summaryrefslogblamecommitdiff
path: root/npc/re/merchants/hd_refiner.txt
blob: 2dcc74bae0b87ac7191997e8b23bd818a67ceea2 (plain) (tree)


























                                                                           
               




                                                                            

                                                        


                                                                           
 
                                                            
                                          










                                                                                          











                                                                                                                                       



                                                                                                               












































                                                                                 

                                               




                      

                                                





                                                                                                                                    
                                      









                                                                                   
                                              










                                                                                                 
                        




















                                                                                                         






                                                                                 
 


                                                                                 
 
                                                            
                                  









                                                                                                                                    



                                                                                                             

















































                                                                                                         


                                               




                      


                                               






                                                                                                                      
                                      

















                                                                                                             
                                              












                                                                                             
                        

























                                                                                                         






                                                                                 
//================= 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)  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/>.
//=========================================================================
//= HD Refiners
//================= Description ===========================================
//= Refiners that use HD ores to refine equipment.
//================= Additional Comments ===================================
//= Upon failure, the equipment is not destroyed; rather, its refine level
//= decreases by 1. The success rate is identical to that for Enriched ores.
//= - "Blacksmith Mighty Hammer" only refines from +7~9.
//= - "Basta" only refines from +10 and up.
//================= Current Version =======================================
//= 1.0
//=========================================================================

//== Blacksmith Mighty Hammer (+7~9) =======================
-	script	::MightyHammer	FAKE_NPC,{
	mes("[Blacksmith Mighty Hammer]");
	mes("I'm a blacksmith skilled in refining weapons and armors.");
	mes("I can refine an item of your choice among the items you are equipped with.");
	mes("Which item do you want to refine?");

	if (getbattleflag("features/replace_refine_npcs") == 1) {
		if (openrefineryui())
			close();
	}
	next();
	
	disable_items;
	mes "[Blacksmith Mighty Hammer]";
	mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
	mes "I refine only items that are ^CC0000+7 to +9^000000.";
	next;
	mes "[Blacksmith Mighty Hammer]";
	mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
	next;
	mes "[Blacksmith Mighty Hammer]";
	mes "So lets kick this into overdrive, what d' ya say? What item 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$[.@i]+"-[Not equipped]")+":";
	.@part = select(.@menu$);
	if (!getequipisequiped(.@part)) {
		mes "[Blacksmith Mighty Hammer]";
		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 foot odor 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 Mighty Hammer]";
		mes "This item can't be refined.";
		close;
	}
	if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
		mes "[Blacksmith Mighty Hammer]";
		mes "I only handle items with refine levels from +7 to +9.";
		close;
	}
	switch(getequipweaponlv(.@part)) {
	default:
	case 0:
		.@price = 20000;
		.@material = 6241; //HD_Elunium
		break;
	case 1:
	case 2:
	case 3:
	case 4:
		.@price = 20000;
		.@material = 6240; //HD_Oridecon
		break;
	}
	mes "[Blacksmith Mighty Hammer]";
	mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
	mes "Do you have them ready?";
	next;
	if(select("Yes", "No") == 2) {
		mes "[Blacksmith Mighty Hammer]";
		mes "I will wait until you are ready.";
		close;
	}
	if (getequippercentrefinery(.@part) < 100) {
		mes "[Blacksmith Mighty Hammer]";
		mes "It looks like this item will likely fail to be refined.";
		mes "Well, even if it fails, it only decreases by 1 refine level.";
		mes "Would you like to continue refining?";
		next;
		if(select("Yes", "No") == 2) {
			mes "[Blacksmith Mighty Hammer]";
			mes "Only those who overcome fear of failure will obtain a masterpiece.";
			close;
		}
	}
	if (countitem(.@material) == 0 || Zeny < .@price) {
		mes "[Blacksmith Mighty Hammer]";
		mes "Didn't you just say you had everything ready?";
		close;
	}
	delitem .@material,1;
	Zeny -= .@price;
	mes "[Blacksmith Mighty Hammer]";
	mes "Tac! Tac! Tac!";
	if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
		successrefitem .@part;
		next;
		emotion e_no1;
		mes "[Blacksmith Mighty Hammer]";
		mes "The sound refreshes my mind everytime I hear it.";
		mes "Here, have it. Refine succeeded flawlessly!";
		close;
	}
	downrefitem .@part;
	next;
	emotion e_omg;
	mes "[Blacksmith Mighty Hammer]";
	mes "Oops!!";
	next;
	mes "[Blacksmith Mighty Hammer]";
	mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
	close;
}
prt_in,59,54,3	duplicate(MightyHammer)	Mighty Hammer#prt	4_M_DWARF
morocc_in,65,30,3	duplicate(MightyHammer)	Mighty Hammer#morocc	4_M_DWARF
payon,148,176,3	duplicate(MightyHammer)	Mighty Hammer#pay	4_M_DWARF
alberta_in,16,56,3	duplicate(MightyHammer)	Mighty Hammer#alb	4_M_DWARF
yuno_in01,171,18,3	duplicate(MightyHammer)	Mighty Hammer#yuno	4_M_DWARF
ein_in01,22,82,3	duplicate(MightyHammer)	Mighty Hammer#ein	4_M_DWARF
lhz_in02,280,19,3	duplicate(MightyHammer)	Mighty Hammer#lhz	4_M_DWARF

//- iRO NPC locations -
//moc_para01,38,185,4	duplicate(MightyHammer)	Mighty Hammer#ed	4_M_DWARF
//payon,174,133,4	duplicate(MightyHammer)	Mighty Hammer#im	4_M_DWARF

//== Basta (+10 and up) ====================================
-	script	::Basta	FAKE_NPC,{
	disable_items;
	mes "[Basta]";
	mes "I'm the best Blacksmith in the whole world, Basta.";
	mes "But I don't provide a normal refine service.";
	mes "I only refine equipment ^CC0000over +10^000000.";
	next;
	mes "[Basta]";
	mes "Which equipment 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 "[Basta]";
		switch(.@part) {
		case 1:
			mes "Is your head an equipment?";
			break;
		case 2:
			mes "What do you want me to do?";
			break;
		case 3:
		case 4:
			mes "Making artificial hands is not my specialty.";
			break;
		case 5:
			mes "Do you even know what a robe is?";
			break;
		case 6:
			mes "If you want to refine your feet, don't come to me, try running a marathon.";
			break;
		case 7:
		case 8:
			mes "Where is the accessory?";
			break;
		case 9:
			mes "Well... I don't see any equipment worth refining.";
			break;
		case 10:
			mes "I can't make you smart. Go see a school teacher for that.";
			break;
		}
		close;
	}
	if (!getequipisenableref(.@part)) {
		mes "[Basta]";
		mes "Even I cannot refine this item. There's no way.";
		close;
	}
	if (getequiprefinerycnt(.@part) < 10) {
		mes "[Basta]";
		mes "Haven't I told you? I only refine equipments that are +10 and above.";
		close;
	}
	if (getequiprefinerycnt(.@part) == 20) {
		mes "[Basta]";
		mes "This weapon is perfect, no need to refine it anymore~";
		close;
	}
	switch(getequipweaponlv(.@part)) {
	default:
	case 0:
		.@price = 100000;
		.@material = 6225; //HD_Carnium
		.@type$ = "armor";
		break;
	case 1:
	case 2:
	case 3:
	case 4:
		.@price = 100000;
		.@material = 6226; //HD_Bradium
		.@type$ = "weapon";
		break;
	}
	mes "[Basta]";
	mes "Hmm... is this the one you want to refine?";
	mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
	mes "Do you really want to refine this?";
	next;
	if(select("Yes", "No") == 2) {
		mes "[Basta]";
		mes "Okay. If that's what you want...";
		close;
	}
	if (getequippercentrefinery(.@part) < 100) {
		mes "[Basta]";
		mes "This "+.@type$+" has already been refined pretty high.";
		mes "If you try to refine it more, the refine level could decrease.";
		next;
		mes "[Basta]";
		mes "I am different from the blacksmiths in others places.";
		mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
		mes "Here it can only decrease by 1 level.";
		next;
		mes "[Basta]";
		mes "Compared to other blacksmiths, the risk is smaller.";
		mes "I've given all precautions. Do you want to try it?";
		next;
		if(select("Yes", "No") == 2) {
			mes "[Basta]";
			mes "Well~";
			mes "Not challenging at all could also be a kind of wisdom in life.";
			close;
		}
	}
	if (countitem(.@material) == 0 || Zeny < .@price) {
		mes "[Basta]";
		mes "Hmm... You didn't bring all the materials needed.";
		mes "Come back when you have them all.";
		close;
	}
	delitem .@material,1;
	Zeny -= .@price;
	mes "Pow! Pow! Pow! Pow!";
	if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
		successrefitem .@part;
		next;
		emotion e_no1;
		mes "[Basta]";
		mes "Great! Nicely done!!";
		mes "I really am the best blacksmith in the whole wide world!";
		close;
	}
	downrefitem .@part;
	next;
	emotion (!rand(5))?e_cash:e_omg;
	mes "[Basta]";
	mes "Aaaaaaaaaaak!!!";
	next;
	mes "[Basta]";
	mes "Damn it!";
	mes "Refining failed and refine level has decreased!";
	mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
	mes "Too bad.";
	next;
	mes "[Basta]";
	mes "I'll do better next time! Don't worry!";
	close;
}
prt_in,57,54,3	duplicate(Basta)	Basta#prt	4_M_DWARF
morocc_in,68,30,3	duplicate(Basta)	Basta#morocc	4_M_DWARF
payon,148,174,3	duplicate(Basta)	Basta#payon	4_M_DWARF
alberta_in,18,56,3	duplicate(Basta)	Basta#alberta	4_M_DWARF
yuno_in01,173,18,3	duplicate(Basta)	Basta#yuno	4_M_DWARF
ein_in01,24,82,3	duplicate(Basta)	Basta#einbroch	4_M_DWARF
lhz_in02,280,17,3	duplicate(Basta)	Basta#lighthalzen	4_M_DWARF