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//<?> -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o \\
//          Blacksmith/Card Removal Npc V.2.0         \\
//                   by Luther                        \\
//<?> -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o \\
//          Blacksmith/Card Removal Npc V.2.0         \\
//                   by Luther                        \\
// Credit To : Mytzer,TyrNemisis,ShadowMaster and     \\
// who ever made the Item Identifyer Deckard Cain.    \\
// Whoms Scripts were used in making this npc.        \\
// Also ToastOfDoom and Chachi911 for helping Debug it\\
// (V.2.0 Uses the original eAthena Refine Script that\\ 
//can have its rates configured in the refine_db.txt) \\
// -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o \\
prt_in,63,60,2  script  Advanced Hollgrehenn    85,{
    set .soundef_number, .soundef_number + 1;
 
    switch (.soundef_number)
    {
 
        case 1:
        soundeffect "hollen2.wav",0;
        break;
 
        case 2:
        soundeffect "hollen3.wav",0;
        break;
 
        case 3:
        soundeffect "hollen4.wav",0;
        break;
 
        case 4:
        soundeffect "hollen5.wav",0;
        break;
 
    }
 
    if (.soundef_number >= 3)
    {
        set .soundef_number, 0;
    }
 
    end;
 
}
callfunc "refinemainx","Advanced Hollgrehenn",1;
    end;
    }
//============================================================
//= Main Refiner Function
//============================================================
//= To allow auto safe refining/multiple refining set the
//= 0 after Melchior to '1' in the function call.
//= To Change the Name of the NPC, just Edit it in the
//= Beginning of the Script and the Melchior part of the
//= Call function. 
//============================================================
function    script  refinemainx {
    set .@features,getarg(1);
  mes "[" + getarg(0) + "]";
    mes "I can Refine, Extract Cards, Identify Items, and Repair Broken Items ^FF0000which of my services are you interested in?^000000";
    menu "Refining",L_Refine,"Item Repair",L_Repair;
    
  L_Refine:
  mes "refining eh?";
  next;
  mes "[" + getarg(0) + "]";
    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 .@menu$, .@menu$ + ":";
    }
    set .@part,select(.@menu$);
    if(!getequipisequiped(.@part)) {
        mes "[" + getarg(0) + "]";
        mes "You're not wearing";
        mes "anything there that";
        mes "I can refine.";
        emotion 6;
        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 if the item is identified... (Don't know why this is in here... but kept it anyway)
    if(!getequipisidentify(.@part)) {
        mes "[" + getarg(0) + "]";
        mes "You can't refine this";
        mes "if you haven't appraised";
        mes "it first. Make sure your";
        mes "stuff is identified before";
        mes "I can refine it.";
        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;
        set .@safe,4;
        break;
    case 1:     //Refine Level 1 Weapon
        set .@price,50;
        set .@material,1010;
        set .@safe,7; 
        break;
    case 2:     //Refine Level 2 Weapon
        set .@price,200;
        set .@material,1011;
        set .@safe,6; 
        break;
    case 3:     //Refine Level 3 Weapon
        set .@price,5000;
        set .@material,984;
        set .@safe,5; 
        break;
    case 4:     //Refine Level 4 Weapon
        set .@price,20000;
        set .@material,984;
        set .@safe,4; 
        break;
    case 5:     //Refine other stuff?
        set .@price,2000;
        set .@material,985;
        set .@safe,4; 
        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;
        }
        if(getequippercentrefinery(.@part) < 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;
        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)) {
            failedrefitem .@part;
            mes "[" + getarg(0) + "]";
            set .@emo,rand(1,5);
            if (.@emo == 1) {
                Emotion e_cash;
            } else {
                Emotion e_swt;
            }
            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;
    }
 
// New 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;
        set .@menu2,select("To the safe limit please.","I'll decide how many times.","I've changed my mind...");
    } else set .@menu2,2;
    switch(.@menu2){
    case 1: 
        set .@refinecnt,.@safe - getequiprefinerycnt(.@part);
        break;
    case 2:
        next;
        mes "[" + getarg(0) + "]";
        mes "So how many times would you like me to refine your item?";
        next;
        input .@refinecnt;
        set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part);
        if (.@refinecnt < 1 || .@refinecheck > 10) {
            mes "[" + getarg(0) + "]";
            mes "I can't refine this item that many times.";
            close;
        }
        if(.@refinecheck > .@safe) {
            set .@refinecheck,.@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..Hmm so be it...";
                close;
            }
        }
        break;
    case 3:
        next;
        mes "[" + getarg(0) + "]";
        mes "You said so..Hmm so be it...";
        close;
    }
    set .@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..Hmm so be it...";
        close;
    }
    if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
        mes "[" + getarg(0) + "]";
        mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
        close;
    }
    set Zeny,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 "Clan... No, but Did you imagine I could be so stupid !?!";
            mes "You have changed it...";
            mes "Go out before I stun you with my Hammer!!!";
            close;
        } 
        mes "Clang, clang!!!";
        if(.@menu2 == 2 && getequippercentrefinery(.@part) <= rand(100)) {
            failedrefitem .@part;
            emotion 23;
            mes "[" + getarg(0) + "]";
            mes "WAHHHH!!! I'm so sorry... I warned you this could happen...";
            set .@refinecnt,.@refinecnt - 1;
            if(.@refinecnt == 0) close;
            mes "Here's the unused Zeny and Material back...";
            getitem .@material,.@refinecnt;
            set .@fullprice,.@refinecnt * .@price;
            set Zeny,Zeny + .@fullprice;
            close;
        }
        successrefitem .@part;
        emotion 21;
        set .@refinecnt,.@refinecnt - 1;
        next;
    }
    mes "[" + getarg(0) + "]";
    mes "All finished... Come again soon.";
    close;      
 
L_Repair:
mes "Repairing it is!";
next;
if (getbrokenid(1) == 0) goto L_Waste;
mes "[" + getarg(0) + "]";
mes "Each repair costs 2000 zeny would you like to repair an item now?";
menu "Yes",L_RepairItem,"No",L_Bye;
 
L_RepairItem:
if(zeny < (2000)) goto L_NoZeny;
mes "Select the item to repair from the menu.";
set @choice, select(getitemname(getbrokenid(1)), getitemname(getbrokenid(2)), getitemname(getbrokenid(3)), getitemname(getbrokenid(4)), getitemname(getbrokenid(5)), getitemname(getbrokenid(6)), getitemname(getbrokenid(7)), getitemname(getbrokenid(8)), getitemname(getbrokenid(9)), getitemname(getbrokenid(10)));
 
set zeny, zeny - 2000;
repair(@choice);
goto L_Repaired;
 
L_Waste:
mes "[" + getarg(0) + "]";
mes "Do not waste my time, you have no items in need of repair.";
close;
L_Repaired:
mes "[" + getarg(0) + "]";
mes "Your item has been repaired, please be more careful.";
close;
 
}
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