mirror of
https://github.com/HerculesWS/Hercules
synced 2026-08-15 12:23:13 -04:00
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:
parent
035213e85a
commit
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4 changed files with 298 additions and 191 deletions
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@ -1,211 +1,318 @@
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//===== Hercules Script ======================================
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//= HD Refiner
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//===== rAthena Script =======================================
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//= HD Refiners
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//===== By: ==================================================
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//= Masao
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//= Euphy
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//===== Current Version: =====================================
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//= 1.0
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//===== Compatible With: =====================================
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//= Hercules
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//= rAthena SVN
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//===== Description: =========================================
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//= Dwarf Mighty Hammer is an refining NPC which allows you
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//= to upgrade your weapon or gear up to +10 without breaking
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//= the weapon or gear but instead downgrading it by -1 using
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//= the HD Ores which are usually only obtainable through the
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//= *RO cashshops.
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//=
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//= Even at +0 refine, if you use the HD stones, the weapon
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//= or gear will not break but stay at +0 if it fails.
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//= [Official Conversion]
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//= Refiners that use HD ores to refine equipment. Upon
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//= failure, the equipment is not destroyed; rather, its
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//= refine level decreases by 1. The success rate is identical
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//= to that for Enriched ores.
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//= - "Blacksmith Mighty Hammer" only refines from +7~9.
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//= - "Basta" only refines from +10 and up.
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//===== Additional Comments: =================================
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//= 1.0 First Version, dialogue and coordinations are custom.
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//= 1.0 First version. [Euphy]
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//============================================================
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// Dwarf Mighty Hammer Locations (Custom)
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// Blacksmith Mighty Hammer (+7~9)
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//============================================================
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prontera,145,170,6 script Dwarf Mighty Hammer#prt 826,{
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callfunc "refinehd","Dwarf Mighty Hammer";
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end;
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}
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moc_para01,175,115,5 script Dwarf Mighty Hammer#moc 826,{
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callfunc "refinehd","Dwarf Mighty Hammer";
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end;
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}
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payon,140,175,6 script Dwarf Mighty Hammer#pay 826,{
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callfunc "refinehd","Dwarf Mighty Hammer";
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end;
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}
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//============================================================
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// +7 to +10 Refiner Function
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//============================================================
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function script refinehd {
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- script ::MightyHammer -1,{
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disable_items;
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mes "["+ getarg(0) +"]";
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mes "I am the best Blacksmith ever!";
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mes "I don't work with normal, boring items.";
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mes "But only with items that are level 7 or higher!";
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mes "[Blacksmith Mighty Hammer]";
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mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
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mes "I refine only items that are ^CC0000+7 to +9^000000.";
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next;
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mes "["+ getarg(0) +"]";
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mes "Anyway, you may use my services if your item is lv 7 or higher.";
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mes "What do you want to have refined?";
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mes "[Blacksmith Mighty Hammer]";
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mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
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next;
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setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
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mes "[Blacksmith Mighty Hammer]";
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mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
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next;
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setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
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set .@menu$,"";
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for(set .@i,1; .@i<=10; set .@i,.@i+1) {
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if(getequipisequiped(.@i))
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set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
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set .@menu$, .@menu$ + ":";
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}
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set .@part,select(.@menu$);
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if(!getequipisequiped(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "You're not wearing";
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mes "anything there that";
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mes "I can refine.";
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emotion e_an;
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for(set .@i,1; .@i<=10; set .@i,.@i+1)
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set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
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set .@part, select(.@menu$);
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if (!getequipisequiped(.@part)) {
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mes "[Blacksmith Mighty Hammer]";
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switch(.@part) {
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case 1:
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mes "I'm a blacksmith, not a hairstylist.";
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break;
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case 2:
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mes "With my hammer, I will make you a star of the sky.";
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break;
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case 3:
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case 4:
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mes "Making artificial hands is not my specialty.";
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break;
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case 5:
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mes "Bring out the item so I can refine it!";
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break;
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case 6:
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mes "Where is this foot order coming from?";
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break;
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case 7:
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case 8:
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mes "Where is the accessory?";
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break;
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case 9:
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mes "What do you want me to refine?";
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break;
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case 10:
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mes "Huh? What do you want me to do?";
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break;
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}
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close;
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}
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//Check if the item is refinable...
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if(!getequipisenableref(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "I don't think I can";
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mes "refine this item at all...";
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if (!getequipisenableref(.@part)) {
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mes "[Blacksmith Mighty Hammer]";
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mes "This item can't be refined.";
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close;
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}
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//Check if the item is identified... (Don't know why this is in here... but kept it anyway)
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if(!getequipisidentify(.@part)) {
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mes "[" + getarg(0) + "]";
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mes "You can't refine this";
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mes "if you haven't appraised";
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mes "it first. Make sure your";
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mes "stuff is identified before";
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mes "I can refine it.";
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if (!getequipisidentify(.@part)) {
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mes "[Blacksmith Mighty Hammer]";
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mes "This item can't be refined because it has not been identified.";
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close;
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}
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//Check to see if the item is at least +7
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if(getequiprefinerycnt(.@part) < 7) {
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mes "["+ getarg(0) +"]";
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mes "I said I don't work with Equipment under lv. 7.";
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if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
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mes "[Blacksmith Mighty Hammer]";
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mes "I only handle items with refine levels from +7 to +9.";
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close;
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}
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if(getequiprefinerycnt(.@part) >= 10) {
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mes "["+ getarg(0) +"]";
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mes "I can't refine this";
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mes "any more. This is as";
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mes "refined as it gets!";
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close;
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}
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set .@refineitemid, getequipid(.@part); // save id of the item
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set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
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if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
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set .@material,6240;
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mes "["+ getarg(0) +"]";
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mes "Hmm a weapon, is that ok?";
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mes "If you want to refine this weapon,";
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mes "I will need 1 ^003366Purified Oridecon^000000.";
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mes "Are you sure you want to continue?";
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} else {
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set .@material,6241;
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mes "["+ getarg(0) +"]";
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mes "Hmm an armor, is that ok?";
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mes "If you want to refine this armor,";
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mes "I will need 1 ^003366Purified Elunium^000000.";
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mes "Are you sure you want to continue?";
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switch(getequipweaponlv(.@part)) {
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default:
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case 0:
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set .@price,20000;
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set .@material,6241; //HD_Elunium
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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set .@price,20000;
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set .@material,6240; //HD_Oridecon
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break;
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}
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mes "[Blacksmith Mighty Hammer]";
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mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
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mes "Do you have them ready?";
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next;
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if(select("Yes:No") == 2){
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mes "["+ getarg(0) +"]";
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mes "Well, no challenge is one way...";
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mes "No risk... that could be wise.";
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if(select("Yes:No") == 2) {
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mes "[Blacksmith Mighty Hammer]";
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mes "I will wait until you are ready.";
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close;
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}
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set .@continue,1;
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while(.@continue == 1){
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if(getequiprefinerycnt(.@part) >= 10) {
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mes "["+ getarg(0) +"]";
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mes "I can't refine this";
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mes "any more. This is as";
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mes "refined as it gets!";
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close;
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}
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if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
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mes "["+ getarg(0) +"]";
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mes "This weapon already has been refined serveral times.";
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mes "You could have the upgrade level of the weapon decreased.";
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} else {
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mes "["+ getarg(0) +"]";
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mes "This armor already has been refined serveral times.";
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mes "You could have the upgrade level of the armor decreased.";
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}
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if (getequiprefinerycnt(.@part) < 100) {
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mes "[Blacksmith Mighty Hammer]";
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mes "It looks like this item will likely fail to be refined.";
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mes "Well, even if it fails, it only decreases by 1 refine level.";
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mes "Would you like to continue refining?";
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next;
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mes "["+ getarg(0) +"]";
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mes "Do you want me to refine it?";
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mes "I think I gave you enough warnings.";
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next;
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if(select("Yes.:No.") == 2) {
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mes "["+ getarg(0) +"]";
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mes "Well, no challenge is one way..";
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mes "No risk.. that could be wise.";
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if(select("Yes:No") == 2) {
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mes "[Blacksmith Mighty Hammer]";
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mes "Only those who overcome fear of failure will obtain a masterpiece.";
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close;
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}
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if(countitem(.@material) < 1) {
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mes "["+ getarg(0) +"]";
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mes "Hm, it seems you don't have enough materials.";
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mes "Please check it out.";
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close;
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}
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delitem .@material,1;
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if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
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mes "[" + getarg(0) + "]";
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mes "Look here... you don't have any items on...";
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close;
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}
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set .@rand,rand(100);
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if (getequippercentrefinery(.@part) > .@rand) {
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mes "Clang! Clang! Clang! Clang!";
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successrefitem .@part;
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next;
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emotion e_no1;
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mes "["+ getarg(0) +"]";
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mes "Good! Succes!!!";
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mes "I am the best Blacksmith.";
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next;
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mes "["+ getarg(0) +"]";
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mes "Ould you like to continue?";
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if(select("No:Yes") == 1){
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mes "[" + getarg(0) + "]";
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mes "All finished... Come again soon.";
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close;
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}
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next;
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}
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if (getequippercentrefinery(.@part) < .@rand) {
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mes "["+ getarg(0) +"]";
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mes "Clang! Clang! Clang! Clang!";
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if(getequiprefinerycnt(.@part) >= 1) {
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downrefitem .@part;
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}
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next;
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emotion (!rand(5))?e_cash:e_omg;
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mes "["+ getarg(0) +"]";
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mes "Ahhh!!!";
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next;
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mes "["+ getarg(0) +"]";
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mes "Oh my!";
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mes "The upgrade level has dropped...";
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mes "There could've been made an mistake even though I am the best ever.";
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mes "It was out of my hands.";
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next;
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mes "["+ getarg(0) +"]";
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mes "I will do a better job next time! Don't worry!";
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next;
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mes "["+ getarg(0) +"]";
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mes "Ould you like to continue?";
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if(select("No:Yes") == 1){
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mes "[" + getarg(0) + "]";
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mes "All finished... Come again soon.";
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close;
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}
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next;
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}
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}
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}
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if (countitem(.@material) == 0 || Zeny < .@price) {
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mes "[Blacksmith Mighty Hammer]";
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mes "Didn't you just say you had everything ready?";
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close;
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}
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delitem .@material,1;
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set Zeny, Zeny-.@price;
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mes "[Blacksmith Mighty Hammer]";
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mes "Tac! Tac! Tac!";
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if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
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successrefitem .@part;
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next;
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emotion e_no1;
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mes "[Blacksmith Mighty Hammer]";
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mes "The sound refreshes my mind everytime I hear it.";
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mes "Here, have it. Refine succeeded flawlessly!";
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close;
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}
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downrefitem .@part;
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next;
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emotion e_omg;
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mes "[Blacksmith Mighty Hammer]";
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mes "Oops!!";
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next;
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mes "[Blacksmith Mighty Hammer]";
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mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
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close;
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}
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prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 826
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morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 826
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payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 826
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alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 826
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yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 826
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ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 826
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lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 826
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// iRO NPC locations:
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// moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 826
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// payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 826
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// Basta (+10 and up)
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//============================================================
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- script ::Basta -1,{
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disable_items;
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mes "[Basta]";
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mes "I'm the best Blacksmith in the whole world, Basta.";
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mes "But I don't provide a normal refine service.";
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mes "I only refine equipment ^CC0000over +10^000000.";
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next;
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mes "[Basta]";
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mes "Which equipment do you want to refine?";
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next;
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setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
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set .@menu$,"";
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for(set .@i,1; .@i<=10; set .@i,.@i+1)
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set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
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set .@part, select(.@menu$);
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if (!getequipisequiped(.@part)) {
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mes "[Basta]";
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switch(.@part) {
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case 1:
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mes "Is your head an equipment?";
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break;
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case 2:
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mes "What do you want me to do?";
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break;
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case 3:
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case 4:
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mes "Making artificial hands is not my specialty.";
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break;
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case 5:
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mes "Do you even know what a robe is?";
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break;
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case 6:
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mes "If you want to refine your feet, don't come to me, try running a marathon.";
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break;
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case 7:
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case 8:
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mes "Where is the accessory?";
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break;
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case 9:
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mes "Well... I don't see any equipment worth refining.";
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break;
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case 10:
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mes "I can't make you smart. Go see a school teacher for that.";
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break;
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}
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close;
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}
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if (!getequipisenableref(.@part)) {
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mes "[Basta]";
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mes "Even I cannot refine this item. There's no way.";
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close;
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}
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if (!getequipisidentify(.@part)) {
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mes "[Basta]";
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mes "I can't do anything about unidentified items.";
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close;
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}
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if (getequiprefinerycnt(.@part) < 10) {
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mes "[Basta]";
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mes "Haven't I told you? I only refine equipments that are +10 and above.";
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close;
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}
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if (getequiprefinerycnt(.@part) == 20) {
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mes "[Basta]";
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mes "This weapon is perfect, no need to refine it anymore~";
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close;
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}
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switch(getequipweaponlv(.@part)) {
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default:
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case 0:
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set .@price,100000;
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set .@material,6225; //HD_Carnium
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set .@type$,"armor";
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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set .@price,100000;
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set .@material,6226; //HD_Bradium
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set .@type$,"weapon";
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break;
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}
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mes "[Basta]";
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mes "Hmm... is this the one you want to refine?";
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mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
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||||
mes "Do you really want to refine this?";
|
||||
next;
|
||||
if(select("Yes:No") == 2) {
|
||||
mes "[Basta]";
|
||||
mes "Okay. If that's what you want...";
|
||||
close;
|
||||
}
|
||||
if (getequiprefinerycnt(.@part) < 100) {
|
||||
mes "[Basta]";
|
||||
mes "This "+.@type$+" 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
|
||||
|
|
@ -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!";
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue