123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408 |
- //===== 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;
- }
|