Follow up from my last commit.

- Updated the custom HD Refiner with it's original file. Credits and a big thanks to Euphy.
- Restored official authorship of Malaya Port Warps and fixed an minor issue.
- Forgot to add an check in episode 13.1 quest.
- Removed an not yet ready instance for Malaya Port from the scripts.conf file.

Again an big thanks to Euphy for pointing out those issues.

Signed-off-by: Masao <masao@gmx.ch>
This commit is contained in:
Masao 2013-05-28 18:24:15 +02:00
parent 035213e85a
commit 80510a00c9
4 changed files with 298 additions and 191 deletions

View file

@ -1,211 +1,318 @@
//===== Hercules Script ======================================
//= HD Refiner
//===== rAthena Script =======================================
//= HD Refiners
//===== By: ==================================================
//= Masao
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= Hercules
//= rAthena SVN
//===== Description: =========================================
//= Dwarf Mighty Hammer is an refining NPC which allows you
//= to upgrade your weapon or gear up to +10 without breaking
//= the weapon or gear but instead downgrading it by -1 using
//= the HD Ores which are usually only obtainable through the
//= *RO cashshops.
//=
//= Even at +0 refine, if you use the HD stones, the weapon
//= or gear will not break but stay at +0 if it fails.
//= [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.
//===== Additional Comments: =================================
//= 1.0 First Version, dialogue and coordinations are custom.
//= 1.0 First version. [Euphy]
//============================================================
// Dwarf Mighty Hammer Locations (Custom)
// Blacksmith Mighty Hammer (+7~9)
//============================================================
prontera,145,170,6 script Dwarf Mighty Hammer#prt 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
moc_para01,175,115,5 script Dwarf Mighty Hammer#moc 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
payon,140,175,6 script Dwarf Mighty Hammer#pay 826,{
callfunc "refinehd","Dwarf Mighty Hammer";
end;
}
//============================================================
// +7 to +10 Refiner Function
//============================================================
function script refinehd {
- script ::MightyHammer -1,{
disable_items;
mes "["+ getarg(0) +"]";
mes "I am the best Blacksmith ever!";
mes "I don't work with normal, boring items.";
mes "But only with items that are level 7 or higher!";
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 "["+ getarg(0) +"]";
mes "Anyway, you may use my services if your item is lv 7 or higher.";
mes "What do you want to have refined?";
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;
setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
mes "[Blacksmith Mighty Hammer]";
mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
next;
setarray .@position$[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$);
if(!getequipisequiped(.@part)) {
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
mes "I can refine.";
emotion e_an;
for(set .@i,1; .@i<=10; set .@i,.@i+1)
set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
set .@part, select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Mighty Hammer]";
switch(.@part) {
case 1:
mes "I'm a blacksmith, not a hairstylist.";
break;
case 2:
mes "With my hammer, I will make you a star of the sky.";
break;
case 3:
case 4:
mes "Making artificial hands is not my specialty.";
break;
case 5:
mes "Bring out the item so I can refine it!";
break;
case 6:
mes "Where is this foot order coming from?";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
mes "What do you want me to refine?";
break;
case 10:
mes "Huh? What do you want me to do?";
break;
}
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...";
if (!getequipisenableref(.@part)) {
mes "[Blacksmith Mighty Hammer]";
mes "This item can't be refined.";
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.";
if (!getequipisidentify(.@part)) {
mes "[Blacksmith Mighty Hammer]";
mes "This item can't be refined because it has not been identified.";
close;
}
//Check to see if the item is at least +7
if(getequiprefinerycnt(.@part) < 7) {
mes "["+ getarg(0) +"]";
mes "I said I don't work with Equipment under lv. 7.";
if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
mes "[Blacksmith Mighty Hammer]";
mes "I only handle items with refine levels from +7 to +9.";
close;
}
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
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
set .@material,6240;
mes "["+ getarg(0) +"]";
mes "Hmm a weapon, is that ok?";
mes "If you want to refine this weapon,";
mes "I will need 1 ^003366Purified Oridecon^000000.";
mes "Are you sure you want to continue?";
} else {
set .@material,6241;
mes "["+ getarg(0) +"]";
mes "Hmm an armor, is that ok?";
mes "If you want to refine this armor,";
mes "I will need 1 ^003366Purified Elunium^000000.";
mes "Are you sure you want to continue?";
switch(getequipweaponlv(.@part)) {
default:
case 0:
set .@price,20000;
set .@material,6241; //HD_Elunium
break;
case 1:
case 2:
case 3:
case 4:
set .@price,20000;
set .@material,6240; //HD_Oridecon
break;
}
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 "["+ getarg(0) +"]";
mes "Well, no challenge is one way...";
mes "No risk... that could be wise.";
if(select("Yes:No") == 2) {
mes "[Blacksmith Mighty Hammer]";
mes "I will wait until you are ready.";
close;
}
set .@continue,1;
while(.@continue == 1){
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;
}
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
mes "["+ getarg(0) +"]";
mes "This weapon already has been refined serveral times.";
mes "You could have the upgrade level of the weapon decreased.";
} else {
mes "["+ getarg(0) +"]";
mes "This armor already has been refined serveral times.";
mes "You could have the upgrade level of the armor decreased.";
}
if (getequiprefinerycnt(.@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;
mes "["+ getarg(0) +"]";
mes "Do you want me to refine it?";
mes "I think I gave you enough warnings.";
next;
if(select("Yes.:No.") == 2) {
mes "["+ getarg(0) +"]";
mes "Well, no challenge is one way..";
mes "No risk.. that could be wise.";
if(select("Yes:No") == 2) {
mes "[Blacksmith Mighty Hammer]";
mes "Only those who overcome fear of failure will obtain a masterpiece.";
close;
}
if(countitem(.@material) < 1) {
mes "["+ getarg(0) +"]";
mes "Hm, it seems you don't have enough materials.";
mes "Please check it out.";
close;
}
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;
}
set .@rand,rand(100);
if (getequippercentrefinery(.@part) > .@rand) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
next;
emotion e_no1;
mes "["+ getarg(0) +"]";
mes "Good! Succes!!!";
mes "I am the best Blacksmith.";
next;
mes "["+ getarg(0) +"]";
mes "Ould you like to continue?";
if(select("No:Yes") == 1){
mes "[" + getarg(0) + "]";
mes "All finished... Come again soon.";
close;
}
next;
}
if (getequippercentrefinery(.@part) < .@rand) {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang! Clang!";
if(getequiprefinerycnt(.@part) >= 1) {
downrefitem .@part;
}
next;
emotion (!rand(5))?e_cash:e_omg;
mes "["+ getarg(0) +"]";
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
mes "Oh my!";
mes "The upgrade level has dropped...";
mes "There could've been made an mistake even though I am the best ever.";
mes "It was out of my hands.";
next;
mes "["+ getarg(0) +"]";
mes "I will do a better job next time! Don't worry!";
next;
mes "["+ getarg(0) +"]";
mes "Ould you like to continue?";
if(select("No:Yes") == 1){
mes "[" + getarg(0) + "]";
mes "All finished... Come again soon.";
close;
}
next;
}
}
}
if (countitem(.@material) == 0 || Zeny < .@price) {
mes "[Blacksmith Mighty Hammer]";
mes "Didn't you just say you had everything ready?";
close;
}
delitem .@material,1;
set Zeny, Zeny-.@price;
mes "[Blacksmith Mighty Hammer]";
mes "Tac! Tac! Tac!";
if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
successrefitem .@part;
next;
emotion e_no1;
mes "[Blacksmith Mighty Hammer]";
mes "The sound refreshes my mind everytime I hear it.";
mes "Here, have it. Refine succeeded flawlessly!";
close;
}
downrefitem .@part;
next;
emotion e_omg;
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 826
morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 826
payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 826
alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 826
yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 826
ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 826
lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 826
// iRO NPC locations:
// moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 826
// payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 826
// Basta (+10 and up)
//============================================================
- 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 .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
for(set .@i,1; .@i<=10; set .@i,.@i+1)
set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
set .@part, select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Basta]";
switch(.@part) {
case 1:
mes "Is your head an equipment?";
break;
case 2:
mes "What do you want me to do?";
break;
case 3:
case 4:
mes "Making artificial hands is not my specialty.";
break;
case 5:
mes "Do you even know what a robe is?";
break;
case 6:
mes "If you want to refine your feet, don't come to me, try running a marathon.";
break;
case 7:
case 8:
mes "Where is the accessory?";
break;
case 9:
mes "Well... I don't see any equipment worth refining.";
break;
case 10:
mes "I can't make you smart. Go see a school teacher for that.";
break;
}
close;
}
if (!getequipisenableref(.@part)) {
mes "[Basta]";
mes "Even I cannot refine this item. There's no way.";
close;
}
if (!getequipisidentify(.@part)) {
mes "[Basta]";
mes "I can't do anything about unidentified items.";
close;
}
if (getequiprefinerycnt(.@part) < 10) {
mes "[Basta]";
mes "Haven't I told you? I only refine equipments that are +10 and above.";
close;
}
if (getequiprefinerycnt(.@part) == 20) {
mes "[Basta]";
mes "This weapon is perfect, no need to refine it anymore~";
close;
}
switch(getequipweaponlv(.@part)) {
default:
case 0:
set .@price,100000;
set .@material,6225; //HD_Carnium
set .@type$,"armor";
break;
case 1:
case 2:
case 3:
case 4:
set .@price,100000;
set .@material,6226; //HD_Bradium
set .@type$,"weapon";
break;
}
mes "[Basta]";
mes "Hmm... is this the one you want to refine?";
mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
mes "Do you really want to refine this?";
next;
if(select("Yes:No") == 2) {
mes "[Basta]";
mes "Okay. If that's what you want...";
close;
}
if (getequiprefinerycnt(.@part) < 100) {
mes "[Basta]";
mes "This "+.@type$+" 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;
mes "[Basta]";
mes "Compared to other blacksmiths, the risk is smaller.";
mes "I've given all precautions. Do you want to try it?";
next;
if(select("Yes:No") == 2) {
mes "[Basta]";
mes "Well~";
mes "Not challenging at all could also be a kind of wisdom in life.";
close;
}
}
if (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;
}
delitem .@material,1;
set Zeny, Zeny-.@price;
mes "Pow! Pow! Pow! Pow!";
if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
successrefitem .@part;
next;
emotion e_no1;
mes "[Basta]";
mes "Great! Nicely done!!";
mes "I really am the best blacksmith in the whole wide world!";
close;
}
downrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "[Basta]";
mes "Aaaaaaaaaaak!!!";
next;
mes "[Basta]";
mes "Damn it!";
mes "Refining 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 826
morocc_in,68,30,3 duplicate(Basta) Basta#morocc 826
payon,148,174,3 duplicate(Basta) Basta#payon 826
alberta_in,18,56,3 duplicate(Basta) Basta#alberta 826
yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 826
ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 826
lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 826

View file

@ -4939,7 +4939,7 @@ OnHalt:
mid_camp,9,215,5 script Camp Guard#man3 852,{
if (ep13_animal == 0) {
if (ep13_newbs == 6 || ep13_newbs == 19) goto OnHalt;
if (ep13_newbs == 6 || ep13_newbs == 19 || ep13_start == 100) goto OnHalt;
else {
mes "[Camp Guard]";
mes "Stop!";

View file

@ -1,15 +1,16 @@
//===== rAthena Script =======================================
//= Mayala Town Warps
//= Mayala Port Town Warps
//===== By: ==================================================
//= Masao
//= Chilly
//===== Current Version: =====================================
//= 1.0
//= 1.0a
//===== Compatible With: =====================================
//= Hecules
//= rAthena SVN
//===== Description: =========================================
//= Warps for Mayala Town.
//= Warps for Mayala Port Town.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.0 First Version [Chilly].
//= 1.0a Updated the file with new / missing warps [Masao].
//============================================================
malaya,178,211,0 script malaya_inn 45,1,1,{
@ -66,7 +67,7 @@ malaya,300,211,0 script malaya_house01 45,1,1,{
OnTouch:
if (malaya_hi < 10) {
mes "Door is closed. It seems keeping its eyes on you.";
close2;
close;
}
warp "ma_in01",36,152;
end;

View file

@ -114,7 +114,6 @@ npc: npc/instances/SealedShrine.txt
npc: npc/instances/EndlessTower.txt
npc: npc/instances/OrcsMemory.txt
npc: npc/instances/NydhoggsNest.txt
npc: npc/instances/buwaya.txt
// ---------------- Kafras & Cool Event Corp. -------------------
npc: npc/kafras/cool_event_corp.txt