//===== rAthena Script ======================================= //= HD Refiners //===== Description: ========================================= //= [Official Conversion] //= Refiners that use HD ores to refine equipment. 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. //===== Changelog: =========================================== //= 1.0 First version. [Euphy] //= 1.1 Removed re-roll behavior. [Secret] //============================================================ // Blacksmith Mighty Hammer (+7~9) :: cash_smelting79 //============================================================ - script ::MightyHammer -1,{ 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 .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; for ( .@i = 1; .@i <= 10; ++.@i ) .@menu$ = .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) + "-[Not equipped]" ) + ":"; .@part = .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) { mes "[Blacksmith Mighty Hammer]"; switch(.@part) { case EQI_HEAD_TOP: mes "I'm a blacksmith, not a hairstylist."; break; case EQI_ARMOR: mes "With my hammer, I will make you a star of the sky."; break; case EQI_HAND_L: case EQI_HAND_R: mes "Making artificial hands is not my specialty."; break; case EQI_GARMENT: mes "Bring out the item so I can refine it!"; break; case EQI_SHOES: mes "Where is this foot odor coming from?"; break; case EQI_ACC_L: case EQI_ACC_R: mes "Where is the accessory?"; break; case EQI_HEAD_MID: mes "What do you want me to refine?"; break; case EQI_HEAD_LOW: 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; } switch( getequiprefinerycnt(.@part) ) { case 7: .@blacksmith_blessing_count = 1; break; case 8: .@blacksmith_blessing_count = 2; break; case 9: .@blacksmith_blessing_count = 4; break; default: mes "[Blacksmith Mighty Hammer]"; mes "I only handle items with refine levels from +7 to +9."; close; } .@refineitemid = getequipid(.@part); // save id of the item .@itemtype = getiteminfo( .@refineitemid, ITEMINFO_TYPE ); .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); .@price = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_ZENY_COST); .@material = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_MATERIAL_ID); 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 (countitem(6635) < .@blacksmith_blessing_count) setarray .@menu$[0], "", "Yes", "Not yet"; else { mes "[Blacksmith Mighty Hammer]"; mes "Ah! Is it the ^0000ffBlacksmith Blessing^000000?"; mes "With the Blacksmith Blessing, the equipment won't vanish if the refine fails!"; next; mes "[Blacksmith Mighty Hammer]"; if ( .@itemtype != IT_WEAPON ) mes "For +" + getequiprefinerycnt(.@part) + " equipment, refine with^316AC5 " + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want use it to refine?"; else mes "For +" + getequiprefinerycnt(.@part) + " weapon, refine with^316AC5 " + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want use it to refine?"; next; setarray .@menu$[0], "Use it to refine", "Refine directly without it", "Don't refine yet"; } switch( select(.@menu$[0], .@menu$[1], .@menu$[2]) ) { case 1: .@bless_who = 1; break; case 2: break; case 3: mes "[Blacksmith Mighty Hammer]"; mes "Only those who overcome fear of failure will obtain a masterpiece."; close; } } if ((.@bless_who && countitem(6635) < .@blacksmith_blessing_count) || countitem(.@material) == 0 || Zeny < .@price) { mes "[Blacksmith Mighty Hammer]"; mes "Didn't you just say you had everything ready?"; close; } if (.@bless_who) delitem 6635, .@blacksmith_blessing_count; delitem .@material,1; Zeny = Zeny - .@price; // anti-hack if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) { mes "[Blacksmith Mighty Hammer]"; emotion ET_FRET; 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; } mes "[Blacksmith Mighty Hammer]"; mes "Tac! Tac! Tac!"; if (getequippercentrefinery(.@part, true) > rand(100)) { successrefitem .@part; next; emotion ET_BEST; mes "[Blacksmith Mighty Hammer]"; mes "The sound refreshes my mind every time I hear it."; mes "Here, have it. Refine succeeded flawlessly!"; close; } if (.@bless_who == 1) { specialeffect EF_HOLYHIT; next; emotion ET_HUK; mes "[Blacksmith Mighty Hammer]"; mes "What?!!"; next; mes "[Blacksmith Mighty Hammer]"; mes "Aiya! I am faceless now. HmHm."; close; } downrefitem .@part; next; emotion ET_HUK; 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: // payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF // Basta (+10 and up) :: cash_smelting //============================================================ - script ::Basta -1,{ 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 .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; for ( .@i = 1; .@i <= 10; ++.@i ) .@menu$ = .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) + "-[Unequipped]" ) + ":"; .@part = .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) { mes "[Basta]"; switch(.@part) { case EQI_HEAD_TOP: mes "Is your head an equipment?"; break; case EQI_ARMOR: mes "What do you want me to do?"; break; case EQI_HAND_L: case EQI_HAND_R: mes "Making artificial hands is not my specialty."; break; case EQI_GARMENT: mes "Do you even know what a robe is?"; break; case EQI_SHOES: mes "If you want to refine your feet, don't come to me, try running a marathon."; break; case EQI_ACC_L: case EQI_ACC_R: mes "Where is the accessory?"; break; case EQI_HEAD_MID: mes "Well... I don't see any equipment worth refining."; break; case EQI_HEAD_LOW: mes "I can't make you smart. Go see a school teacher for that."; break; } close; } if (!getequipisenableref(.@part)) { mes "[Basta]"; mes "Even I cannot refine this item. There's no way."; close; } .@refine_count = getequiprefinerycnt(.@part); if (.@refine_count < 10) { mes "[Basta]"; mes "Haven't I told you? I only refine equipment that are +10 and above."; close; } else if (.@refine_count == 10) .@blacksmith_blessing_count = 7; else if (.@refine_count == 11) .@blacksmith_blessing_count = 11; else if (.@refine_count == 20) { mes "[Basta]"; mes "This weapon is perfect, no need to refine it anymore~"; close; } .@refineitemid = getequipid(.@part); // save id of the item .@itemtype = getiteminfo( .@refineitemid, ITEMINFO_TYPE ); .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); .@price = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_ZENY_COST); .@material = getequiprefinecost(.@part, REFINE_COST_HD, REFINE_MATERIAL_ID); if ( .@itemtype != IT_WEAPON ) .@type$ = "armor"; else .@type$ = "weapon"; 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 " + callfunc("F_InsertComma",.@price) + " 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, true) < 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; if (.@blacksmith_blessing_count == 0 || countitem(6635) < .@blacksmith_blessing_count) { mes "[Basta]"; mes "Compared to other blacksmiths, the risk is smaller."; mes "I've given all precautions. Do you want to try it?"; next; setarray .@menu$[0], "", "Yes", "No"; } else { mes "[Basta]"; mes "Woah~ Is it the ^316AC5Blacksmith Blessing^000000? It is difficult to get~ But, you have it!"; next; mes "[Basta]"; mes "For +" + .@refine_count + " " + .@type$ + " need ^316AC5" + .@blacksmith_blessing_count + " unit(s) Blacksmith Blessing^000000 can prevent the equipment from vanishing. Do you want to refine with Blacksmith Blessing?"; next; setarray .@menu$[0], "Refine with Blacksmith Blessing", "Refine without Blacksmith Blessing", "Don't refine yet"; } switch( select(.@menu$[0], .@menu$[1], .@menu$[2]) ) { case 1: .@bless_who = 1; break; case 2: break; case 3: mes "[Basta]"; mes "Well~"; mes "Not challenging at all could also be a kind of wisdom in life."; close; } } if ((.@bless_who && countitem(6635) < .@blacksmith_blessing_count) || 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; } if (.@bless_who) delitem 6635, .@blacksmith_blessing_count; delitem .@material,1; Zeny = Zeny - .@price; // anti-hack if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) { mes "[Basta]"; emotion ET_FRET; 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; } mes "Pow! Pow! Pow! Pow!"; if (getequippercentrefinery(.@part, true) > rand(100)) { successrefitem .@part; next; emotion ET_BEST; mes "[Basta]"; mes "Great! Nicely done!!"; mes "I really am the best blacksmith in the whole wide world!"; close; } if (.@bless_who == 1) { specialeffect EF_HOLYHIT; next; emotion (!rand(5))?ET_MONEY:ET_HUK; mes "[Basta]"; mes "Aaaaaaaaaaak!!!"; next; mes "[Basta]"; mes "Refining has failed!"; mes "The best blacksmith in the world like me..."; mes "doesn't guarantee 100% success~"; } else { downrefitem .@part; next; emotion (!rand(5))?ET_MONEY:ET_HUK; mes "[Basta]"; mes "Aaaaaaaaaaak!!!"; next; mes "[Basta]"; mes "Damn it!"; mes "Refining has 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 // Refine UI makes these NPCs useless - script RefineUI_Init -1,{ end; OnInit: if (getbattleflag("feature.refineui")) { unloadnpc "Basta"; unloadnpc "MightyHammer"; } end; }