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-rw-r--r--db/re/refine_db.txt10
-rw-r--r--doc/script_commands.txt12
-rw-r--r--npc/merchants/advanced_refiner.txt55
-rw-r--r--npc/merchants/refine.txt586
-rw-r--r--src/map/script.c67
-rw-r--r--src/map/skill.c4
6 files changed, 679 insertions, 55 deletions
diff --git a/db/re/refine_db.txt b/db/re/refine_db.txt
index f235efc7a..421a1bdbc 100644
--- a/db/re/refine_db.txt
+++ b/db/re/refine_db.txt
@@ -30,12 +30,12 @@
// Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki.
// A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF)
-0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,10:300,10:300,10:400,10:400,10:400,10:400,10:500,10:500,10:500,10:500
+0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,50:300,30:300,30:400,20:400,10:400,10:400,10:500,10:500,10:500,10:500
// Level 1 weapons
-1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,10:0,10:0,10:0,10:0,10:0,10:300,10:300,10:300,10:300,10:300
+1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,70:0,70:0,50:0,50:0,30:0,30:300,20:300,20:300,10:300,10:300
// Level 2 weapons
-2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:600,10:600,10:600,10:600,10:600
+2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,70:0,50:0,50:0,30:0,30:0,20:600,20:600,10:600,10:600,10:600
// Level 3 weapons
-3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:900,10:900,10:900,10:900,10:900
+3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,50:0,50:0,30:0,30:0,20:0,20:900,10:900,10:900,10:900,10:900
// Level 4 weapons
-4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:0,10:1200,10:1200,10:1200,10:1200,10:1200
+4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,50:0,30:0,30:0,20:0,20:0,10:1200,10:1200,10:1200,10:1200,10:1200
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 424a87bac..826ce0568 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -4377,6 +4377,18 @@ The official scripts seem to use the 'failedrefitem' command as a function
instead: 'failedrefitem(<number>)' but it returns nothing on the stack. This is
since jAthena, so probably nobody knows for sure why is it so.
+---------------------------------------
+
+*downrefitem <equipment slot>;
+
+This command will downgrade an item by -1 in the specified equipment slot of the
+invoking character. So the item will not be destroyed unlikely in failedrefitem.
+This will also display a 'refine failure' effect on the character and put appropriate
+messages into their chat window.
+
+The official scripts seem to use the 'downrefitem' command as a function
+instead: 'downrefitem(<number>)' but it returns nothing on the stack. This is
+since jAthena, so probably nobody knows for sure why is it so.
---------------------------------------
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt
index ed0124e29..5e846fd35 100644
--- a/npc/merchants/advanced_refiner.txt
+++ b/npc/merchants/advanced_refiner.txt
@@ -31,7 +31,6 @@ payon,174,138,0 script Suhnbi#cash 85,{
mes "armor and equipment, so let me";
mes "know what you want to refine.";
next;
-
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
@@ -88,25 +87,23 @@ payon,174,138,0 script Suhnbi#cash 85,{
mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!";
close;
}
- else
- {
- mes "[Suhnbi]";
- mes "Clink! Clank! Clunk!";
- FailedRefItem .@part;
- next;
- if (rand(5) == 1)
- Emotion e_cash;
- else
- Emotion e_omg;
- mes "[Suhnbi]";
- mes "Cough!!!!";
- next;
- mes "[Suhnbi]";
- mes "Cough...Cough..";
- mes "What a shame...";
- mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
- close;
+ mes "[Suhnbi]";
+ mes "Clink! Clank! Clunk!";
+ FailedRefItem .@part;
+ next;
+ if (rand(5) == 1){
+ Emotion e_cash;
+ } else {
+ Emotion e_omg;
}
+ mes "[Suhnbi]";
+ mes "Cough!!!!";
+ next;
+ mes "[Suhnbi]";
+ mes "Cough...Cough..";
+ mes "What a shame...";
+ mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
+ close;
S_RefineValidate:
mes "[Suhnbi]";
@@ -150,19 +147,13 @@ S_RefineValidate:
set Zeny, Zeny - getarg(2);
return;
}
- else
- {
- mes "[Suhnbi]";
- mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
- mes "Go get some more. I'll be here all day if you need me.";
- close;
- }
- }
- else
- {
mes "[Suhnbi]";
- mes "Yeah... There's no need to rush.";
- mes "Take your time.";
+ mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
+ mes "Go get some more. I'll be here all day if you need me.";
close;
}
-}
+ mes "[Suhnbi]";
+ mes "Yeah... There's no need to rush.";
+ mes "Take your time.";
+ close;
+} \ No newline at end of file
diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt
index f2556034e..b5db20791 100644
--- a/npc/merchants/refine.txt
+++ b/npc/merchants/refine.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Syrus22 (1.1) dafide18 (1.4) Skotlex (1.5)
//===== Current Version: =====================================
-//= 2.9
+//= 3.1
//===== Compatible With: =====================================
//= Any Athena Version
//===== Description: =========================================
@@ -54,9 +54,10 @@
//= 2.8 Added proper Blacksmith Supplier to Einroch. [L0ne_W0lf]
//= Updated dated features comment to reflect new usage.
//= 2.8a Small bugfix. (bugreport:2418) [Paradox924X]
-//= 2.9 MOved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
+//= 2.9 Moved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
//= 3.0 Updated several NPC names and locations. [Xantara]
// Added WoE map Refiners.
+//= 3.1 Added the new refinement & Ore creation NPC's for +11 and above Refinement. [Masao]
//============================================================
@@ -601,6 +602,9 @@ lhz_in02,282,20,7 script Fulerr 869,{
//============================================================
//= To allow auto safe refining/multiple refining set the
//= second argument to '1' in the function call.
+//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
+//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
+//= Otherwise it won't work .
//============================================================
function script refinemain {
set .@features,getarg(1);
@@ -1283,3 +1287,581 @@ function script repairmain {
close;
}
}
+
+//=====================================================================================
+// +11 and above Weapon/Armor Refiners
+//=====================================================================================
+prt_in,90,72,5 script Bestry#prt 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+morocc_in,64,41,5 script Bestry#moc 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+payon_in01,18,132,3 script Bestry#pay 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+
+//=====================================================================================
+// +11 and above Weapon/Armor Function
+//=====================================================================================
+//= To allow auto safe refining/multiple refining set the
+//= second argument to '1' in the function call.
+//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
+//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
+//= Otherwise it won't work .
+//=
+//= In the official script the NPC uses an new Command which is called 'GetExdEquipIsSuccessRefinery',
+//= this command seems to generate a random number between 1 and 3 to decide either of
+//= the following:
+//= 1: Success
+//= 2: Downgrade
+//= 3: Failure
+//=
+//= If you want to enable that feature just set the third argument to '1' in the function call.
+//= Otherwise it will use the % chance in your refine_db.txt .
+//= Side Note: Current values for +11 and above upgrading in the refine_db.txt are custom.
+//=====================================================================================
+
+function script refinenew {
+
+ 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 if the item is identified... (Don't know why this is in here... but kept it anyway)
+ if(!getequipisidentify(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "You can't refine this";
+ mes "if you haven't appraised";
+ mes "it first. Make sure your";
+ mes "stuff is identified before";
+ mes "I can refine it.";
+ 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;
+ set .@safe,10;
+ 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,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^00000 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;
+ switch (select("Yes.:No.")) {
+ case 1:
+ break;
+ case 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(getarg(2) == 1){
+ set .@rand,rand(1,3);
+ if (.@rand == 1) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (.@rand == 2) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ }
+ else {
+ emotion 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;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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;
+ }
+ set .@rand,rand(100);
+ if (getequippercentrefinery(.@part) > .@rand) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < .@rand) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "So how many times would you like me to refine your item?";
+ next;
+ input .@refinecnt;
+ set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part);
+ if (.@refinecnt < 1 || .@refinecheck > 10) {
+ 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..Hmm so be it...";
+ close;
+ }
+ }
+ break;
+ case 3:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm 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..Hmm 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 "Clan... No, but Did you imagine I could be so stupid !?!";
+ mes "You have changed it...";
+ mes "Go out before I stun you with my Hammer!!!";
+ close;
+ }
+ if(getarg(2) == 1){
+ set .@rand,rand(1,3);
+ if (.@rand == 1) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (.@rand == 2) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ }
+ else {
+ emotion 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;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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;
+ }
+ set .@rand,rand(100);
+ if (getequippercentrefinery(.@part) > .@rand) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < .@rand) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion 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;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "All finished... Come again soon.";
+ close;
+}
+
+//==============================================================================
+// Ori/Elu to Carnium/Bradium Refiners
+//==============================================================================
+prt_in,85,71,5 script Austry#prt 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+payon_in01,14,125,5 script Austry#pay 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+morocc_in,60,38,5 script Austry#moc 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+
+//============================================================
+//= Ori/Elu to Carnium/Bradium Function
+//============================================================
+
+function script oreref {
+ mes "["+ getarg(0) +"]";
+ 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:
+ if ((countitem(984) > 2) && (Zeny > 49999)) {
+ delitem 984,3; //Oridecon
+ set Zeny, Zeny - 50000;
+ getitem 6224,1; //Bradium
+ mes "["+ getarg(0) +"]";
+ mes "Ok! Here is your Bradium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Oridecon.";
+ close;
+ case 2:
+ if ((countitem(985) > 2) && (Zeny > 49999)) {
+ delitem 985,3; //Elunium
+ set Zeny, Zeny - 50000;
+ getitem 6223,1; //Carnium
+ mes "["+ getarg(0) +"]";
+ mes "Ok! Here is your Carnium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Elunium.";
+ close;
+ case 3:
+ if ((countitem(6090) > 0) && (Zeny > 49999)) {
+ delitem 6090,1; //Purified_Bradium
+ set Zeny, Zeny - 50000;
+ getitem 6223,1; //Carnium
+ mes "["+ getarg(0) +"]";
+ mes "Refining with Purified Bradium";
+ mes "is a little expensive. I can";
+ mes "trade it for some Carnium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Purified Bradium.";
+ close;
+ case 4:
+ mes "["+ getarg(0) +"]";
+ mes "Hmm...";
+ close;
+ }
+} \ No newline at end of file
diff --git a/src/map/script.c b/src/map/script.c
index eb1876008..84b9b3140 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -7008,10 +7008,10 @@ BUILDIN_FUNC(repair)
*------------------------------------------*/
BUILDIN_FUNC(getequipisequiped)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7031,10 +7031,10 @@ BUILDIN_FUNC(getequipisequiped)
*------------------------------------------*/
BUILDIN_FUNC(getequipisenableref)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7054,10 +7054,10 @@ BUILDIN_FUNC(getequipisenableref)
*------------------------------------------*/
BUILDIN_FUNC(getequipisidentify)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7077,10 +7077,10 @@ BUILDIN_FUNC(getequipisidentify)
*------------------------------------------*/
BUILDIN_FUNC(getequiprefinerycnt)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7100,10 +7100,10 @@ BUILDIN_FUNC(getequiprefinerycnt)
*------------------------------------------*/
BUILDIN_FUNC(getequipweaponlv)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7123,10 +7123,10 @@ BUILDIN_FUNC(getequipweaponlv)
*------------------------------------------*/
BUILDIN_FUNC(getequippercentrefinery)
{
- int i=-1,num;
+ int i = -1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7149,7 +7149,7 @@ BUILDIN_FUNC(successrefitem)
int i=-1,num,ep;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7203,7 +7203,7 @@ BUILDIN_FUNC(failedrefitem)
int i=-1,num;
TBL_PC *sd;
- num=script_getnum(st,2);
+ num = script_getnum(st,2);
sd = script_rid2sd(st);
if( sd == NULL )
return 0;
@@ -7225,6 +7225,44 @@ BUILDIN_FUNC(failedrefitem)
}
/*==========================================
+ * Downgrades an Equipment Part by -1 . [Masao]
+ *------------------------------------------*/
+BUILDIN_FUNC(downrefitem)
+{
+ int i = -1,num,ep;
+ TBL_PC *sd;
+
+ num = script_getnum(st,2);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;
+
+ if (num > 0 && num <= ARRAYLENGTH(equip))
+ i = pc_checkequip(sd,equip[num-1]);
+ if(i >= 0) {
+ ep = sd->status.inventory[i].equip;
+
+ //Logs items, got from (N)PC scripts [Lupus]
+ log_pick_pc(sd, LOG_TYPE_SCRIPT, -1, &sd->status.inventory[i]);
+
+ sd->status.inventory[i].refine++;
+ pc_unequipitem(sd,i,2); // status calc will happen in pc_equipitem() below
+
+ clif_refine(sd->fd,2,i,sd->status.inventory[i].refine = sd->status.inventory[i].refine - 2);
+ clif_delitem(sd,i,1,3);
+
+ //Logs items, got from (N)PC scripts [Lupus]
+ log_pick_pc(sd, LOG_TYPE_SCRIPT, 1, &sd->status.inventory[i]);
+
+ clif_additem(sd,i,1,0);
+ pc_equipitem(sd,i,ep);
+ clif_misceffect(&sd->bl,2);
+ }
+
+ return 0;
+}
+
+/*==========================================
*
*------------------------------------------*/
BUILDIN_FUNC(statusup)
@@ -16254,6 +16292,7 @@ struct script_function buildin_func[] = {
BUILDIN_DEF(getequippercentrefinery,"i"),
BUILDIN_DEF(successrefitem,"i"),
BUILDIN_DEF(failedrefitem,"i"),
+ BUILDIN_DEF(downrefitem,"i"),
BUILDIN_DEF(statusup,"i"),
BUILDIN_DEF(statusup2,"ii"),
BUILDIN_DEF(bonus,"iv"),
diff --git a/src/map/skill.c b/src/map/skill.c
index 44e28860f..f4305d5f8 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -13307,7 +13307,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
if(item->nameid > 0 && ditem->type == IT_WEAPON)
{
if( item->refine >= sd->menuskill_val
- || item->refine >= MAX_REFINE // if it's no longer refineable
+ || item->refine >= 10 // if it's no longer refineable
|| ditem->flag.no_refine // if the item isn't refinable
|| (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
{
@@ -13333,7 +13333,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
if (ep)
pc_equipitem(sd,idx,ep);
clif_misceffect(&sd->bl,3);
- if(item->refine == MAX_REFINE &&
+ if(item->refine == 10 &&
item->card[0] == CARD0_FORGE &&
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
{ // Fame point system [DracoRPG]