viewing paste Yanatsu Howard | Athena

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/*------------------
*
* Title: Howard (Coin Forger) 
*
* Author: Streusel
*
* Created: August 11, 2011
*
* Note:
* Replace prontera with yanatsu, to avoid errors when using "run"
*
------------------*/
 
prontera,86,124,4   script  Howard#melt 813,{
 
mes "[Howard]";
mes "Goodday Son, What can I do for you?";
next;
mes ""+strcharinfo(0)+"";
mes "I got these Ore's here, and I was wondering if you could help me with them.";
next;
mes "[Howard]";
mes "That shouldn't be a problem, just give me the items you want to be melted together and I'll see what I can do.";
next;
mes "[Howard]";
mes "I can melt ^CCCCCCSilver^000000, ^CC9999Gold^000000 and ^AAAAAAPlatinum^000000 Ores together into their corresponding origins.";
mes "^CCCCCC20 Silver Ores^000000 will get you 1 Silver Bar, ^CC999920 Gold Ores^000000 will give you 1 Gold Bar and ^AAAAAA20 Platinum Ores^000000 will give you 1 Platinum Bar.";
next;
mes "[Howard]";
mes "You currently have: ^CCCCCC"+countitem(31001)+" Silver Ore's^000000, ^CC9999"+countitem(31002)+" Gold Ore's^000000 and ^AAAAAA"+countitem(31003)+" Platinum Ore's^000000.";
next;
if(countitem(31001) >= 20)
{
    mes "[Howard]";
    mes "Would you like to go on to melt these or stop here?";
    switch(select("Melt them now!","I like them the way they are."))
    {
        case 1:
            next;
            mes "[Howard]";
            mes "So you have ^CCCCCC"+countitem(31001)+" Silver Ore's^000000, ^CC9999"+countitem(31002)+" Gold Ore's^000000 and ^AAAAAA"+countitem(31003)+" Platinum Ore's^000000.";
            mes "Which would you like to melt?";
            switch(select("Silver","Gold","Platinum"))
            {
                case 1: callsub S_Melt1,31001,31004;
                case 2: callsub S_Melt2,31002,31005;
                case 3: callsub S_Melt3,31003,31006;
            }   
        case 2:
            next;
            mes "[Howard]";
            mes "That's alright, I wasn't trying to push you into anything.";
            mes "Come back when you'd like to melt them into Bars.";
            close;
    }
}
if(countitem(31002) >= 20 )
{
    mes "[Howard]";
    mes "Would you like to go on to melt these or stop here?";
    switch(select("Melt them now!","I like them the way they are."))
    {
        case 1:
            next;
            mes "[Howard]";
            mes "So you have ^CCCCCC"+countitem(31001)+" Silver Ore's^000000, ^CC9999"+countitem(31002)+" Gold Ore's^000000 and ^AAAAAA"+countitem(31003)+" Platinum Ore's^000000.";
            mes "Which would you like to melt?";
            switch(select("Silver","Gold","Platinum"))
            {
                case 1: callsub S_Melt1,31001,31004;
                case 2: callsub S_Melt2,31002,31005;
                case 3: callsub S_Melt3,31003,31006;
            }   
        case 2:
            next;
            mes "[Howard]";
            mes "That's alright, I wasn't trying to push you into anything.";
            mes "Come back when you'd like to melt them into Bars.";
            close;
    }
}
if(countitem(31003) >= 20 )
{
    mes "[Howard]";
    mes "Would you like to go on to melt these or stop here?";
    switch(select("Melt them now!","I like them the way they are."))
    {
        case 1:
            next;
            mes "[Howard]";
            mes "So you have ^CCCCCC"+countitem(31001)+" Silver Ore's^000000, ^CC9999"+countitem(31002)+" Gold Ore's^000000 and ^AAAAAA"+countitem(31003)+" Platinum Ore's^000000.";
            mes "Which would you like to melt?";
            switch(select("Silver","Gold","Platinum"))
            {
                case 1: callsub S_Melt1,31001,31004;
                case 2: callsub S_Melt2,31002,31005;
                case 3: callsub S_Melt3,31003,31006;
            }   
        case 2:
            next;
            mes "[Howard]";
            mes "That's alright, I wasn't trying to push you into anything.";
            mes "Come back when you'd like to melt them into Bars.";
            close;
    }
}
if(countitem(31001) && countitem(31002) && countitem(31002) < 20)
{
    mes "[Howard]";
    mes "Sorry but you don't have any or enough items to Melt.";
    close;
}
S_Melt1:
if(countitem(getarg(0)) < 20)
{
    mes "[Howard]";
    mes "You don't have the items..";
    close;
}
else
{
    next;
    set .@x,countitem(getarg(0))/20;
    mes "[Howard]";
    mes "I can create,";
    mes "^CCCCCC"+.@x+" Silver Bars.^000000";
    mes "With the amount you're currently carrying.";
    mes "Each attempt will cost 500z.";
    mes "And there is a 20% chance in it failing.";
    mes "Do you wish to continue?";
    switch(select("Yes","No"))
    {
        case 1:
            specialeffect2 EF_MAPPILLAR;
            emotion 6;
            if (Zeny < 500) {
                mes "[Apprentice Craftsman]";
                mes "Sorry, but you don't have enough zeny.";
                close;
            }
            set zeny,zeny-500;
            progressbar "ffff00",3;
            set .@result,rand(1,10);
            if(.@result == 2)
            {
                specialeffect2 EF_REFINEFAIL;
                delitem 31001,20;
                next;
                mes "[Howard]";
                mes "I'm sorry but there were just too many impurities in the Ores, I failed to create a bar.";
                close;
            }
        if(.@result == 6)
        {
            specialeffect2 EF_REFINEFAIL;
            delitem 31001,20;
            next;
            mes "[Howard]";
            mes "I'm sorry but there were just too many impurities in the Ores, I failed to create a bar.";
            close
        }
        else
        {
            specialeffect2  EF_REFINEOK;
            delitem 31001,20;
            getitem 31004,1;
            next;
            mes "[Howard]";
            mes "A wonderful piece of work.";
            mes "Come back to me when you have more.";
            close;
        }
    case 2:
        next;
        mes "[Howard]";
        mes "Alright, come back to me when you feel like it.";
        close
    
    }
S_Melt2:
if(countitem(getarg(0)) < 20)
{
    mes "[Howard]";
    mes "You don't have the items..";
    close;
}
else
{
    next;
    set .@x,countitem(getarg(0))/20;
    mes "[Howard]";
    mes "I can create,";
    mes "^CC9999"+.@x+" Gold Bars.^000000";
    mes "With the amount you're currently carrying.";
    mes "Each attempt will cost 500z.";
    mes "And there is a 20% chance in it failing.";
    mes "Do you wish to continue?";
    switch(select("Yes","No"))
    {
        case 1:
            specialeffect2 EF_MAPPILLAR;
            emotion 6;
            if (Zeny < 500)
            {
                mes "[Apprentice Craftsman]";
                mes "Sorry, but you don't have enough zeny.";
                close;
            }
        set zeny,zeny-500;
        progressbar "ffff00",3;
        set .@result,rand(1,10);
        if(.@result == 1)
        {
            specialeffect2 EF_REFINEFAIL;
            delitem 31002,20;
            next;
            mes "[Howard]";
            mes "I'm sorry but there were just too many impurities in the Ores, I failed to create a bar.";
            close;
        }
        if(.@result == 5)
        {
            specialeffect2 EF_REFINEFAIL;
            delitem 31002,20;
            next;
            mes "[Howard]";
            mes "I'm sorry but there were just too many impurities in the Ores, I failed to create a bar.";
            close;
        }
        else
        {
            specialeffect2  EF_REFINEOK;
            delitem 31002,20;
            getitem 31005,1;
            next;
            mes "[Howard]";
            mes "A wonderful piece of work.";
            mes "Come back to me when you have more.";
        close;
        }
    case 2:
        next;
        mes "[Howard]";
        mes "Alright, come back to me when you feel like it.";
        close
    }
S_Melt3:
if(countitem(getarg(0)) < 20)
{
    mes "[Howard]";
    mes "You don't have the items..";
    close;
}
else
{
    next;
    set .@x,countitem(getarg(0))/20;
    mes "[Howard]";
    mes "I can create,";
    mes "^AAAAAA"+.@x+" Platinum Bars.^000000";
    mes "With the amount you're currently carrying.";
    mes "Each attempt will cost 500z.";
    mes "And there is a 10% chance in it failing.";
    mes "Do you wish to continue?";
    switch(select("Yes","No"))
    {
        case 1:
            specialeffect2 EF_MAPPILLAR;
            emotion 6;
            if (Zeny < 500)
            {
                mes "[Apprentice Craftsman]";
                mes "Sorry, but you don't have enough zeny.";
                close;
            }
            set zeny,zeny-500;
            progressbar "ffff00",3;
            set .@result,rand(1,10);
            if(.@result == 2)
            {
                specialeffect2 EF_REFINEFAIL;
                delitem 31003,20;
                next;
                mes "[Howard]";
                mes "I'm sorry but there were just too many impurities in the Ores, I failed to create a bar.";
                close;
            }
            else
            {
                specialeffect2  EF_REFINEOK;
                delitem 31003,20;
                getitem 31006,1;
                next;
                mes "[Howard]";
                mes "A wonderful piece of work.";
                mes "Come back to me when you have more.";
                close;
            }
            case 2:
                next;
                mes "[Howard]";
                mes "Alright, come back to me when you feel like it.";
                close;      
    }
}
}
}
}
Viewed 1939 times, submitted by Streusel.