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//===== rAthena Script =======================================
//= Blessed Refiner
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use Blessed ores to refine equipment.
//= Upon failure, the equipment is not destroyed. The success
//= rate is identical to that for Enriched ores.
//= - "Blacksmith Dister" only refines from +6~12.
//= NOTE: This NPC is currently disabled on official servers.
//===== Changelog: ===========================================
//= 1.0 First version. [Euphy]
//= 1.1 Removed re-roll behavior. [Secret]
//============================================================
// Main NPC :: new_smelting612
//============================================================
- script ::BlacksmithDister -1,{
disable_items;
mes "[Blacksmith Dister]";
mes "In this highly competitive society, we must be different in order to survive!";
mes "I only refine equipment at the +6 ~ 12 levels.";
next;
mes "[Blacksmith Dister]";
mes "I will need ^ff9999Blessed Oridecon^000000 for weapons, and ^ff9999Blessed Elunium^000000 for armors.";
mes "Failed refines ^FF0000will not break or reduce the refine level^000000.";
next;
mes "[Blacksmith Dister]";
mes "How about it? Do you want to refine?";
next;
setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW;
for(set .@i,1; .@i<=10; set .@i,.@i+1)
set .@menu$, .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) +"-[Unequipped]" ) +":";
set .@part, .@indices[ select(.@menu$) ];
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Dister]";
switch(.@part) {
case EQI_HEAD_TOP:
mes "I'm a blacksmith, not a hairstylist.";
break;
case EQI_ARMOR:
mes "With my hammer, I will make you a star of the sky.";
break;
case EQI_HAND_L:
case EQI_HAND_R:
mes "Making artificial hands is not my specialty.";
break;
case EQI_GARMENT:
mes "Bring out the item so I can refine it!";
break;
case EQI_SHOES:
mes "Where is this weird smell coming from?";
break;
case EQI_ACC_L:
case EQI_ACC_R:
mes "Where is the accessory?";
break;
case EQI_HEAD_MID:
mes "What do you want me to refine?";
break;
case EQI_HEAD_LOW:
mes "Huh? What do you want me to do?";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Blacksmith Dister]";
mes "This item cannot be refined.";
close;
}
.@equip_id = getequipid(.@part);
.@itemtype = getiteminfo( .@equip_id, ITEMINFO_TYPE );
.@equip_refine = getequiprefinerycnt(.@part);
setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
if (.@equip_refine < 6 || .@equip_refine > 12) {
mes "[Blacksmith Dister]";
mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!";
close;
}
if( .@itemtype == IT_ARMOR ){
.@equip_lv = getequiparmorlv( .@part );
.@type$ = "Armor";
switch(.@equip_lv) {
case 1:
set .@price,20000;
set .@material,6439; //Unbreakable_Def
break;
default:
// TODO:
close;
}
}else if( .@itemtype == IT_WEAPON ){
.@equip_lv = getequipweaponlv( .@part );
.@type$ = "Weapon";
switch( .@equip_lv ){
case 1:
set .@price,1000;
set .@material,6438; //Unbreakable_Weap
break;
case 2:
set .@price,2000;
set .@material,6438; //Unbreakable_Weap
break;
case 3:
set .@price,20000;
set .@material,6438; //Unbreakable_Weap
break;
case 4:
set .@price,40000;
set .@material,6438; //Unbreakable_Weap
break;
default:
// TODO:
close;
}
}else{
// TODO:
close;
}
set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000";
mes "[Blacksmith Dister]";
mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+callfunc("F_InsertComma",.@price)+" zeny refining fee.";
mes "Do you want to proceed?";
next;
if(select("Yes:No") == 2) {
mes "[Blacksmith Dister]";
mes "I am busy, don't joke with me!";
close;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Blacksmith Dister]";
mes "This "+.@type$+" has been refined many times. Although it will not disappear upon failure, the "+.@ore$+" will disappear!";
next;
mes "[Blacksmith Dister]";
mes "Of course, the refining fee will not be returned! Do you want to continue?";
next;
if(select("Yes:No") == 2) {
mes "[Blacksmith Dister]";
mes "Good. I'd be sad if it failed, too.";
close;
}
}
if (countitem(.@material) == 0 || Zeny < .@price) {
mes "[Blacksmith Dister]";
mes "Materials insufficient.";
mes "To refine a level "+.@equip_lv+" "+.@type$+", I need "+.@ore$+" and a "+callfunc("F_InsertComma",.@price)+" zeny refining fee.";
close;
}
delitem .@material,1;
set Zeny, Zeny-.@price;
// anti-hack
if (callfunc("F_IsEquipIDHack", .@part, .@equip_id) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@part, .@equip_refine))
close;
mes "[Blacksmith Dister]";
mes "Tac! Tac! Tac!";
if (getequippercentrefinery(.@part, true) > rand(100)) {
specialeffect EF_BLESSING;
successrefitem .@part;
next;
mes "[Blacksmith Dister]";
mes "Hahahahahaha!!!";
next;
mes "[Blacksmith Dister]";
mes "Refine was a huge success~ Hahaha!";
close;
}
specialeffect EF_CURSEATTACK;
specialeffect2 EF_SUI_EXPLOSION;
next;
emotion (!rand(5))?ET_ANGER:ET_HUK;
mes "[Blacksmith Dister]";
mes "Oh my goodness!!!!";
next;
mes "[Blacksmith Dister]";
mes "Oh! Although it was blessed by "+.@ore$+" to retain the equipment...";
next;
mes "[Blacksmith Dister]";
mes "My mood is worse when I fail!!";
close;
}
prt_in,52,56,3 duplicate(BlacksmithDister) Blacksmith Dister#prt 826
payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 826
alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 826
yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 826
ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 826
lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 826