determines chance of failure and verifies that you want to continue.
	switch(getequipweaponlv(.@part)) {
		case 1: callsub S_RefineValidate,1,7620,50,.@part; break;
		case 2: callsub S_RefineValidate,2,7620,200,.@part; break;
		case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
		case 4: callsub S_RefineValidate,4,7620,20000,.@part; break;
		default: callsub S_RefineValidate,0,7619,2000,.@part; break;
	}

	mes "[Suhnbi]";
	mes "Clang! Clang! Clang!";
	if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
		successrefitem .@part;
		next;
		emotion e_no1;
		mes "[Suhnbi]";
		mes "There you go! It's done.";
		mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!";
		close;
	}
	failedrefitem .@part;
	next;
	emotion (!rand(5))?e_cash:e_omg;
	mes "[Suhnbi]";
	mes "Uuuuuuuuuummmmmph!!!";
	next;
	mes "[Suhnbi]";
	mes "...";
	mes ".....";
	mes ".......Huhuhuhuhu~";
	mes "........It was your choice and my ability, no regret.";
	close;

S_RefineValidate:
	mes "[Suhnbi]";
	if (getarg(0))
		mes "You want to refine a level " + getarg(0) + " weapon?";
	mes "To refine that, you'll need to have one ^ff9999" + getitemname(getarg(1)) + "^000000 and " + getarg(2) + " zeny.";
	mes "Would you like to continue?";
	next;
	if(select("Yes:No") == 1) {
		if (getequippercentrefinery(getarg(3)) < 100) {
			if (getarg(0)) {
				mes "[Suhnbi]";
				mes "Wow!!";
				mes "This weapon probably";
				mes "looks like it's been refined...";
				mes "many times...";
				mes "It may break if";
				mes "you refine it again.";
				next;
				mes "And if it breaks,";
				mes "you can't use it anymore!";
				mes "All the cards in it and the properties ^ff0000will be lost^000000!";
				mes "^ff0000Besides, the equipment will break!^000000";
				mes "Are you sure you still want to continue?";
				next;
				if(select("Yes:No") == 2) {
					mes "[Suhnbi]";
					mes "Good.";
					mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
					close;
				}
			} else {
				mes "[Suhnbi]";
				mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
				mes "You know it's pretty risky, don't you?";
				next;
				mes "If your defensive equipment is broken, you'll never be able to use it again.";
				mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
				//mes "Everything will disappear. As in... GONE!";
				mes "Do you really wish to continue?";
				next;
				if(select("Yes:No") == 2) {
					mes "[Suhnbi]";
					mes "What nonsense. You waste my precious time.";
					mes "Get lost, punk.";
					close;
				}
			}
		}
		if (countitem(getarg(1)) > 0 && Zeny > getarg(2)) {
			delitem getarg(1),1;
			Zeny -= getarg(2);
			return;
		}
		mes "[Suhnbi]";
		mes "Are these all you have?";
		mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
		close;
	}
	mes "[Suhnbi]";
	mes "I can't help it even if you're not happy about it...";
	close;
}