
Skulls are able to be dropped - Fixes bugreport:7588 Added simple identifyall atcommand - Suggestion topic tid:76702 -> Added documentation Some sc_start script command cleanup Removed useless script command getequipisidentify git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17341 54d463be-8e91-2dee-dedb-b68131a5f0ec
199 lines
5.9 KiB
Plaintext
199 lines
5.9 KiB
Plaintext
//===== rAthena Script =======================================
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//= Advanced Refiner
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//===== By: ==================================================
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//= Euphy
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//===== Current Version: =====================================
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//= 1.0
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//===== Compatible With: =====================================
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//= rAthena SVN
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//===== Description: =========================================
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//= [Official Conversion]
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//= Refiner that uses Enriched ores to increase upgrade success.
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//= After a conversation with Doddler, it's been established that
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//= the advanced refiner works similar the the "Bubble Gum" item.
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//= The success percentage is not "increased" however, if it fails
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//= You get a second try. This tries twice at the same time,
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//= effectively giving you a re-roll on your attempt.
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//===== Additional Comments: =================================
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//= 1.0 Added Malangdo Refiner "Holink". [Euphy]
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//============================================================
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malangdo,221,174,6 script Holink#mal_cash 559,{
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disable_items;
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mes "[Holink]";
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mes "I am the meow~ Blacksmith Holink~";
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mes "Master of refining, Holink~";
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mes "I am the special cat Holink who learned from Morroc~";
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mes "My daughter is so proud of me, Holink~";
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mes "What should Holink~ refine today?";
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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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set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
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set .@part, select(.@menu$);
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if (!getequipisequiped(.@part)) {
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mes "[Holink]";
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switch(.@part) {
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case 1:
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mes "My teacher Aragam said meow~";
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mes "There's no cure for stupidity...";
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break;
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case 2:
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mes "There's nothing to see here, meow!!";
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break;
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case 3:
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mes "Meow? What do you want me to do with this left hand...?";
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break;
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case 4:
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mes "Meow? What do you want me to do with this right hand...?";
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break;
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case 5:
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mes "Meow? You don't have anything on.";
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break;
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case 6:
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mes "Kyang~! Do not mess with my sensitive olfactory, meow~.";
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break;
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case 7:
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case 8:
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mes "Meow? Where is the accessory?";
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break;
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case 9:
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case 10:
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mes "Meow? You talking about the other head parts, meow?~";
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break;
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}
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close;
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}
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if (!getequipisenableref(.@part)) {
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mes "[Holink]";
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mes "Even Aragam can't refine such a thing, meow.";
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close;
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}
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if (getequiprefinerycnt(.@part) >= 10) {
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mes "[Holink]";
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mes "Meow~ Perfect refining. Did Aragam do this, meow?~";
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close;
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}
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mes "[Holink]";
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switch(getequipweaponlv(.@part)) {
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default:
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case 0: // Armor
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set .@price,15000;
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set .@material,7619; //Enriched_Elunium
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set .@type$,"armor";
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mes "You have chosen an armor, meow~";
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break;
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case 1: // Level 1 Weapon
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set .@price,500;
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set .@material,7620; //Enriched_Oridecon
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set .@type$,"weapon";
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mes "A level 1 weapon...?";
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break;
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case 2: // Level 2 Weapon
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set .@price,2000;
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set .@material,7620; //Enriched_Oridecon
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set .@type$,"weapon";
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mes "Meow, a level 2 weapon...?";
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break;
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case 3: // Level 3 Weapon
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set .@price,20000;
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set .@material,7620; //Enriched_Oridecon
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set .@type$,"weapon";
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mes "Meow Meow~~ A level 3 weapon~~";
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break;
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case 4: // Level 4 Weapon
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set .@price,50000;
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set .@material,7620; //Enriched_Oridecon
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set .@type$,"weapon";
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mes "Me-Meow!... A level 4 weapon...!";
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mes "I've only seen it twice while";
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mes "learning from Aragam... Me-Meow!!";
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break;
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}
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mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~";
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mes "Want to continue, meow?~";
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next;
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if(select("Yes!!:No!!") == 2) {
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mes "[Holink]";
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mes "Kyack!!";
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mes "You don't belive in refine master Holink, meow?~";
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close;
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}
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if (getequippercentrefinery(.@part) < 100) {
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mes "[Holink]";
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mes "Meow!!";
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if (.@type$ == "armor")
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mes "This armor was already refined so many times, meow.";
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else {
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mes "Danger. Danger~";
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mes "This weapon was refined a lot, meow~";
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next;
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mes "[Holink]";
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}
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mes "You might break it if you continue";
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mes "to try refining this item further, meow.";
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next;
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mes "[Holink]";
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mes "Once the "+.@type$+" is broken, you can";
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mes "never use it again, meow. Not to mention... all current";
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mes "^ff0000cards and enchantments will vanish for sure^000000.";
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mes "You still want to try, meow~?";
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next;
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if(select("Yes, I do!!:Forget about it!!") == 2) {
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mes "[Holink]";
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mes "Meow! Wise choice, meow.";
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mes "But!!";
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mes "I am not happy to see you doubting the refine master Holink, meow~";
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close;
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}
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}
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if (countitem(.@material) == 0 || Zeny < .@price) {
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mes "[Holink]";
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mes "You don't have the ingredients.";
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mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny, meow~";
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mes "Go get it, meow~";
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close;
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}
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delitem .@material,1;
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set Zeny, Zeny-.@price;
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if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
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successrefitem .@part;
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mes "[Holink]";
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mes "Me~ Me~ Meow! Fun fun refining~";
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next;
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emotion e_kis;
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mes "[Holink]";
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mes "Perfect!! Perfect, meow!!";
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mes "I am the disciple of the refining wizard Aragam~";
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mes "Holink!!";
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mes "Another day of successful refining, meow!!";
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close;
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}
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failedrefitem .@part;
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mes "[Holink]";
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mes "Meo~ Meow~ Kyaaak!!";
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next;
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switch(rand(1,5)) {
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case 1: emotion e_sob; break;
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case 2: emotion e_swt2; break;
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case 3: emotion e_wah; break;
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case 4: emotion e_hmm; break;
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case 5: emotion e_lv2; break;
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}
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mes "[Holink]";
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mes "Meow!! Aaaaakk~~!!!!";
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mes "Kyaaak!! I have failed, meow!!";
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next;
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mes "[Holink]";
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mes "......";
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mes "......";
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mes "All~ Everything~ Broken, meow...";
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next;
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mes "[Holink]";
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mes "Meow.... Master Aragam once said,";
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mes "learn from your failures...";
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mes "Human, this one failure will be the beginning of your success in the future.";
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close;
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}
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