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Card Remover + Refiner


Fenix

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hello have a problem with the script:

//===== rAthena Script =======================================
//= Card Removal NPC
//===== By: ==================================================
//= TyrNemesis^
//===== Current Version: =====================================
//= 1.2a
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= Removes cards from equipped items.
//===== Additional Comments: =================================
//= 1.0 First version. [TyrNemesis^]
//= 1.2 Optimized and fixed getequipname menu. [Kisuka]
//= 1.2a Added 'disable_items' command. [Euphy]
//============================================================

malaya,289,364,4	script	Mustafa#eAcustom	813,{

	set .zenycost,200000;    // base cost of the card remover services (in Zeny)
	set .percardcost,25000;  // cost per card of the card remover services (in Zeny)
	set .faildestroy,0;      // should the card remover have a chance of failure that destroys items? (1=yes, 0=no)

	disable_items;
	mes "[Mustafa]";
	mes "Do you wanna refine your equipment ?"
    menu "Yes!",x_refine,"No",-;
  close;

	x_card:
	mes "[Mustafa]";
	mes "Good day, young one. I have the power to remove cards that you have compounded onto your equipment. Does this idea please you?";
	next;
	switch(select("Yes, it does.:What do you charge?:No thanks.")) {
	case 1:
		mes "[Mustafa]";
		mes "Very well. Which item shall I examine for you?";
		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 "[Mustafa]";
			mes "Young one... Your not wearing anything there that I can remove cards from.";
			close;
		}
		if(getequipcardcnt(.@part) == 0) {
			mes "[Mustafa]";
			mes "Young one... There are no cards compounded on this item. I can do nothing with it, I'm afraid.";
			close;
		}
		set .@cardcount,getequipcardcnt(.@part);
		
		if (!checkweight(1202,(.@cardcount+1))) { 
			mes "^3355FFJust a minute!";
			mes "I can't offer any of my";
			mes "services to you because";
			mes "you're carrying too much";
			mes "stuff. Put your extra items in";
			mes "Kafra Storage and come again~";
			close;
		}
		mes "[Mustafa]";
		mes "This item has " + .@cardcount + " cards compounded on it. To perform my magic, I will need " + (.zenycost+(.@cardcount * .percardcost)) + " zeny, a ^0000FFStar Crumb^000000, and a ^0000FFYellow Gemstone^000000.";
		next;
		if(select("Very well. Do it.:Nevermind.") == 2) {
			mes "[Mustafa]";
			mes "Very well. Return at once if you seek my services.";
			close;
		}
		if((zeny < (.zenycost+(.@cardcount * .percardcost))) || (countitem(1000) < 1) || (countitem(715) < 1)) {
			mes "[Mustafa]";
			mes "You do not have all the items I require to work my magic, child. Come again when you do.";
			close;
		}
		mes "[Mustafa]";
		mes "Before I begin, I must warn you--I may fail. If I do, I may destroy the cards, the item, or both. I do not give refunds. That being said, which is more important to you: The cards, or the item?";
		next;
		switch(select("I changed my mind about this.:The item.:The cards.")) {
		case 1:
			mes "[Mustafa]";
			mes "Very well. Return at once if you seek my services.";
			close;
		case 2:
			set .@failtype,1;
			break;
		case 3:
			set .@failtype,2;
		}
		mes "[Mustafa]";
		mes "Very well. I shall begin.";
		set Zeny, Zeny - (.zenycost+(.@cardcount * .percardcost));
		delitem 1000,1; //Star_Crumb
		delitem 715,1; //Yellow_Gemstone
		
		// Replace the constants in the next 3 lines with failure chance values defined in refine_db.txt
		// First value = Total failure chance (item and cards destroyed)
		// Second value = Partial failure chance (one or the other is destroyed, player decides which one is safe)
		// Third value = Harmless failure chance (all that's lost is your investment)

		set .@failchance,rand(100);
		if (.faildestroy==1) {
			if(.@failchance < 2) {
				next;
				failedremovecards .@part,0;
				mes "[Mustafa]";
				mes "The process was a total failure. I am afraid the item and the cards were destroyed.";
				close;
			}

			if(.@failchance < 8) {
				if (.@failtype == 1) {
					next;
					failedremovecards .@part,1;
					mes "[Mustafa]";
					mes "While I have managed to remove the cards from the item, they were destroyed in the process. The item, however, is okay.";
					close;
				}

				if (.@failtype == 2) {
					next;
					failedremovecards .@part,2;
					mes "[Mustafa]";
					mes "Most unfortunate. I succeeded at removing the cards, but the item itself was destroyed in the process.";
					close;
				}
			}
		}

		if(.@failchance < 10) {
			next;
			failedremovecards .@part,3;
			mes "[Mustafa]";
			mes "I have failed to remove the cards. Luckily, however, both the item and the cards are still okay.";
			close;
		}
		next;
		successremovecards .@part;
		mes "[Mustafa]";
		mes "The process was a success. Here are your cards and your item. Farewell.";
		close;
	case 2:
		mes "[Mustafa]";
		mes "I charge a flat fee of "+callfunc("F_InsertComma",.zenycost)+" zeny, plus "+callfunc("F_InsertComma",.percardcost)+" zeny for each card I remove from the item. In addition, I need a star crumb and a yellow gemstone to work my magic.";
		close;
	case 3:
		mes "[Mustafa]";
		mes "Very well. Return at once if you seek my services.";
		close;
	}


x_refine:
{
set .@features,getarg(1);
mes "[" + getarg(0) + "]";
mes "I'm the Mustafa.";
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;
}}}
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Hi, that cool.

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what is the problem?

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~

Edited by Fenix
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pls close~

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