Bluenote Posted December 16, 2015 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 27 Reputation: 0 Joined: 12/16/15 Last Seen: December 29, 2015 Share Posted December 16, 2015 (edited) I would like to make our server Like this..+1 ~ + 3 = 100% Success rate +4 ~ +10 = 1% Success rate All items will not break if the refining was unsuccessful Kindly provide as some print screens or thorough Explanations how to change it we are new on this so kindly be kind with us Thank you! Server: Rathena Edited December 16, 2015 by Bluenote Quote Link to comment Share on other sites More sharing options...
0 Stolao Posted December 16, 2015 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: Sunday at 01:58 PM Share Posted December 16, 2015 /db/(pre)re/refine.txt As for the not break open your refine NPC and change failrefine to downrefine or just // it out. 1 Quote Link to comment Share on other sites More sharing options...
0 Bluenote Posted December 17, 2015 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 27 Reputation: 0 Joined: 12/16/15 Last Seen: December 29, 2015 Author Share Posted December 17, 2015 /db/(pre)re/refine.txt As for the not break open your refine NPC and change failrefine to downrefine or just // it out. i will test thank you for the help !!!! +5 /db/(pre)re/refine.txt As for the not break open your refine NPC and change failrefine to downrefine or just // it out. We can't see the Failrefine here is the NPC Script where are we going to change it? function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; 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 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; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } Quote Link to comment Share on other sites More sharing options...
0 Stolao Posted December 17, 2015 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: Sunday at 01:58 PM Share Posted December 17, 2015 *failedrefitem <equipment slot>{,<char_id>}; This command will fail to refine an item in the specified equipment slot of the invoking character. The item will be destroyed. This will also display a 'refine failure' effect on the character and put appropriate messages into their chat window. That exist in most refine scripts also that's not the full refine code.https://github.com/rathena/rathena/blob/master/npc/merchants/refine.txt 1 Quote Link to comment Share on other sites More sharing options...
0 Bluenote Posted December 17, 2015 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 27 Reputation: 0 Joined: 12/16/15 Last Seen: December 29, 2015 Author Share Posted December 17, 2015 *failedrefitem <equipment slot>{,<char_id>}; This command will fail to refine an item in the specified equipment slot of the invoking character. The item will be destroyed. This will also display a 'refine failure' effect on the character and put appropriate messages into their chat window. That exist in most refine scripts also that's not the full refine code.https://github.com/rathena/rathena/blob/master/npc/merchants/refine.txt We are going to try this out ! I am also some of your release in our server thank you! Quote Link to comment Share on other sites More sharing options...
Question
Bluenote
I would like to make our server Like this..
+1 ~ + 3 = 100% Success rate
+4 ~ +10 = 1% Success rate All items will not break if the refining was unsuccessful
Kindly provide as some print screens or thorough Explanations how to change it we are new on this so kindly be kind with us Thank you!
Server: Rathena
Edited by BluenoteLink to comment
Share on other sites
4 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.