//===== Hercules Script ======================================
//= Renewal Refining NPCs
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
//= Renewal-specific refining NPCs and material merchants.
//===== Additional Comments: =================================
//= 1.0 Moved some scripts to Renewal file, optimized "Austry" NPC. [Euphy]
//= 1.0a Added 'disable_items' command. [Euphy]
//= 1.1 Added Malangdo Refiner "Clink". [Euphy]
//= 1.2 Added official success calculation, thanks to Helvetica.
//= The safe/multiple refine feature is now functional. [Euphy]
//============================================================
// +11 and above Refiners
//============================================================
prt_in,90,72,5 script Bestry#prt 826,{
callfunc "refinenew","Bestry",0;
end;
}
morocc_in,64,41,5 script Bestry#moc 826,{
callfunc "refinenew","Bestry",0;
end;
}
payon_in01,18,132,3 script Bestry#pay 826,{
callfunc "refinenew","Bestry",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 Blacksmith ever!";
mes "I don't work with normal, boring items.";
mes "But only with items that are level 10 or higher!";
next;
mes "["+ getarg(0) +"]";
mes "Anyway, you may use my services if your item is lv 10 or higher.";
mes "What do you want to have refined?";
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) {
if(getequipisequiped(.@i))
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
set .@menu$, .@menu$ + ":";
}
set .@part,select(.@menu$);
if(!getequipisequiped(.@part)) {
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
mes "I can refine.";
emotion e_an;
close;
}
//Check if the item is refinable...
if(!getequipisenableref(.@part)) {
mes "[" + getarg(0) + "]";
mes "I don't think I can";
mes "refine this item at all...";
close;
}
//Check to see if the items is at least +10
if(getequiprefinerycnt(.@part) < 10) {
mes "["+ getarg(0) +"]";
mes "I said I don't work with Equipment under lv. 10.";
close;
}
if(getequiprefinerycnt(.@part) >= 20) {
mes "["+ getarg(0) +"]";
mes "I can't refine this";
mes "any more. This is as";
mes "refined as it gets!";
close;
}
set .@refineitemid, getequipid(.@part); // save id of the item
set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
set .@material,6224;
set .@price,100000;
switch(getequipweaponlv(.@part)) {
case 1: set .@safe,17; break;
case 2: set .@safe,16; break;
case 3: set .@safe,15; break;
case 4: set .@safe,14; 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.";
mes "Are you sure you want to continue?";
} else {
set .@material,6223;
set .@price,100000;
set .@safe,14;
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 "Well, no challenge is one way...";
mes "No risk... that could be wise.";
close;
}
if(getarg(1) != 1) {
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
mes "["+ getarg(0) +"]";
mes "This weapon already has been refined serveral times.";
mes "It could be destroyed if you try more.";
mes "It won't break 100%, but is has a small chance.";
next;
mes "["+ getarg(0) +"]";
mes "You could have the upgrade level of the weapon decreased,";
mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
} else {
mes "["+ getarg(0) +"]";
mes "This armor already has been refined serveral times.";
mes "It could be destroyed if you try more.";
mes "It won't break 100%, but is has a small chance.";
next;
mes "["+ getarg(0) +"]";
mes "You could have the upgrade level of the armor decreased,";
mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
}
next;
mes "["+ getarg(0) +"]";
mes "Do you want me to refine it?";
mes "I think I gave you enough warnings.";
next;
if(select("Yes.:No.") == 2) {
mes "["+ getarg(0) +"]";
mes "Well, no challenge is one way..";
mes "No risk.. that could be wise.";
close;
}
if(countitem(.@material) < 1 || Zeny < .@price) {
mes "["+ getarg(0) +"]";
mes "Hm, it seems you don't have enough materials or money.";
mes "Please check it out.";
close;
}
set Zeny,Zeny - .@price;
delitem .@material,1;
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 Blacksmith.";
close;
} else {
if (rand(100) < 80) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
downrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my!";
mes "The upgrade level has dropped...";
mes "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
close;
} 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 "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
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;
set .@menu2,select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
} else
set .@menu2,2;
switch(.@menu2){
case 1:
set .@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);
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;
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;
}
set .@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 "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
close;
}
set Zeny,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;
set .@refinecnt,.@refinecnt - 1;
next;
} else {
if (rand(100) < 80) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
downrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my!";
mes "The upgrade level has dropped...";
mes "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
close;
} 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 "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
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 Austry#ref -1,{
mes "[Austry]";
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 "[Austry]";
mes "Hmm...";
close;
}
if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) {
delitem .@i[0],.@i[1];
set Zeny, Zeny - 50000;
getitem .@i[2],1;
mes "[Austry]";
if (.@i[0] == 6090) {
mes "Refining with Purified Bradium";
mes "is a little expensive. I can";
mes "trade it for some Carnium.";
} else
mes "Ok! Here is your "+getitemname(.@i[2])+".";
mes "Take it and use it well.";
close;
}
mes "[Austry]";
mes "You better not be trying";
mes "to cheat me because you";
mes "don't have enough zeny";
mes "or "+getitemname(.@i[0])+".";
close;
}
prt_in,85,71,5 duplicate(Austry#ref) Austry#prt 826
payon_in01,14,125,5 duplicate(Austry#ref) Austry#pay 826
morocc_in,60,38,5 duplicate(Austry#ref) Austry#moc 826
// Malangdo Refiner
//============================================================
malangdo,224,172,6 script Clink#mal_normal 544,{
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";
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$);
if (!getequipisequiped(.@part)) {
mes "[Clink]";
switch(.@part) {
case 1:
mes "Dad said. There's no cure for stupidity...";
break;
case 2:
mes "There's nothing to see here!!";
break;
case 3:
mes "What an arrogant left hand this is!";
break;
case 4:
mes "What an arrogant right hand this is!";
break;
case 5:
mes "Get that dirty thing off my face!!";
break;
case 6:
mes "Kyaong~! Do not provoke me.";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
case 10:
mes "Are you talking about the other head part?";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Clink]";
mes "This can't be refined!!";
close;
}
if (getequiprefinerycnt(.@part) >= 10) {
mes "[Clink]";
mes "Perfect refining. Did I do this for you?";
close;
}
mes "[Clink]";
switch(getequipweaponlv(.@part)) {
default:
case 0: // Armor
set .@price,2000;
set .@material,985; //Elunium
set .@type$,"armor";
mes "Hmm, an armor refine? Someone like you?";
break;
case 1: // Level 1 Weapon
set .@price,50;
set .@material,1010; //Phracon
set .@type$,"weapon";
mes "A level 1 weapon?";
mes "Urr... Annoying... Okay, let's try...";
break;
case 2: // Level 2 Weapon
set .@price,200;
set .@material,1011; //Emveretarcon
set .@type$,"weapon";
mes "A level 2 weapon?";
break;
case 3: // Level 3 Weapon
set .@price,20000;
set .@material,984; //Oridecon
set .@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";
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;
set Zeny, 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;
}