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//===== rAthena Script =======================================
//= HD Refiners
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use HD ores to refine equipment. Upon
//= failure, the equipment is not destroyed; rather, its
//= refine level decreases by 1. The success rate is identical
//= to that for Enriched ores.
//= - "Blacksmith Mighty Hammer" only refines from +7~9.
//= - "Basta" only refines from +10 and up.
//===== Changelog: ===========================================
//= 1.0 First version. [Euphy]
//= 1.1 Removed re-roll behavior. [Secret]
//============================================================
// Blacksmith Mighty Hammer (+7~9) :: cash_smelting79
//============================================================
- script ::MightyHammer -1,{
disable_items;
mes "[Blacksmith Mighty Hammer]";
mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
mes "I refine only items that are ^CC0000+7 to +9^000000.";
next;
mes "[Blacksmith Mighty Hammer]";
mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
next;
mes "[Blacksmith Mighty Hammer]";
mes "So lets kick this into overdrive, what d' ya say? What item 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 ( .@i = 1; .@i <= 10; ++.@i )
.@menu$ = .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) + "-[Not equipped]" ) + ":";
.@part = .@indices[ select(.@menu$) ];
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Mighty Hammer]";
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 foot odor 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 Mighty Hammer]";
mes "This item can't be refined.";
close;
}
switch( getequiprefinerycnt(.@part) ) {
case 7:
.@blacksmith_blessing_count = 1;
break;
case 8:
.@blacksmith_blessing_count = 2;
break;
case 9:
.@blacksmith_blessing_count = 4;
break;
default:
mes "[Blacksmith Mighty Hammer]";
mes "I only handle items with refine levels from +7 to +9.";
close;
}
.@refineitemid = getequipid(.@part); // save id of the item
.@itemtype = getiteminfo( .@refineitemid, ITEMINFO_TYPE );
.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
.@price = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_ZENY_COST);
.@material = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_MATERIAL_ID);
mes "[Blacksmith Mighty Hammer]";
mes "In order to refine the gear you selected you need ^ff9999" + getitemname(.@material) + "^000000 and 20,000 zeny as a fee.";
mes "Do you have them ready?";
next;
if (select("Yes:No") == 2) {
mes "[Blacksmith Mighty Hammer]";
mes "I will wait until you are ready.";
close;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Blacksmith Mighty Hammer]";
mes "It looks like this item will likely fail to be refined.";
mes "Well, even if it fails, it only decreases by 1 refine level.";
mes "Would you like to continue refining?";
next;
if (countitem(6635) < .@blacksmith_blessing_count)
setarray .@menu$[0], "", "Yes", "Not yet";
else {
mes "[Blacksmith Mighty Hammer]";
mes "Ah! Is it the ^0000ffBlacksmith Blessing^000000?";
mes "With the Blacksmith Blessing, the equipment won't vanish if the refine fails!";
next;
mes "[Blacksmith Mighty Hammer]";
if ( .@itemtype != IT_WEAPON )
mes "For +" + getequiprefinerycnt(.@part) + " equipment, refine with^316AC5 " + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want use it to refine?";
else
mes "For +" + getequiprefinerycnt(.@part) + " weapon, refine with^316AC5 " + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want use it to refine?";
next;
setarray .@menu$[0], "Use it to refine", "Refine directly without it", "Don't refine yet";
}
switch( select(.@menu$[0], .@menu$[1], .@menu$[2]) ) {
case 1:
.@bless_who = 1;
break;
case 2:
break;
case 3:
mes "[Blacksmith Mighty Hammer]";
mes "Only those who overcome fear of failure will obtain a masterpiece.";
close;
}
}
if ((.@bless_who && countitem(6635) < .@blacksmith_blessing_count) || countitem(.@material) == 0 || Zeny < .@price) {
mes "[Blacksmith Mighty Hammer]";
mes "Didn't you just say you had everything ready?";
close;
}
if (.@bless_who)
delitem 6635, .@blacksmith_blessing_count;
delitem .@material,1;
Zeny = Zeny - .@price;
// anti-hack
if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) ||
callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) {
mes "[Blacksmith Mighty Hammer]";
emotion ET_FRET;
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;
}
mes "[Blacksmith Mighty Hammer]";
mes "Tac! Tac! Tac!";
if (getequippercentrefinery(.@part, true) > rand(100)) {
successrefitem .@part;
next;
emotion ET_BEST;
mes "[Blacksmith Mighty Hammer]";
mes "The sound refreshes my mind every time I hear it.";
mes "Here, have it. Refine succeeded flawlessly!";
close;
}
if (.@bless_who == 1) {
specialeffect EF_HOLYHIT;
next;
emotion ET_HUK;
mes "[Blacksmith Mighty Hammer]";
mes "What?!!";
next;
mes "[Blacksmith Mighty Hammer]";
mes "Aiya! I am faceless now. HmHm.";
close;
}
downrefitem .@part;
next;
emotion ET_HUK;
mes "[Blacksmith Mighty Hammer]";
mes "Oops!!";
next;
mes "[Blacksmith Mighty Hammer]";
mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
close;
}
prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 4_M_DWARF
morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 4_M_DWARF
payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 4_M_DWARF
alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 4_M_DWARF
yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 4_M_DWARF
ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 4_M_DWARF
lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
// iRO NPC locations:
// payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF
// Basta (+10 and up) :: cash_smelting
//============================================================
- script ::Basta -1,{
disable_items;
mes "[Basta]";
mes "I'm the best Blacksmith in the whole world, Basta.";
mes "But I don't provide a normal refine service.";
mes "I only refine equipment ^CC0000over +10^000000.";
next;
mes "[Basta]";
mes "Which equipment 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 ( .@i = 1; .@i <= 10; ++.@i )
.@menu$ = .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) + "-[Unequipped]" ) + ":";
.@part = .@indices[ select(.@menu$) ];
if (!getequipisequiped(.@part)) {
mes "[Basta]";
switch(.@part) {
case EQI_HEAD_TOP:
mes "Is your head an equipment?";
break;
case EQI_ARMOR:
mes "What do you want me to do?";
break;
case EQI_HAND_L:
case EQI_HAND_R:
mes "Making artificial hands is not my specialty.";
break;
case EQI_GARMENT:
mes "Do you even know what a robe is?";
break;
case EQI_SHOES:
mes "If you want to refine your feet, don't come to me, try running a marathon.";
break;
case EQI_ACC_L:
case EQI_ACC_R:
mes "Where is the accessory?";
break;
case EQI_HEAD_MID:
mes "Well... I don't see any equipment worth refining.";
break;
case EQI_HEAD_LOW:
mes "I can't make you smart. Go see a school teacher for that.";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Basta]";
mes "Even I cannot refine this item. There's no way.";
close;
}
.@refine_count = getequiprefinerycnt(.@part);
if (.@refine_count < 10) {
mes "[Basta]";
mes "Haven't I told you? I only refine equipment that are +10 and above.";
close;
}
else if (.@refine_count == 10)
.@blacksmith_blessing_count = 7;
else if (.@refine_count == 11)
.@blacksmith_blessing_count = 11;
else if (.@refine_count == 20) {
mes "[Basta]";
mes "This weapon is perfect, no need to refine it anymore~";
close;
}
.@refineitemid = getequipid(.@part); // save id of the item
.@itemtype = getiteminfo( .@refineitemid, ITEMINFO_TYPE );
.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
.@price = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_ZENY_COST);
.@material = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_MATERIAL_ID);
if ( .@itemtype != IT_WEAPON )
.@type$ = "armor";
else
.@type$ = "weapon";
mes "[Basta]";
mes "Hmm... is this the one you want to refine?";
mes "To refine this equipment, I need 1 ^ff9999" + getitemname(.@material) + "^000000 and " + callfunc("F_InsertComma",.@price) + " zeny as a fee.";
mes "Do you really want to refine this?";
next;
if (select("Yes:No") == 2) {
mes "[Basta]";
mes "Okay. If that's what you want...";
close;
}
if (getequippercentrefinery(.@part, true) < 100) {
mes "[Basta]";
mes "This " + .@type$ + " has already been refined pretty high.";
mes "If you try to refine it more, the refine level could decrease.";
next;
mes "[Basta]";
mes "I am different from the blacksmiths in others places.";
mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
mes "Here it can only decrease by 1 level.";
next;
if (.@blacksmith_blessing_count == 0 || countitem(6635) < .@blacksmith_blessing_count) {
mes "[Basta]";
mes "Compared to other blacksmiths, the risk is smaller.";
mes "I've given all precautions. Do you want to try it?";
next;
setarray .@menu$[0], "", "Yes", "No";
}
else {
mes "[Basta]";
mes "Woah~ Is it the ^316AC5Blacksmith Blessing^000000? It is difficult to get~ But, you have it!";
next;
mes "[Basta]";
mes "For +" + .@refine_count + " " + .@type$ + " need ^316AC5" + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want to refine with Blacksmith Blessing?";
next;
setarray .@menu$[0], "Refine with Blacksmith Blessing", "Refine without Blacksmith Blessing", "Don't refine yet";
}
switch( select(.@menu$[0], .@menu$[1], .@menu$[2]) ) {
case 1:
.@bless_who = 1;
break;
case 2:
break;
case 3:
mes "[Basta]";
mes "Well~";
mes "Not challenging at all could also be a kind of wisdom in life.";
close;
}
}
if ((.@bless_who && countitem(6635) < .@blacksmith_blessing_count) || countitem(.@material) == 0 || Zeny < .@price) {
mes "[Basta]";
mes "Hmm... You didn't bring all the materials needed.";
mes "Come back when you have them all.";
close;
}
if (.@bless_who)
delitem 6635, .@blacksmith_blessing_count;
delitem .@material,1;
Zeny = Zeny - .@price;
// anti-hack
if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) ||
callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) {
mes "[Basta]";
emotion ET_FRET;
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;
}
mes "Pow! Pow! Pow! Pow!";
if (getequippercentrefinery(.@part, true) > rand(100)) {
successrefitem .@part;
next;
emotion ET_BEST;
mes "[Basta]";
mes "Great! Nicely done!!";
mes "I really am the best blacksmith in the whole wide world!";
close;
}
if (.@bless_who == 1) {
specialeffect EF_HOLYHIT;
next;
emotion (!rand(5))?ET_MONEY:ET_HUK;
mes "[Basta]";
mes "Aaaaaaaaaaak!!!";
next;
mes "[Basta]";
mes "Refining has failed!";
mes "The best blacksmith in the world like me...";
mes "doesn't guarantee 100% success~";
}
else {
downrefitem .@part;
next;
emotion (!rand(5))?ET_MONEY:ET_HUK;
mes "[Basta]";
mes "Aaaaaaaaaaak!!!";
next;
mes "[Basta]";
mes "Damn it!";
mes "Refining has failed and refine level has decreased!";
mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
}
mes "Too bad.";
next;
mes "[Basta]";
mes "I'll do better next time! Don't worry!";
close;
}
prt_in,57,54,3 duplicate(Basta) Basta#prt 4_M_DWARF
morocc_in,68,30,3 duplicate(Basta) Basta#morocc 4_M_DWARF
payon,148,174,3 duplicate(Basta) Basta#payon 4_M_DWARF
alberta_in,18,56,3 duplicate(Basta) Basta#alberta 4_M_DWARF
yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 4_M_DWARF
ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 4_M_DWARF
lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 4_M_DWARF
// Refine UI makes these NPCs useless
- script RefineUI_Init -1,{
end;
OnInit:
if (getbattleflag("feature.refineui")) {
unloadnpc "Basta";
unloadnpc "MightyHammer";
}
end;
}