- 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:
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@ -30,12 +30,12 @@
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// Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki.
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// 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)
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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
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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
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// Level 1 weapons
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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
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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
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// Level 2 weapons
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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
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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
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// Level 3 weapons
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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
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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
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// Level 4 weapons
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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
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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
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@ -4377,6 +4377,18 @@ The official scripts seem to use the 'failedrefitem' command as a function
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instead: 'failedrefitem(<number>)' but it returns nothing on the stack. This is
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since jAthena, so probably nobody knows for sure why is it so.
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---------------------------------------
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*downrefitem <equipment slot>;
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This command will downgrade an item by -1 in the specified equipment slot of the
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invoking character. So the item will not be destroyed unlikely in failedrefitem.
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This will also display a 'refine failure' effect on the character and put appropriate
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messages into their chat window.
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The official scripts seem to use the 'downrefitem' command as a function
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instead: 'downrefitem(<number>)' but it returns nothing on the stack. This is
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since jAthena, so probably nobody knows for sure why is it so.
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---------------------------------------
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@ -31,7 +31,6 @@ payon,174,138,0 script Suhnbi#cash 85,{
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mes "armor and equipment, so let me";
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mes "know what you want to refine.";
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next;
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setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
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set .@menu$,"";
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for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
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@ -88,25 +87,23 @@ payon,174,138,0 script Suhnbi#cash 85,{
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mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!";
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close;
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}
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else
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{
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mes "[Suhnbi]";
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mes "Clink! Clank! Clunk!";
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FailedRefItem .@part;
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next;
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if (rand(5) == 1)
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Emotion e_cash;
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else
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Emotion e_omg;
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mes "[Suhnbi]";
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mes "Cough!!!!";
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next;
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mes "[Suhnbi]";
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mes "Cough...Cough..";
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mes "What a shame...";
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mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
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close;
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mes "[Suhnbi]";
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mes "Clink! Clank! Clunk!";
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FailedRefItem .@part;
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next;
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if (rand(5) == 1){
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Emotion e_cash;
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} else {
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Emotion e_omg;
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}
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mes "[Suhnbi]";
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mes "Cough!!!!";
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next;
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mes "[Suhnbi]";
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mes "Cough...Cough..";
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mes "What a shame...";
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mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
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close;
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S_RefineValidate:
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mes "[Suhnbi]";
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@ -150,19 +147,13 @@ S_RefineValidate:
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set Zeny, Zeny - getarg(2);
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return;
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}
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else
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{
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mes "[Suhnbi]";
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mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
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mes "Go get some more. I'll be here all day if you need me.";
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close;
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}
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}
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else
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{
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mes "[Suhnbi]";
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mes "Yeah... There's no need to rush.";
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mes "Take your time.";
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mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
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mes "Go get some more. I'll be here all day if you need me.";
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close;
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}
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}
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mes "[Suhnbi]";
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mes "Yeah... There's no need to rush.";
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mes "Take your time.";
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close;
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}
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@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= Syrus22 (1.1) dafide18 (1.4) Skotlex (1.5)
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//===== Current Version: =====================================
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//= 2.9
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//= 3.1
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//===== Compatible With: =====================================
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//= Any Athena Version
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//===== Description: =========================================
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@ -54,9 +54,10 @@
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//= 2.8 Added proper Blacksmith Supplier to Einroch. [L0ne_W0lf]
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//= Updated dated features comment to reflect new usage.
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//= 2.8a Small bugfix. (bugreport:2418) [Paradox924X]
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//= 2.9 MOved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
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//= 2.9 Moved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
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//= 3.0 Updated several NPC names and locations. [Xantara]
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// Added WoE map Refiners.
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//= 3.1 Added the new refinement & Ore creation NPC's for +11 and above Refinement. [Masao]
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//============================================================
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@ -601,6 +602,9 @@ lhz_in02,282,20,7 script Fulerr 869,{
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//============================================================
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//= To allow auto safe refining/multiple refining set the
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//= second argument to '1' in the function call.
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//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
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//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
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//= Otherwise it won't work .
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//============================================================
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function script refinemain {
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set .@features,getarg(1);
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@ -1283,3 +1287,581 @@ function script repairmain {
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close;
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}
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}
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//=====================================================================================
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// +11 and above Weapon/Armor Refiners
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//=====================================================================================
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prt_in,90,72,5 script Bestry#prt 826,{
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callfunc "refinenew","Bestry",0,0;
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end;
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}
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morocc_in,64,41,5 script Bestry#moc 826,{
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callfunc "refinenew","Bestry",0,0;
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end;
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}
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payon_in01,18,132,3 script Bestry#pay 826,{
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callfunc "refinenew","Bestry",0,0;
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end;
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}
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//=====================================================================================
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// +11 and above Weapon/Armor Function
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//=====================================================================================
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//= To allow auto safe refining/multiple refining set the
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//= second argument to '1' in the function call.
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//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
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//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
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//= Otherwise it won't work .
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//=
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//= In the official script the NPC uses an new Command which is called 'GetExdEquipIsSuccessRefinery',
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//= this command seems to generate a random number between 1 and 3 to decide either of
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//= the following:
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//= 1: Success
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//= 2: Downgrade
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//= 3: Failure
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//=
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//= If you want to enable that feature just set the third argument to '1' in the function call.
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//= Otherwise it will use the % chance in your refine_db.txt .
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//= Side Note: Current values for +11 and above upgrading in the refine_db.txt are custom.
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//=====================================================================================
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function script refinenew {
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mes "["+ getarg(0) +"]";
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mes "I am the best Blacksmith ever!";
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mes "I don't work with normal, boring items.";
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mes "But only with items that are level 10 or higher!";
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next;
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mes "["+ getarg(0) +"]";
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mes "Anyway, you may use my services if your item is lv 10 or higher.";
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mes "What do you want to have refined?";
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next;
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setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
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set .@menu$,"";
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for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
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{
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if( getequipisequiped(.@i) )
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set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
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set .@menu$, .@menu$ + ":";
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}
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set .@part,select(.@menu$);
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if(!getequipisequiped(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "You're not wearing";
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mes "anything there that";
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mes "I can refine.";
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emotion e_an;
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close;
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}
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//Check if the item is refinable...
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if(!getequipisenableref(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "I don't think I can";
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mes "refine this item at all...";
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close;
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}
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//Check if the item is identified... (Don't know why this is in here... but kept it anyway)
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if(!getequipisidentify(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "You can't refine this";
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mes "if you haven't appraised";
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mes "it first. Make sure your";
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mes "stuff is identified before";
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mes "I can refine it.";
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close;
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}
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//Check to see if the items is at least +10
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if(getequiprefinerycnt(.@part) < 10) {
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mes "["+ getarg(0) +"]";
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mes "I said I don't work with Equipment under lv. 10.";
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close;
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}
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if(getequiprefinerycnt(.@part) >= 20) {
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mes "["+ getarg(0) +"]";
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mes "I can't refine this";
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mes "any more. This is as";
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mes "refined as it gets!";
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close;
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}
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set .@refineitemid, getequipid(.@part); // save id of the item
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set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
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if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
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set .@material,6224;
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set .@price,100000;
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set .@safe,10;
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mes "["+ getarg(0) +"]";
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mes "Hmm a weapon, is that ok?";
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mes "If you want to refine this weapon,";
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mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
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mes "Are you sure you want to continue?";
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} else {
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set .@material,6223;
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set .@price,100000;
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set .@safe,10;
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mes "["+ getarg(0) +"]";
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mes "Hmm an armor, is that ok?";
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mes "If you want to refine this armor,";
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mes "I will need 1 ^003366Carnium^00000 and 100,000 zeny.";
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mes "Are you sure you want to continue?";
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}
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next;
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if(select("Yes:No") == 2){
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mes "["+ getarg(0) +"]";
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mes "Well, no challenge is one way..";
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mes "No risk.. that could be wise.";
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close;
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}
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if(getarg(1) != 1) {
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if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
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mes "["+ getarg(0) +"]";
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mes "This weapon already has been refined serveral times.";
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mes "It could be destroyed if you try more.";
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mes "It won't break 100%, but is has a small chance.";
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next;
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mes "["+ getarg(0) +"]";
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mes "You could have the upgrade level of the weapon decreased,";
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mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
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} else {
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mes "["+ getarg(0) +"]";
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mes "This armor already has been refined serveral times.";
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mes "It could be destroyed if you try more.";
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mes "It won't break 100%, but is has a small chance.";
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next;
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mes "["+ getarg(0) +"]";
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mes "You could have the upgrade level of the armor decreased,";
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mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
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}
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next;
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mes "["+ getarg(0) +"]";
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mes "Do you want me to refine it?";
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mes "I think I gave you enough warnings.";
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next;
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switch (select("Yes.:No.")) {
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case 1:
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break;
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case 2:
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mes "["+ getarg(0) +"]";
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mes "Well, no challenge is one way..";
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mes "No risk.. that could be wise.";
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close;
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}
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if(countitem(.@material) < 1 || Zeny < .@price) {
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mes "["+ getarg(0) +"]";
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mes "Hm, it seems you don't have enough materials or money.";
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mes "Please check it out.";
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close;
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}
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set Zeny,Zeny - .@price;
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delitem .@material,1;
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if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
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mes "[" + getarg(0) + "]";
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mes "Look here... you don't have any Items on...";
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close;
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}
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if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
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mes "[" + getarg(0) + "]";
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Emotion e_an;
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mes "Wait a second...";
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mes "Do you think I'm stupid?!";
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mes "You switched the item while I wasn't looking! Get out of here!";
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close;
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}
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if(getarg(2) == 1){
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set .@rand,rand(1,3);
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if (.@rand == 1) {
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mes "Clang! Clang! Clang! Clang!";
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successrefitem .@part;
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next;
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emotion e_no1;
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mes "["+ getarg(0) +"]";
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mes "Good! Succes!!!";
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mes "I am the best Blacksmith.";
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close;
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}
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if (.@rand == 2) {
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mes "["+ getarg(0) +"]";
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mes "Clang! Clang! Clang! Clang!";
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downrefitem .@part;
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next;
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set .@emo, rand(1,5);
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if (.@emo == 1) {
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emotion e_cash;
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}
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else {
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emotion e_omg;
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}
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mes "["+ getarg(0) +"]";
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mes "Ahhh!!!";
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next;
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mes "["+ getarg(0) +"]";
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mes "Oh my!";
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mes "The upgrade level has dropped...";
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mes "There could've been made an mistake even though I am the best ever.";
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mes "It was out of my hands.";
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next;
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mes "["+ getarg(0) +"]";
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mes "I will do a better job next time! Don't worry!";
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close;
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}
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mes "["+ getarg(0) +"]";
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mes "Clang! Clang! Clang!";
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failedrefitem .@part;
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next;
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set .@emo, rand(1,5);
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if (.@emo == 1) {
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emotion e_cash;
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} else {
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emotion e_omg;
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}
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mes "["+ getarg(0) +"]";
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mes "Hmmm!";
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next;
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mes "["+ getarg(0) +"]";
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mes "Oh my! I've failed to refine stuff...";
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mes "I didn't mean it!";
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mes "There could've been made an mistake even though I am the best ever.";
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mes "It was out of my hands.";
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next;
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mes "["+ getarg(0) +"]";
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mes "I will do a better job next time! Don't worry!";
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close;
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}
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set .@rand,rand(100);
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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;
|
||||
}
|
||||
}
|
@ -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"),
|
||||
|
@ -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]
|
||||
|
Loading…
x
Reference in New Issue
Block a user