- Added +11 and above refiner NPC.

- Added NPC to refine Oridecons / Eluniums to Cardium / Bradium.
- Added downrefitem script command and updated script_commands.txt with it.
- Updated refine_db.txt with probably custom values for +11 to +20 values. Source : http://ratemyserver.net/index.php?page=misc_table_refine
- Some little script improvements to Suhnbi. (Enriched Elunium / Oridecon Upgrader.)
* Further improvements for the refinement system and refinement NPC's will come within the next few days.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16126 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
masao87 2012-05-17 20:39:42 +00:00
parent c61f99302b
commit df766d8374
6 changed files with 679 additions and 55 deletions

View File

@ -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

View File

@ -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.
---------------------------------------

View File

@ -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;
}

View File

@ -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;
}
}

View File

@ -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;
@ -7224,6 +7224,44 @@ BUILDIN_FUNC(failedrefitem)
return 0;
}
/*==========================================
* 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;
}
/*==========================================
*
*------------------------------------------*/
@ -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"),

View File

@ -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]