//===== Hercules Script ====================================== //= Blessed Refiner //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.0 //===== Description: ========================================= //= [Official Conversion] //= Refiners that use Blessed ores to refine equipment. //= 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. //===== Additional Comments: ================================= //= 1.0 First version. [Euphy] //============================================================ - script ::BlacksmithDister -1,{ 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; specialeffect2 EF_SUI_EXPLOSION; 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