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