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fallen0519

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  1. //================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright © 2012-2015 Hercules Dev Team //= Copyright © rAthena Dev Team //= Copyright © Euphy //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Renewal Refining NPCs //================= Description =========================================== //= Renewal-specific refining NPCs and material merchants. //================= Current Version ======================================= //= 1.3 //========================================================================= //== +11 and above Refiners ================================ prt_in,90,72,5 script Vestri#prt 4_M_DWARF,{ callfunc "refinenew","Vestri",0; end; } morocc_in,64,41,5 script Vestri#moc 4_M_DWARF,{ callfunc "refinenew","Vestri",0; end; } payon_in01,18,132,3 script Vestri#pay 4_M_DWARF,{ callfunc "refinenew","Vestri",0; end; } //== +11 and above Refiner Function ======================== // To allow auto safe refining/multiple refining set the second argument to '1' // in the function call. // If you enable this function, be sure to edit the value of .@safe to the max // safe refine in refine_db.txt as well. // // On official servers, if an item is unsuccessfully refined it will break at a // 20% rate and downgrade at an 80% rate. function script refinenew { disable_items; mes "["+ getarg(0) +"]"; mes "I am the best Armsmith ever!"; mes "I don't refine normal, boring items."; mes "I only refine items that are Level 10 or higher."; next; mes "["+ getarg(0) +"]"; mes "Anyway, you may use my services if your item is Level 10 or higher."; mes "What do you want me to refine?"; next; setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(.@i = 1; .@i<=10; ++.@i) { if (getequipisequiped(.@i)) { .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; .@equipped = 1; } .@menu$ += ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } .@part = select(.@menu$); if (!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } if (!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } if (getequiprefinerycnt(.@part) < 10) { mes "["+ getarg(0) +"]"; mes "I said I don't work with items that are lower than Level 10."; close; } if (getequiprefinerycnt(.@part) >= 20) { //custom check mes "["+ getarg(0) +"]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } .@refineitemid = getequipid(.@part); // save id of the item .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) { .@type$ = "weapon"; .@material = 6224; //Bradium .@price = 100000; switch(getequipweaponlv(.@part)) { case 1: .@safe = 10; break; case 2: .@safe = 10; break; case 3: .@safe = 10; break; case 4: .@safe = 10; break; } mes "["+ getarg(0) +"]"; mes "Hmm a weapon, is that ok?"; mes "If you want to refine this weapon,"; mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny."; } else { .@type$ = "armor"; .@material = 6223; //Carnium .@price = 100000; .@safe = 10; mes "["+ getarg(0) +"]"; mes "Hmm an armor, is that ok?"; mes "If you want to refine this armor,"; mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny."; } mes "Are you sure you want to continue?"; next; if(select("Yes", "No") == 2){ mes "["+ getarg(0) +"]"; mes "Hm... if you mind... never mind..."; close; } if (getarg(1) != 1) { if (getequippercentrefinery(.@part) < 100) { mes "["+ getarg(0) +"]"; mes "This "+.@type$+" already has been refined serveral times."; mes "It could be downgraded if I try again."; mes "It won't break for sure."; next; mes "["+ getarg(0) +"]"; mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+" by -2 or -3,"; mes "but it won't breaks, you won't lose ^FF0000any cards^000000 or special properties added to it."; next; mes "["+ getarg(0) +"]"; mes "Do you still want me to refine it?"; mes "I think I have given you enough warning."; next; if(select("Yes.", "No.") == 2) { mes "["+ getarg(0) +"]"; mes "Well, no challenge is one way to go..."; mes "No risk... that could be wise."; close; } } if (countitem(.@material) < 1 || Zeny < .@price) { mes "["+ getarg(0) +"]"; mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+"."; mes "Please come back when you have them."; close; } Zeny -= .@price; delitem .@material,1; //custom checks if (getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any items on..."; close; } if (getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } if (getequippercentrefinery(.@part) > rand(100)) { mes "Clang! Clang! Clang! Clang!"; successrefitem .@part; if ( getequiprefinerycnt( .@part ) > 10 ) announce strcharinfo( 0 ) + " refine his/her item for +" + getequiprefinerycnt( .@part ) + " now!", 0; next; emotion e_no1; mes "["+ getarg(0) +"]"; mes "Good! Succes!!!"; mes "I am the best Armsmith."; close; } else { if (rand(100) < 80) { mes "["+ getarg(0) +"]"; mes "Clang! Clang! Clang! Clang!"; downrefitem .@part, 2; // Failed refine attempts decrease the item's refine level by 3 next; emotion (!rand(5))?e_cash:e_omg; mes "["+ getarg(0) +"]"; mes "Ahhh!!!"; next; mes "["+ getarg(0) +"]"; mes "Oh my god!"; mes "The upgrade level has dropped..."; } else { mes "["+ getarg(0) +"]"; mes "Clang! Clang! Clang!"; downrefitem .@part, 3; next; emotion (!rand(5))?e_cash:e_omg; mes "["+ getarg(0) +"]"; mes "Hmmm!"; next; mes "["+ getarg(0) +"]"; mes "Oh my! I've failed to refine stuff..."; mes "I didn't mean it!"; } mes "I could have made a mistake even though I am the best Armsmith ever."; mes "It just wasn't meant to be."; next; mes "["+ getarg(0) +"]"; mes "I will do a better job next time! Don't worry!"; close; } } //- New +11 and above Refining Functions - if (getequiprefinerycnt(.@part) < .@safe) { mes "[" + getarg(0) + "]"; mes "I can refine this to the safe limit or a desired number of times. It's your choice."; next; .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); } else .@menu2 = 2; switch(.@menu2){ case 1: .@refinecnt = .@safe - getequiprefinerycnt(.@part); break; case 2: mes "[" + getarg(0) + "]"; mes "How many times would you like me to refine your item?"; next; input .@refinecnt; .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part); if (.@refinecnt < 1 || .@refinecheck > 20) { mes "[" + getarg(0) + "]"; mes "I can't refine this item that many times."; close; } if (.@refinecheck > .@safe) { .@refinecheck -= .@safe; mes "[" + getarg(0) + "]"; mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?"; next; if(select("Yes...","No...") == 2){ mes "[" + getarg(0) + "]"; mes "You said so... So be it."; close; } } break; case 3: mes "[" + getarg(0) + "]"; mes "You said so... So be it."; close; } .@fullprice = .@price * .@refinecnt; mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; if(select("Yes", "No...") == 2){ mes "[" + getarg(0) + "]"; mes "You said so... So be it."; close; } if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) { mes "[" + getarg(0) + "]"; mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+"."; mes "Please come back when you have them."; close; } Zeny -= .@fullprice; delitem .@material,.@refinecnt; while(.@refinecnt){ if (getequipisequiped(.@part) == 0) { mes "[" + getarg(0) + "]"; mes "Look here... you don't have any items on..."; close; } if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) { mes "[" + getarg(0) + "]"; mes "Clang... No, but did you imagine I could be so stupid?!"; mes "You changed it..."; mes "Get out before I stun you with my Hammer!!"; close; } if (getequippercentrefinery(.@part) > rand(100)) { mes "Clang! Clang! Clang! Clang!"; successrefitem .@part; if ( getequiprefinerycnt( .@part ) > 10 ) announce strcharinfo( 0 ) + " refine his/her item for +" + getequiprefinerycnt( .@part ) + " now!", 0; --.@refinecnt; next; } else { if (rand(100) < 80) { mes "["+ getarg(0) +"]"; mes "Clang! Clang! Clang! Clang!"; downrefitem .@part, 2; // Failed refine attempts decrease the item's refine level by 3 next; emotion (!rand(5))?e_cash:e_omg; mes "["+ getarg(0) +"]"; mes "Ahhh!!!"; next; mes "["+ getarg(0) +"]"; mes "Oh my god!"; mes "The upgrade level has dropped..."; } else { mes "["+ getarg(0) +"]"; mes "Clang! Clang! Clang!"; downrefitem .@part, 3; next; emotion (!rand(5))?e_cash:e_omg; mes "["+ getarg(0) +"]"; mes "Hmmm!"; next; mes "["+ getarg(0) +"]"; mes "Oh my! I've failed to refine stuff..."; mes "I didn't mean it!"; } mes "I could have made a mistake even though I am the best Armsmith ever."; mes "It just wasn't meant to be."; next; mes "["+ getarg(0) +"]"; mes "I will do a better job next time! Don't worry!"; close; } } emotion e_no1; mes "["+ getarg(0) +"]"; mes "Good! Succes!!!"; mes "I am the best Blacksmith."; close; } //== Ori/Elu to Carnium/Bradium Refiners =================== - script Austri#ref FAKE_NPC,{ if (checkweight(Knife,1) == 0) { mes "- Wait a minute !! -"; mes "- Currently you're carrying -"; mes "- too many items with you. -"; mes "- Please try again -"; mes "- after you lose some weight. -"; close; } mes "[Austri]"; mes "If you bring me 3"; mes "Oridecon or Elunium"; mes "I can exchange them for"; mes "Bradium or Carnium."; mes "Just give me 50,000z."; next; switch(select("Oridecon to Bradium.", "Elunium to Carnium.", "Purified Bradium to Carnium.", "No thanks.")) { case 1: setarray .@i[0],984,3,6224; //Oridecon -> Bradium break; case 2: setarray .@i[0],985,3,6223; //Elunium -> Carnium break; case 3: setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium break; case 4: mes "[Austri]"; mes "Hmm..."; close; } if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) { delitem .@i[0],.@i[1]; Zeny -= 50000; getitem .@i[2],1; mes "[Austri]"; if (.@i[0] == 6090) { mes "Refining with Refined Bradium"; mes "can be a little expensive."; mes "I can exchange it for some Carnium."; } else mes "Ok! Here's your "+getitemname(.@i[2])+"."; mes "Take it and use it well."; close; } mes "[Austri]"; mes "You better not be trying"; mes "to cheat me because you"; mes "don't have enough money"; mes "or "+getitemname(.@i[0])+"."; close; } prt_in,85,71,5 duplicate(Austri#ref) Austri#prt 4_M_DWARF payon_in01,14,125,5 duplicate(Austri#ref) Austri#pay 4_M_DWARF morocc_in,60,38,5 duplicate(Austri#ref) Austri#moc 4_M_DWARF //== Malangdo Refiner ====================================== malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ disable_items; mes "[Clink]"; mes "My cool dad Holink said I have the world's greatest refine hammer!!"; mes "Meow Meow~"; mes "Who do you think I am?"; mes "Yes!!! You!! You want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(.@i = 1; .@i<=10; ++.@i) .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Clink]"; switch(.@part) { case 1: mes "Dad said. There's no cure for stupidity..."; break; case 2: mes "There's nothing to see here!!"; break; case 3: mes "What an arrogant left hand this is!"; break; case 4: mes "What an arrogant right hand this is!"; break; case 5: mes "Get that dirty thing off my face!!"; break; case 6: mes "Kyaong~! Do not provoke me."; break; case 7: case 8: mes "Where is the accessory?"; break; case 9: case 10: mes "Are you talking about the other head part?"; break; } close; } if (!getequipisenableref(.@part)) { mes "[Clink]"; mes "This can't be refined!!"; close; } if (getequiprefinerycnt(.@part) >= 10) { mes "[Clink]"; mes "Perfect refining. Did I do this for you?"; close; } mes "[Clink]"; switch(getequipweaponlv(.@part)) { default: case 0: // Armor .@price = 2000; .@material = 985; //Elunium .@type$ = "armor"; mes "Hmm, an armor refine? Someone like you?"; break; case 1: // Level 1 Weapon .@price = 50; .@material = 1010; //Phracon .@type$ = "weapon"; mes "A level 1 weapon?"; mes "Urr... Annoying... Okay, let's try..."; break; case 2: // Level 2 Weapon .@price = 200; .@material = 1011; //Emveretarcon .@type$ = "weapon"; mes "A level 2 weapon?"; break; case 3: // Level 3 Weapon .@price = 20000; .@material = 984; //Oridecon .@type$ = "weapon"; mes "Woot!! A level 3 weapon? Impressive~"; break; case 4: // Level 4 Weapon .@price = 50000; .@material = 984; //Oridecon .@type$ = "weapon"; mes "Wow!... A level 4 weapon~!!"; break; } mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?"; next; if(select("Yes, I do!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "I knew you were not worth trying my magical refining hammer for."; close; } if (getequippercentrefinery(.@part) < 100) { mes "[Clink]"; mes "Wow!!"; mes "This "+.@type$+" has been refined quite a bit, huh?"; mes "You do know that this might break, right?"; next; mes "[Clink]"; mes "If you break the "+.@type$+", you can never use it again."; mes "Cards and enchant effects..."; mes "the ^ff0000whole thing will disappear^000000."; mes "You still up for this~?"; next; if(select("Yes, I am!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "You can't even take this big step. Don't think about refining..."; close; } } if (countitem(.@material) == 0 || Zeny < .@price) { mes "[Clink]"; mes "Hey you!! Didn't I tell you"; mes "that you need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny??!!"; close; } delitem .@material,1; Zeny -= .@price; if (getequippercentrefinery(.@part) <= rand(100)) { downrefitem .@part, 2; mes "[Clink]"; mes "Cry Hammer!! Cry!!!"; next; switch(rand(1,5)) { case 1: emotion e_sob; break; case 2: emotion e_swt2; break; case 3: emotion e_wah; break; case 4: emotion e_hmm; break; case 5: emotion e_lv2; break; } mes "[Clink]"; mes "Huh?! I failed?!"; next; mes "[Clink]"; mes "Arrgg~ It's all~ Broken...? What a pity~"; next; mes "[Clink]"; mes "Hey...!! Get me another one."; mes "This is not possible."; mes "How can my hammer fail from refining?"; close; } successrefitem .@part; mes "[Clink]"; mes "Cry Hammer!! Cry!!!"; next; emotion e_kis; mes "[Clink]"; mes "Ok!! Perfect!!"; mes "There's nothing I can't refine"; mes "with this special hammer."; mes "You can praise me!!"; mes "What a day!!"; close; } How to make equipment +10 above won't drop and stay +10 if fail. Below Scipts too because there is 2 refiner +10 above, thanks! //================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright © 2012-2015 Hercules Dev Team //= Copyright © Euphy //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= HD Refiners //================= Description =========================================== //= Refiners that use HD ores to refine equipment. //================= Additional Comments =================================== //= 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. //================= Current Version ======================================= //= 1.0 //========================================================================= //== Blacksmith Mighty Hammer (+7~9) ======================= - script ::MightyHammer FAKE_NPC,{ 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 .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(.@i = 1; .@i<=10; ++.@i) .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":"; .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Blacksmith Mighty Hammer]"; switch(.@part) { case 1: mes "I'm a blacksmith, not a hairstylist."; break; case 2: mes "With my hammer, I will make you a star of the sky."; break; case 3: case 4: mes "Making artificial hands is not my specialty."; break; case 5: mes "Bring out the item so I can refine it!"; break; case 6: mes "Where is this foot odor coming from?"; break; case 7: case 8: mes "Where is the accessory?"; break; case 9: mes "What do you want me to refine?"; break; case 10: 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; } if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) { mes "[Blacksmith Mighty Hammer]"; mes "I only handle items with refine levels from +7 to +9."; close; } switch(getequipweaponlv(.@part)) { default: case 0: .@price = 20000; .@material = 6241; //HD_Elunium break; case 1: case 2: case 3: case 4: .@price = 20000; .@material = 6240; //HD_Oridecon break; } 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(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "Only those who overcome fear of failure will obtain a masterpiece."; close; } } if (countitem(.@material) == 0 || Zeny < .@price) { mes "[Blacksmith Mighty Hammer]"; mes "Didn't you just say you had everything ready?"; close; } delitem .@material,1; Zeny -= .@price; mes "[Blacksmith Mighty Hammer]"; mes "Tac! Tac! Tac!"; if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { successrefitem .@part; if ( getequiprefinerycnt( .@part ) > 9 ) announce strcharinfo( 0 ) + " refine his/her item for +" + getequiprefinerycnt( .@part ) + " now!", 0; next; emotion e_no1; mes "[Blacksmith Mighty Hammer]"; mes "The sound refreshes my mind everytime I hear it."; mes "Here, have it. Refine succeeded flawlessly!"; close; } downrefitem .@part; next; emotion e_omg; 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 - //moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF //payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF //== Basta (+10 and up) ==================================== - script ::Basta FAKE_NPC,{ 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 .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(.@i = 1; .@i<=10; ++.@i) .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Basta]"; switch(.@part) { case 1: mes "Is your head an equipment?"; break; case 2: mes "What do you want me to do?"; break; case 3: case 4: mes "Making artificial hands is not my specialty."; break; case 5: mes "Do you even know what a robe is?"; break; case 6: mes "If you want to refine your feet, don't come to me, try running a marathon."; break; case 7: case 8: mes "Where is the accessory?"; break; case 9: mes "Well... I don't see any equipment worth refining."; break; case 10: 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; } if (getequiprefinerycnt(.@part) < 10) { mes "[Basta]"; mes "Haven't I told you? I only refine equipments that are +10 and above."; close; } if (getequiprefinerycnt(.@part) == 20) { mes "[Basta]"; mes "This weapon is perfect, no need to refine it anymore~"; close; } switch(getequipweaponlv(.@part)) { default: case 0: .@price = 100000; .@material = 6225; //HD_Carnium .@type$ = "armor"; break; case 1: case 2: case 3: case 4: .@price = 100000; .@material = 6226; //HD_Bradium .@type$ = "weapon"; break; } 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 100,000 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) < 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; mes "[Basta]"; mes "Compared to other blacksmiths, the risk is smaller."; mes "I've given all precautions. Do you want to try it?"; next; if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Well~"; mes "Not challenging at all could also be a kind of wisdom in life."; close; } } if (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; } delitem .@material,1; Zeny -= .@price; mes "Pow! Pow! Pow! Pow!"; if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { successrefitem .@part; if ( getequiprefinerycnt( .@part ) > 10 ) announce strcharinfo( 0 ) + " refine his/her item for +" + getequiprefinerycnt( .@part ) + " now!", 0; next; emotion e_no1; mes "[Basta]"; mes "Great! Nicely done!!"; mes "I really am the best blacksmith in the whole wide world!"; close; } downrefitem .@part; next; emotion (!rand(5))?e_cash:e_omg; mes "[Basta]"; mes "Aaaaaaaaaaak!!!"; next; mes "[Basta]"; mes "Damn it!"; mes "Refining 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
  2. I had use your script above but still no announcement when the equipment refine more than +10 sir. Please help
  3. yes, I using some RO hosting from PonyVPS, you mean he provide me an old version of herc? How can i fix this issue sir? Thank you
  4. I wanna enable EDP skill when using dual dagger, because my guillotine cross only can use EDP when using katar. Please help
  5. I wonder how to fix the issue that EDP is able to cast when using dual dagger, please help and thank you!
  6. I am having trouble job change to Rebellion like the image shows "Poring" under job status, how to solve this issue guys, thanks for helping!
  7. Please help above script to annouce when +10 equipments, thanks!
  8. I am having problems that player cannot cast this 2 skills, and this 2 skills is located under 2nd job skill tree, need help solving this problems. Addon: All jobs cant use the skill "Full Throttle".
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