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[SOLVED] Refiner with rough converter


Flitch

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Hello everyone !

 

I just installed an offline ragnarok server on my computer. I want to change the refiner npc.

The actual one I have is an old one, he just propose to up a gear one by one.

I want one who could up one gear one by one or up it multiple times. I would also that this npc convert my rough oridecon and rough elunium by doing the max with the roughs I have.

Can someone help me with this npc ? 

 

Sorry for my bad english.

 

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.@count = (countitem(756) / 5); // rough ori
delitem 756, (.@count * 5);
getitem 984, .@count;

.@count = (countitem(757) / 5); // rough elu
delitem 757, (.@count * 5);
getitem 985, .@count;

 

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I managed to get the refiner with the multiple times refine. I added the default rough converter and was able to adapt the script to make the max rough ori/elu.

It works fine, the only thing is that it tells every time i get one oridecon or elunium.

For example if i have convert 15 rough oridecon it displays this :

You got Oridecon (1).

You got Oridecon (1).

You got Oridecon (1).

Since it's an offline server and i'm the only player it's ok.

But if someone knows how to make the rough convert part better, i'll take it =)

Thanks.

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Hey Emistry !

It works perfectly, thank you =)

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unyo le agregue y modifique un par de cosas por que no me funcionaba y lo fui arreglando y quedo asi

prontera,153,193,3    script    Healer::Buffer    501,10,10,{

OnTouch:
    if (readparam(5) == 0 )
        atcommand "@alive";
    
    sc_start 32,  240000, 10;
    sc_start 30, 240000, 10;
    percentheal 105,105;
    
    skilleffect 34,0;
    skilleffect 29,0;
    
    if ( Class == 4049 )
    {
        sc_start4 sc_spirit, 360000, 5, 461,0,0;
        skilleffect 461, 5;
        skilleffect 28,999999;

    }


//    desactivar los beneficios negativos.
    sc_end SC_STONE;
    sc_end SC_FREEZE;
    sc_end SC_STUN;
    sc_end SC_SLEEP;
    sc_end SC_POISON;
    sc_end SC_CURSE;
    sc_end SC_SILENCE;
    sc_end SC_CONFUSION;
    sc_end SC_BLIND;
    sc_end SC_BLOODING;
    sc_end SC_DPOISON;
    sc_end SC_FEAR;
    sc_end SC_COLD;
    sc_end SC_BURNING;
    sc_end SC_DEEP_SLEEP;
    sc_end SC_DEC_AGI;
    sc_end SC_BROKENARMOR;
    sc_end SC_BROKENWEAPON;
    sc_end SC_NOEQUIPWEAPON;
    sc_end SC_NOEQUIPSHIELD;
    sc_end SC_NOEQUIPARMOR;
    sc_end SC_NOEQUIPHELM;
    sc_end SC__STRIPACCESSARY;
    sc_end SC_PROPERTYUNDEAD;
    sc_end SC_ORCISH;
    sc_end SC_BERSERK;
    sc_end SC_SKE;
    sc_end SC_SWOO;
    sc_end SC_SKA;

//    dar a los jugadores un beneficio... no dar demasiado, de lo contrario el jugador quiere spam
    .@time = 300000; // el beneficio dura 5 minutos
    sc_start SC_INCREASEAGI, .@time, 10;
    sc_start SC_BLESSING, .@time, 10;
//    sc_start SC_CONCENTRATION, .@time, 10;
//    sc_start SC_IMPOSITIO, .@time, 5;
//    sc_start SC_SUFFRAGIUM, .@time, 3;
//    sc_start SC_KYRIE, .@time, 10;
//    sc_start SC_MAGNIFICAT, .@time, 5;
//    sc_start SC_GLORIA, .@time, 5;
//    sc_start SC_WINDWALK, .@time, 5;
//    sc_start SC_ANGELUS, .@time, 10;

//    dar el enlace del alma del jugador

switch ( basejob
) { case Job_Alchemist: set .@spirit, 445; break;
caso Job_Monk: .@spirit, 447; descanso;
Job_Star_Gladiator de casos: .@spirit, 448; descanso;
Job_Sage de casos: .@spirit, 449; descanso;
Job_Crusader de casos: conjunto .@spirit, 450; descanso;
Job_SuperNovice de casos: .@spirit, 451; descanso;
Job_Knight de casos: .@spirit, 452; descanso;
Job_Wizard de casos: .@spirit, 453; descanso;
Job_Priest de casos: .@spirit, 454; descanso;
Job_Bard de casos: Job_Dancer de casos: .@spirit, 455; descanso;
Job_Rogue de casos: .@spirit, 456; descanso;
Job_Assassin de casos: .@spirit, 457; descanso;
Job_Blacksmith de casos: .@spirit, 458; descanso;
Job_Hunter de casos: conjunto .@spirit, 460; descanso;
Job_Soul_Linker de casos: .@spirit, 461; descanso;
default:
if ( upper == 1 && baselevel
< 70 ) set .@spirit, 494;
}
if ( .@spirit )
{ sc_start4 sc_spirit, .@time, 5, .@spirit,0,0;
skilleffect .@spirit, 5;

}

convierte automaticamente todas las piedras de oridecon y elunium en piedra pura para reducir el peso del jugador

.@count = (countitem(756) / 5); oridecon
delitem 756, (.@count * 5);
getitem 984, .@count;

.@count = (countitem(757) / 5); delitem
de elunio rugoso 757, (.@count * 5);
getitem 985, .@count;

reparar todos los equipos rotos del jugador.
repairall;

identificar todos los equipos del jugador.
getinventorylist;
for( .@i = 0; .@i < @inventorylist_count; .@i++
) { if ( @inventorylist_identify[.@i] == 1 )
continue;
else if ( getskilllv(MC_IDENTIFY) == 1 && Sp >= 10 )
heal 0,0; // lol... se supone que esto reduce su SP
en 10, cualquier otra
cosa si ( countitem (Spectacles) ) delitem Spectacles,1;
else if ( getskilllv(RG_COMPULSION) && Zeny >= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) )
)* 2/5 ) Zeny -= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5;
else if ( getskilllv(MC_DISCOUNT) && Zeny >= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT)
) )* 2/5 ) Zeny -= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5;
else if ( Zeny > = 40 )
Zeny -= 40;
de
lo contrario romper;
delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;0;0;0;0;0;0,0;0,0,0,0,0,0,0,0,0;0,0;0,0;0,0;0;0,0;
getitem @inventorylist_id[.@i],1;
.@icount++;
}
if ( .@icount
) message strcharinfo(0), "Identified "+ .@icount +" Items.";

y por ultimo, dale a
los jugadores sanar percentheal 100,100;
skilleffect AL_HEAL, MaxHp;
skilleffect MG_SRECOVERY, MaxSp;

e_lv de la emoción;
@heal_cooldown = gettimetick(2);
fin;

OnInit:
.spirit[Job_Alchemist] = SL_ALCHEMIST;
.spirit[Job_Monk] = SL_MONK;
.spirit[Job_Star_Gladiator] = SL_STAR;
.spirit[Job_Sage] = SL_SAGE;
.spirit[Job_Crusader] = SL_CRUSADER;
.spirit[Job_SuperNovice] = SL_SUPERNOVICE;
.spirit[Job_Knight] = SL_KNIGHT;
.spirit[Job_Wizard] = SL_WIZARD;
.spirit[Job_Priest] = SL_PRIEST;
.spirit[Job_Bard] = .spirit[Job_Dancer] = SL_BARDDANCER;
.spirit[Job_Rogue] = SL_ROGUE;
.spirit[Job_Assassin] = SL_ASSASIN;
.spirit[Job_Blacksmith] = SL_BLACKSMITH;
.spirit[Job_Hunter] = SL_HUNTER;
.spirit[Job_Soul_Linker] = SL_SOULLINKER;
fin;

}

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