How to make the Advanced Refiner refine with 100% success No Damage ?
The Script :
payon,157,146,6 script Suhnbi#cash 85,{
disable_items;
mes "[Suhnbi]";
mes "I am the Armsmith";
mes "I can refine all kinds of weapons,";
mes "armor and equipment, so let me";
mes "know what 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(set .@i,1; .@i<=10; set .@i,.@i+1) {
if (getequipisequiped(.@indices[.@i])) {
set .@menu$, .@menu$ + F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
set .@equipped,1;
}
set .@menu$, .@menu$ + ":";
}
if (.@equipped == 0) {
mes "[Suhnbi]";
mes "I don't think I can refine any items you have...";
close;
}
set .@part, .@indices[ select(.@menu$) ];
if (!getequipisequiped(.@part)) //custom check
close;
if (!getequipisenableref(.@part)) {
mes "[Suhnbi]";
mes "Go find another Blacksmith. You can't refine this thing.";
close;
}
if (getequiprefinerycnt(.@part) >= 10) {
mes "[Suhnbi]";
mes "Hmm... someone perfected this already. I don't think I can work on it further.";
close;
}
// Make sure you have the neccessary items and Zeny to refine your items
// Determines chance of failure and verifies that you want to continue.
switch(getequipweaponlv(.@part)) {
case 1: callsub S_RefineValidate,1,7620,50,.@part; break;
case 2: callsub S_RefineValidate,2,7620,200,.@part; break;
case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
case 4: callsub S_RefineValidate,4,7620,20000,.@part; break;
default: callsub S_RefineValidate,0,7619,2000,.@part; break;
}
mes "[Suhnbi]";
mes "Clang! Clang! Clang!";
if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
successrefitem .@part;
next;
emotion e_no1;
mes "[Suhnbi]";
mes "There you go! It's done.";
mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!";
close;
}
failedrefitem .@part;
next;
emotion (!rand(5))?e_cash:e_omg;
mes "[Suhnbi]";
mes "Uuuuuuuuuummmmmph!!!";
next;
mes "[Suhnbi]";
mes "...";
mes ".....";
mes ".......Huhuhuhuhu~";
mes "........It was your choice and my ability, no regret.";
close;
S_RefineValidate:
.@weapon_lvl = getarg(0);
.@item_req = getarg(1);
set .@price, getarg(2);
// If the VIP system is enabled, the prices for non-VIP players are considerably higher.
if (VIP_SCRIPT && !vip_status(1)) {
switch(.@weapon_lvl){
case 0: set .@price, .@price * 10; break;
case 1: set .@price, .@price * 40; break;
case 2: set .@price, .@price * 50; break;
case 3: set .@price, .@price * 2; break;
case 4: set .@price, .@price * 2; break;
}
}
mes "[Suhnbi]";
if (.@weapon_lvl)
mes "You want to refine a level "+ .@weapon_lvl +" weapon?";
mes "To refine that, you'll need to have one ^ff9999"+ getitemname(.@item_req) +"^000000 and "+ .@price +" zeny.";
mes "Would you like to continue?";
next;
if(select("Yes:No") == 1) {
if (getequippercentrefinery(getarg(3)) < 100) {
if (.@weapon_lvl) {
mes "[Suhnbi]";
mes "Wow!!";
mes "This weapon probably";
mes "looks like it's been refined...";
mes "many times...";
mes "It may break if";
mes "you refine it again.";
next;
mes "And if it breaks,";
mes "you can't use it anymore!";
mes "All the cards in it and the properties ^ff0000will be lost^000000!";
mes "^ff0000Besides, the equipment will break!^000000";
mes "Are you sure you still want to continue?";
next;
if(select("Yes:No") == 2) {
mes "[Suhnbi]";
mes "Good.";
mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
close;
}
} else {
mes "[Suhnbi]";
mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
mes "You know it's pretty risky, don't you?";
next;
mes "If your defensive equipment is broken, you'll never be able to use it again.";
mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
//mes "Everything will disappear. As in... GONE!";
mes "Do you really wish to continue?";
next;
if(select("Yes:No") == 2) {
mes "[Suhnbi]";
mes "What nonsense. You waste my precious time.";
mes "Get lost, punk.";
close;
}
}
}
if (countitem(.@item_req) > 0 && Zeny > .@price) {
delitem .@item_req,1;
set Zeny, Zeny - .@price;
return;
}
mes "[Suhnbi]";
mes "Are these all you have?";
mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
close;
}
mes "[Suhnbi]";
mes "I can't help it even if you're not happy about it...";
close;
}
Question
Diana
How to make the Advanced Refiner refine with 100% success No Damage ?
The Script :
payon,157,146,6 script Suhnbi#cash 85,{ disable_items; mes "[Suhnbi]"; mes "I am the Armsmith"; mes "I can refine all kinds of weapons,"; mes "armor and equipment, so let me"; mes "know what 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(set .@i,1; .@i<=10; set .@i,.@i+1) { if (getequipisequiped(.@indices[.@i])) { set .@menu$, .@menu$ + F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[Suhnbi]"; mes "I don't think I can refine any items you have..."; close; } set .@part, .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) //custom check close; if (!getequipisenableref(.@part)) { mes "[Suhnbi]"; mes "Go find another Blacksmith. You can't refine this thing."; close; } if (getequiprefinerycnt(.@part) >= 10) { mes "[Suhnbi]"; mes "Hmm... someone perfected this already. I don't think I can work on it further."; close; } // Make sure you have the neccessary items and Zeny to refine your items // Determines chance of failure and verifies that you want to continue. switch(getequipweaponlv(.@part)) { case 1: callsub S_RefineValidate,1,7620,50,.@part; break; case 2: callsub S_RefineValidate,2,7620,200,.@part; break; case 3: callsub S_RefineValidate,3,7620,5000,.@part; break; case 4: callsub S_RefineValidate,4,7620,20000,.@part; break; default: callsub S_RefineValidate,0,7619,2000,.@part; break; } mes "[Suhnbi]"; mes "Clang! Clang! Clang!"; if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { successrefitem .@part; next; emotion e_no1; mes "[Suhnbi]"; mes "There you go! It's done."; mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!"; close; } failedrefitem .@part; next; emotion (!rand(5))?e_cash:e_omg; mes "[Suhnbi]"; mes "Uuuuuuuuuummmmmph!!!"; next; mes "[Suhnbi]"; mes "..."; mes "....."; mes ".......Huhuhuhuhu~"; mes "........It was your choice and my ability, no regret."; close; S_RefineValidate: .@weapon_lvl = getarg(0); .@item_req = getarg(1); set .@price, getarg(2); // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(.@weapon_lvl){ case 0: set .@price, .@price * 10; break; case 1: set .@price, .@price * 40; break; case 2: set .@price, .@price * 50; break; case 3: set .@price, .@price * 2; break; case 4: set .@price, .@price * 2; break; } } mes "[Suhnbi]"; if (.@weapon_lvl) mes "You want to refine a level "+ .@weapon_lvl +" weapon?"; mes "To refine that, you'll need to have one ^ff9999"+ getitemname(.@item_req) +"^000000 and "+ .@price +" zeny."; mes "Would you like to continue?"; next; if(select("Yes:No") == 1) { if (getequippercentrefinery(getarg(3)) < 100) { if (.@weapon_lvl) { mes "[Suhnbi]"; mes "Wow!!"; mes "This weapon probably"; mes "looks like it's been refined..."; mes "many times..."; mes "It may break if"; mes "you refine it again."; next; mes "And if it breaks,"; mes "you can't use it anymore!"; mes "All the cards in it and the properties ^ff0000will be lost^000000!"; mes "^ff0000Besides, the equipment will break!^000000"; mes "Are you sure you still want to continue?"; next; if(select("Yes:No") == 2) { mes "[Suhnbi]"; mes "Good."; mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too."; close; } } else { mes "[Suhnbi]"; mes "Giggle. Giggle. Oh, you have guts, daring to refine this."; mes "You know it's pretty risky, don't you?"; next; mes "If your defensive equipment is broken, you'll never be able to use it again."; mes "Even your cards and your modifications will ^ff0000completely disappear^000000."; //mes "Everything will disappear. As in... GONE!"; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2) { mes "[Suhnbi]"; mes "What nonsense. You waste my precious time."; mes "Get lost, punk."; close; } } } if (countitem(.@item_req) > 0 && Zeny > .@price) { delitem .@item_req,1; set Zeny, Zeny - .@price; return; } mes "[Suhnbi]"; mes "Are these all you have?"; mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?"; close; } mes "[Suhnbi]"; mes "I can't help it even if you're not happy about it..."; close; }
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