//================= 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) rAthena 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/>.
//=========================================================================
//= Renewal Refining NPCs
//================= Description ===========================================
//= Renewal-specific refining NPCs and material merchants.
//================= Current Version =======================================
//= 1.3
//=========================================================================
//== +11 and above Refiners ================================
prt_in,90,72,5 script Vestri#prt 4_M_DWARF,{
callfunc "refinenew","Vestri",0;
end;
}
morocc_in,64,41,5 script Vestri#moc 4_M_DWARF,{
callfunc "refinenew","Vestri",0;
end;
}
payon_in01,18,132,3 script Vestri#pay 4_M_DWARF,{
callfunc "refinenew","Vestri",0;
end;
}
//== +11 and above Refiner Function ========================
// To allow auto safe refining/multiple refining set the second argument to '1'
// in the function call.
// If you enable this function, be sure to edit the value of .@safe to the max
// safe refine in refine_db.txt as well.
//
// On official servers, if an item is unsuccessfully refined it will break at a
// 20% rate and downgrade at an 80% rate.
function script refinenew {
disable_items;
mes "["+ getarg(0) +"]";
mes "I am the best Armsmith ever!";
mes "I don't refine normal, boring items.";
mes "I only refine items that are Level 10 or higher.";
next;
mes "["+ getarg(0) +"]";
mes "Anyway, you may use my services if your item is Level 10 or higher.";
mes "What do you want me 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 "[" + getarg(0) + "]";
mes "I don't think I can refine any items you have...";
close;
}
.@part = select(.@menu$);
if (!getequipisequiped(.@part)) { //custom check
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
mes "I can refine.";
emotion e_an;
close;
}
if (!getequipisenableref(.@part)) {
mes "[" + getarg(0) + "]";
mes "I don't think I can";
mes "refine this item at all...";
close;
}
if (getequiprefinerycnt(.@part) < 10) {
mes "["+ getarg(0) +"]";
mes "I said I don't work with items that are lower than Level 10.";
close;
}
if (getequiprefinerycnt(.@part) >= 20) { //custom check
mes "["+ getarg(0) +"]";
mes "I can't refine this";
mes "any more. This is as";
mes "refined as it gets!";
close;
}
.@refineitemid = getequipid(.@part); // save id of the item
.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
.@type$ = "weapon";
.@material = 6224; //Bradium
.@price = 100000;
switch(getequipweaponlv(.@part)) {
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 {
.@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,";
mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny.";
}
mes "Are you sure you want to continue?";
next;
if(select("Yes:No") == 2){
mes "["+ getarg(0) +"]";
mes "Hm... if you mind... never mind...";
close;
}
if (getarg(1) != 1) {
if (getequippercentrefinery(.@part) < 100) {
mes "["+ getarg(0) +"]";
mes "This "+.@type$+" already has been refined serveral times.";
mes "It could be destroyed if I try again.";
mes "It won't break for sure, but there is has a small chance.";
next;
mes "["+ getarg(0) +"]";
mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+",";
mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
next;
mes "["+ getarg(0) +"]";
mes "Do you still want me to refine it?";
mes "I think I have given you enough warning.";
next;
if(select("Yes.:No.") == 2) {
mes "["+ getarg(0) +"]";
mes "Well, no challenge is one way to go...";
mes "No risk... that could be wise.";
close;
}
}
if (countitem(.@material) < 1 || Zeny < .@price) {
mes "["+ getarg(0) +"]";
mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
mes "Please come back when you have them.";
close;
}
Zeny -= .@price;
delitem .@material,1;
//custom checks
if (getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
mes "[" + getarg(0) + "]";
mes "Look here... you don't have any items on...";
close;
}
if (getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
mes "[" + getarg(0) + "]";
emotion e_an;
mes "Wait a second...";
mes "Do you think I'm stupid?!";
mes "You switched the item while I wasn't looking! Get out of here!";
close;
}
if (getequippercentrefinery(.@part) > rand(100)) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
next;
emotion e_no1;
mes "["+ getarg(0) +"]";
mes "Good! Succes!!!";
mes "I am the best Armsmith.";
close;
} else {
if (rand(100) < 80) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my god!";
mes "The upgrade level has dropped...";
} else {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang!";
failedrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Hmmm!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my! I've failed to refine stuff...";
mes "I didn't mean it!";
}
mes "I could have made a mistake even though I am the best Armsmith ever.";
mes "It just wasn't meant to be.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
close;
}
}
//- New +11 and above Refining Functions -
if (getequiprefinerycnt(.@part) < .@safe) {
mes "[" + getarg(0) + "]";
mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
next;
.@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
} else
.@menu2 = 2;
switch(.@menu2){
case 1:
.@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;
.@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) {
.@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;
if(select("Yes...","No...") == 2){
mes "[" + getarg(0) + "]";
mes "You said so... So be it.";
close;
}
}
break;
case 3:
mes "[" + getarg(0) + "]";
mes "You said so... So be it.";
close;
}
.@fullprice = .@price * .@refinecnt;
mes "[" + getarg(0) + "]";
mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
next;
if(select("Yes:No...") == 2){
mes "[" + getarg(0) + "]";
mes "You said so... So be it.";
close;
}
if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
mes "[" + getarg(0) + "]";
mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
mes "Please come back when you have them.";
close;
}
Zeny -= .@fullprice;
delitem .@material,.@refinecnt;
while(.@refinecnt){
if (getequipisequiped(.@part) == 0) {
mes "[" + getarg(0) + "]";
mes "Look here... you don't have any items on...";
close;
}
if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
mes "[" + getarg(0) + "]";
mes "Clang... No, but did you imagine I could be so stupid?!";
mes "You changed it...";
mes "Get out before I stun you with my Hammer!!";
close;
}
if (getequippercentrefinery(.@part) > rand(100)) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
--.@refinecnt;
next;
} else {
if (rand(100) < 80) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my god!";
mes "The upgrade level has dropped...";
} else {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang!";
failedrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Hmmm!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my! I've failed to refine stuff...";
mes "I didn't mean it!";
}
mes "I could have made a mistake even though I am the best Armsmith ever.";
mes "It just wasn't meant to be.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
close;
}
}
emotion e_no1;
mes "["+ getarg(0) +"]";
mes "Good! Succes!!!";
mes "I am the best Blacksmith.";
close;
}
//== Ori/Elu to Carnium/Bradium Refiners ===================
- script Austri#ref FAKE_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you lose some weight. -";
close;
}
mes "[Austri]";
mes "If you bring me 3";
mes "Oridecon or Elunium";
mes "I can exchange them for";
mes "Bradium or Carnium.";
mes "Just give me 50,000z.";
next;
switch(select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) {
case 1:
setarray .@i[0],984,3,6224; //Oridecon -> Bradium
break;
case 2:
setarray .@i[0],985,3,6223; //Elunium -> Carnium
break;
case 3:
setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium
break;
case 4:
mes "[Austri]";
mes "Hmm...";
close;
}
if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) {
delitem .@i[0],.@i[1];
Zeny -= 50000;
getitem .@i[2],1;
mes "[Austri]";
if (.@i[0] == 6090) {
mes "Refining with Refined Bradium";
mes "can be a little expensive.";
mes "I can exchange it for some Carnium.";
} else
mes "Ok! Here's your "+getitemname(.@i[2])+".";
mes "Take it and use it well.";
close;
}
mes "[Austri]";
mes "You better not be trying";
mes "to cheat me because you";
mes "don't have enough money";
mes "or "+getitemname(.@i[0])+".";
close;
}
prt_in,85,71,5 duplicate(Austri#ref) Austri#prt 4_M_DWARF
payon_in01,14,125,5 duplicate(Austri#ref) Austri#pay 4_M_DWARF
morocc_in,60,38,5 duplicate(Austri#ref) Austri#moc 4_M_DWARF
//== Malangdo Refiner ======================================
malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{
disable_items;
mes "[Clink]";
mes "My cool dad Holink said I have the world's greatest refine hammer!!";
mes "Meow Meow~";
mes "Who do you think I am?";
mes "Yes!!! You!! You want to refine?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
.@menu$ = "";
for(.@i = 1; .@i<=10; ++.@i)
.@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
.@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Clink]";
switch(.@part) {
case 1:
mes "Dad said. There's no cure for stupidity...";
break;
case 2:
mes "There's nothing to see here!!";
break;
case 3:
mes "What an arrogant left hand this is!";
break;
case 4:
mes "What an arrogant right hand this is!";
break;
case 5:
mes "Get that dirty thing off my face!!";
break;
case 6:
mes "Kyaong~! Do not provoke me.";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
case 10:
mes "Are you talking about the other head part?";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Clink]";
mes "This can't be refined!!";
close;
}
if (getequiprefinerycnt(.@part) >= 10) {
mes "[Clink]";
mes "Perfect refining. Did I do this for you?";
close;
}
mes "[Clink]";
switch(getequipweaponlv(.@part)) {
default:
case 0: // Armor
.@price = 2000;
.@material = 985; //Elunium
.@type$ = "armor";
mes "Hmm, an armor refine? Someone like you?";
break;
case 1: // Level 1 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
.@price = 200;
.@material = 1011; //Emveretarcon
.@type$ = "weapon";
mes "A level 2 weapon?";
break;
case 3: // Level 3 Weapon
.@price = 20000;
.@material = 984; //Oridecon
.@type$ = "weapon";
mes "Woot!! A level 3 weapon? Impressive~";
break;
case 4: // Level 4 Weapon
.@price = 50000;
.@material = 984; //Oridecon
.@type$ = "weapon";
mes "Wow!... A level 4 weapon~!!";
break;
}
mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?";
next;
if(select("Yes, I do!!:Forget about it!!") == 2) {
mes "[Clink]";
mes "I knew it!!";
mes "I knew you were not worth trying my magical refining hammer for.";
close;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Clink]";
mes "Wow!!";
mes "This "+.@type$+" has been refined quite a bit, huh?";
mes "You do know that this might break, right?";
next;
mes "[Clink]";
mes "If you break the "+.@type$+", you can never use it again.";
mes "Cards and enchant effects...";
mes "the ^ff0000whole thing will disappear^000000.";
mes "You still up for this~?";
next;
if(select("Yes, I am!!:Forget about it!!") == 2) {
mes "[Clink]";
mes "I knew it!!";
mes "You can't even take this big step. Don't think about refining...";
close;
}
}
if (countitem(.@material) == 0 || Zeny < .@price) {
mes "[Clink]";
mes "Hey you!! Didn't I tell you";
mes "that you need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny??!!";
close;
}
delitem .@material,1;
Zeny -= .@price;
if (getequippercentrefinery(.@part) <= rand(100)) {
failedrefitem .@part;
mes "[Clink]";
mes "Cry Hammer!! Cry!!!";
next;
switch(rand(1,5)) {
case 1: emotion e_sob; break;
case 2: emotion e_swt2; break;
case 3: emotion e_wah; break;
case 4: emotion e_hmm; break;
case 5: emotion e_lv2; break;
}
mes "[Clink]";
mes "Huh?! I failed?!";
next;
mes "[Clink]";
mes "Arrgg~ It's all~ Broken...? What a pity~";
next;
mes "[Clink]";
mes "Hey...!! Get me another one.";
mes "This is not possible.";
mes "How can my hammer fail from refining?";
close;
}
successrefitem .@part;
mes "[Clink]";
mes "Cry Hammer!! Cry!!!";
next;
emotion e_kis;
mes "[Clink]";
mes "Ok!! Perfect!!";
mes "There's nothing I can't refine";
mes "with this special hammer.";
mes "You can praise me!!";
mes "What a day!!";
close;
}