prontera,152,187,3 script Shadow Blacksmith 1_M_SMITH,{
disable_items;
mes "[Shadow Blacksmith]";
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$[1], "Costume Head Low", "", "Costume Head Top", "Costume Head Garment", "Shadow Armor", "Shadow Weapon", "Shadow Shield", "Shadow Shoes";
.@menu$ = "";
for(.@i = 1; .@i <= getarraysize(.@position$); ++.@i) {
.@pos = .@i + 10;
if(.@i >= 12)
.@pos++;
if(getequipisequiped(.@pos)) {
.@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@pos) + "]";
.@equipped = 1;
}
.@menu$ += ":";
}
if (.@equipped == 0) {
mes "[Shadow Blacksmith]";
mes "I don't think I can refine any items you have...";
close;
}
.@part = select(.@menu$) + 10;
if(!getequipisequiped(.@part)) { //custom check
mes "[Shadow Blacksmith]";
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 "[Shadow Blacksmith]";
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 "[Shadow Blacksmith]";
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
switch(getequipweaponlv(.@part)){
case 0: //Refine Armor
.@price = 2000;
.@material = 985;
.@safe = 4;
break;
case 1: //Refine Level 1 Weapon
.@price = 50;
.@material = 1010;
.@safe = 7;
break;
case 2: //Refine Level 2 Weapon
.@price = 200;
.@material = 1011;
.@safe = 6;
break;
case 3: //Refine Level 3 Weapon
.@price = 5000;
.@material = 984;
.@safe = 5;
break;
case 4: //Refine Level 4 Weapon
.@price = 20000;
.@material = 984;
.@safe = 4;
break;
case 5: //Refine other stuff?
.@price = 2000;
.@material = 985;
.@safe = 4;
break;
}
mes "[Shadow Blacksmith]";
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 "[Shadow Blacksmith]";
mes "Yeah...";
mes "There's no need to";
mes "rush. Take your time.";
close;
}
if(getequippercentrefinery(.@part) < 100) {
mes "[Shadow Blacksmith]";
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 "[Shadow Blacksmith]";
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 "[Shadow Blacksmith]";
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;
}
Zeny -= .@price;
delitem .@material,1;
//custom checks
if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
mes "[Shadow Blacksmith]";
mes "Look here... you don't have any Items on...";
close;
}
if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
mes "[Shadow Blacksmith]";
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)) {
failedrefitem .@part;
mes "[Shadow Blacksmith]";
emotion (!rand(5))?e_cash:e_omg;
.@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;
.@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;
}