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nuna

requesting for refiner npc that needs credit to sure refine

Question

So here it is. i want an refiner that if the item is already +4 and the player wants to upgrade it, it will cost

5 proof of donation for +5 with a 100% chance 

 

 if the item is already +5 and the player wants to upgrade it, it will cost 

10 proof of donation for +6 with a 100% chance

 

 if the item is already +6 and the player wants to upgrade it, it will cost 

15 proof of donation for +7 with a 80% chance( will announce "player name" has upgrade +7 "item")

 

 if the item is already +7 and the player wants to upgrade it, it will cost 

16 proof of donation for +8 with a 70% chance ( will announce "player name" has upgrade +8 "item")

 

 if the item is already +8 and the player wants to upgrade it, it will cost 

18 proof of donation for +9 with a 60% chance ( will announce "player name" has upgrade +9 "item")

 

 if the item is already +9 and the player wants to upgrade it, it will cost 

20 proof of donation for +10 with a 50% chance ( will announce "player name" has upgrade +10 "item")

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I already posted it in rAthena:

 

function	script	refinemain	{	disable_items;	set .@features,getarg(1);	mes "[" + getarg(0) + "]";	mes "I'm the Armsmith.";	mes "I can refine all kinds of weapons, armor and equipment, so let me";	mes "know what you want me to refine.";	next;	setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";	set .@menu$,"";	for(set .@i,1; .@i<=10; set .@i,.@i+1) {		if(getequipisequiped(.@i)) {			set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";			set .@equipped,1;		}		set .@menu$, .@menu$ + ":";	}	if (.@equipped == 0) {		mes "[" + getarg(0) + "]";		mes "I don't think I can refine any items you have...";		close;	}	set .@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;	}	//Check if the item is refinable...	if(!getequipisenableref(.@part)) {		mes "[" + getarg(0) + "]";		mes "I don't think I can";		mes "refine this item at all...";		close;	}	//Check to see if the items is already +10	if(getequiprefinerycnt(.@part) >= 10) {		mes "[" + getarg(0) + "]";		mes "I can't refine this";		mes "any more. This is as";		mes "refined as it gets!";		close;	}	set .@refineitemid, getequipid(.@part); // save id of the item	set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count	switch(getequipweaponlv(.@part)){	case 0: 	//Refine Armor		set .@price,2000;		set .@material,985; //Elunium		set .@safe,4;		break;	case 1: 	//Refine Level 1 Weapon		set .@price,50;		set .@material,1010; //Phracon		set .@safe,7;		break;	case 2: 	//Refine Level 2 Weapon		set .@price,200;		set .@material,1011; //Emveretarcon		set .@safe,6;		break;	case 3: 	//Refine Level 3 Weapon		set .@price,5000;		set .@material,984; //Oridecon		set .@safe,5;		break;	case 4: 	//Refine Level 4 Weapon		set .@price,20000;		set .@material,984; //Oridecon		set .@safe,4;		break;	case 5: 	//Refine other stuff?		set .@price,2000;		set .@material,985; //Elunium		set .@safe,4;		break;	}	// If the VIP system is enabled, the prices for non-VIP players are considerably higher.	if (VIP_SCRIPT && !vip_status(1)) {		switch(getequipweaponlv(.@part)) {			case 0: set .@price, .@price * 10; break;			case 1: set .@price, .@price * 40; break;			case 2: set .@price, .@price * 50; break;			case 3: set .@price, .@price * 2; break;			case 4: set .@price, .@price * 2; break;			case 5: set .@price, .@price * 10; break;		}	}	if(.@features != 1) {		mes "[" + getarg(0) + "]";		mes "To refine this I need";		mes "one ^003366"+getitemname(.@material)+"^000000 and";		mes "a service fee of " + .@price + " Zeny.";		mes "Do you really wish to continue?";		next;		if(select("Yes:No") == 2){			mes "[" + getarg(0) + "]";			mes "Yeah...";			mes "There's no need to";			mes "rush. Take your time.";			close;		}		.@g = getequippercentrefinery(.@part);		//dispbottom "getequ .@g : " + .@g;		if(.@safe == 4){		//dispbottom .@refinerycnt;			if(.@refinerycnt >= 4){				mes "Do you want to use Donation-Refiner?";				if(select("Yes:No") == 1){						next;						//dispbottom "Check: mit Item";						if(.@refinerycnt == 4){								.@w = 100;								.@z = 5;								//dispbottom .@w;						}else if(.@refinerycnt == 5 ){								.@w = 100;								.@z = 10;								//dispbottom .@w;						}else if(.@refinerycnt == 6 ){								.@w = 80;								.@z = 15;								//dispbottom .@w;						}else if(.@refinerycnt == 7 ){								.@w = 70;								.@z = 16;								//dispbottom .@w;						}else if(.@refinerycnt == 8 ){								.@w = 60;								.@z = 18;								//dispbottom .@w;						}else if(.@refinerycnt == 9 ){								.@w = 50;								.@z = 20;								//dispbottom .@w;						}												mes "[" + getarg(0) + "]";						mes "You need: "+ .@z + " " + getitemname( 7179 );						next;						if(select("Yes:No") == 1 && ( countitem( 7179 ) > .@z )){							delitem 7179,.@z;							.@g = .@w;						}else{							mes "[" + getarg(0) + "]";							mes "Not enought " + getitemname( 7179 );							close;						}				}else{					.@g = .@w;					next;				}			}		}						if(.@g < 100) {			mes "[" + getarg(0) + "]";			mes "Oh no! If I continue to";			mes "refine this, there's a risk it could";			switch(.@material) {			case 985:				mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000.";				break;			default:				mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,";				mes "or any added special properties.";				break;			}			next;			mes "["+getarg(0)+"]";			mes "I can't make it any clearer.";			mes "Once a weapon is destroyed,";			mes "there's no getting it back.";			mes "You really have a chance to";			mes "^FF0000lose this weapon^000000 forever.";			mes "Do you still want to refine?";			next;			if(select("Yes:No") == 2){				mes "[" + getarg(0) + "]";				mes "I completely agree...";				mes "I might be a great refiner, but sometimes even I make mistakes.";				close;			}		}		if((countitem(.@material) < 1) || (Zeny < .@price)) {			mes "[" + getarg(0) + "]";			mes "You don't seem to have";			mes "enough Zeny or "+getitemname(.@material)+"...";			mes "Go get some more. I'll be";			mes "here all day if you need me.";			close;		}		set Zeny, Zeny-.@price;		delitem .@material,1;		//custom checks		if(.@g == 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;		}		//dispbottom getequippercentrefinery(.@part); wieviel % auf succes!		//dispbottom .@refinerycnt; UPGRADELVL!			//dispbottom "Check: Versuch zu Upgraden";		if(.@g <= rand(100)) {			//dispbottom getequippercentrefinery(.@part);			failedrefitem .@part;			mes "[" + getarg(0) + "]";			emotion (!rand(5))?e_cash:e_omg;			set .@lose,rand(1,3);			if (.@lose == 1) {				mes "OH! MY GOD!";				mes "Damn it! Not again!";				mes "I'm terribly sorry, but you know practice does make perfect.";				mes "Um, right? Heh heh...";			} else if(.@lose == 2) {				mes "Nooooooo!";				mes "It broke!";				mes "I-I'm sorry!";			} else {				mes "Crap!";				mes "It couldn't take";				mes "much more tempering!";				mes "Sorry about this...";			}			close;		}		mes "["+getarg(0)+"]";		successrefitem .@part;		emotion e_heh;		set .@win,rand(1,3);		if (.@win == 1) {			mes "Perfect!";			mes "Heh heh!";			mes "Once again,";			mes "flawless work";			mes "from the master~";		} else if(.@win == 2) {			mes "Success...!";			mes "Yet again, my amazing";			mes "talent truly dazzles";			mes "and shines today.";		} else {			mes "Heh heh!";			mes "I'm all done.";			mes "No doubt, my work is";			mes "to your satisfaction.";			mes "Sheer, utter perfection~";		}		close;	}

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