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Refiner NPC won't read Requirements


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Good day,
The refiner NPC I added won't read my items, I've tried everything I can think of to fix it but nothing works. Any thoughts?
 

//===== rAthena Script ======================================= 
//============================================================
//============================================================
// +11 and above Refiners
//============================================================
veil,111,199,5	script	Vestri#prt	826,{
	callfunc "refinenew","Vestri",0;
	end;
}
morocc_in,64,41,5	script	Vestri#moc	826,{
	callfunc "refinenew","Vestri",0;
	end;
}
payon_in01,18,132,3	script	Vestri#pay	826,{
	callfunc "refinenew","Vestri",0;
	end;
}

//============================================================
// +11 and above Refiner Function
//============================================================
//= To allow auto safe refining/multiple refining set the
//= second argument to '1' in the function call.
//= If you enable this function, be sure to edit the value of
//= .@safe to the max safe refine in refine_db.txt as well.
//=
//= On official servers, if an item is unsuccessfully refined
//= it will break at a 20% rate and downgrade at an 80% rate.
//============================================================
function	script	refinenew	{
	.@npc_name$ = getarg(0);
	disable_items;
	mes "["+ .@npc_name$ +"]";
	mes "I am the best Armsmith ever!";
	mes "I don't refine normal, boring items.";
	mes "I only refine items that are Level 10 or higher.";
	next;
	mes "["+ .@npc_name$ +"]";
	mes "Anyway, you may use my services if your item is Level 10 or higher.";
	mes "What do you want me 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(.@i = 1; .@i<=10; ++.@i) {
		if (getequipisequiped(.@indices[.@i])) {
			.@menu$ = .@menu$ + F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]";
			.@equipped = 1;
		}
		.@menu$ = .@menu$ + ":";
	}
	if (.@equipped == 0) {
		mes "["+ .@npc_name$ +"]";
		mes "I don't think I can refine any items you have...";
		close;
	}
	.@part = .@indices[ select(.@menu$) ];

	if (!getequipisequiped(.@part)) { //custom check
		mes "["+ .@npc_name$ +"]";
		mes "You're not wearing";
		mes "anything there that";
		mes "I can refine.";
		emotion ET_FRET;
		close;
	}
	if (!getequipisenableref(.@part)) {
		mes "["+ .@npc_name$ +"]";
		mes "I don't think I can";
		mes "refine this item at all...";
		close;
	}
	.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
	if (.@refinerycnt < 10) {
		mes "["+ .@npc_name$ +"]";
		mes "I said I don't work with items that are lower than Level 10.";
		close;
	}
	if (.@refinerycnt >= 20) { //custom check
		mes "["+ .@npc_name$ +"]";
		mes "I can't refine this";
		mes "any more. This is as";
		mes "refined as it gets!";
		close;
	}
	.@refineitemid = getequipid(.@part); // save id of the item
	setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
	.@price = getequiprefinecost(.@part, REFINE_COST_OVER10, REFINE_ZENY_COST);
	.@material = getequiprefinecost(.@part, REFINE_COST_OVER10, REFINE_MATERIAL_ID);
	.@safe = 10;

	if (getequipweaponlv(.@part) >= 1 && getequipweaponlv(.@part) <= 4) {
		.@article$ = "a";
		.@type$ = "weapon";
	} else {
		.@article$ = "an";
		.@type$ = "armor";
	}
	
	mes "["+ .@npc_name$ +"]";
	mes "Hmm " + .@article$ + " " + .@type$ + ", is that ok?";
	mes "If you want to refine this armor,";
	mes "I will need 1 ^003366" + getitemname(.@material) + "^000000 and " + callfunc("F_InsertComma",.@price) + " zeny.";
	mes "Are you sure you want to continue?";
	next;
	if (select("Yes:No") == 2) {
		mes "["+ .@npc_name$ +"]";
		mes "Hm... if you mind... never mind...";
		close;
	}
	if (getarg(1) != 1) {
		if (getequippercentrefinery(.@part) < 100) {
			mes "["+ .@npc_name$ +"]";
			mes "This "+.@type$+" already has been refined serveral times.";
			mes "It could be destroyed if I try again.";
			mes "It won't break for sure, but there is has a small chance.";
			next;
			mes "["+ .@npc_name$ +"]";
			mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+",";
			mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
			next;
			mes "["+ .@npc_name$ +"]";
			mes "Do you still want me to refine it?";
			mes "I think I have given you enough warning.";
			next;
			if(select("Yes.:No.") == 2) {
				mes "["+ .@npc_name$ +"]";
				mes "Well, no challenge is one way to go...";
				mes "No risk... that could be wise.";
				close;
			}
		}
		if (countitem(.@material) < 1 || Zeny < .@price) {
			mes "["+ .@npc_name$ +"]";
			mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
			mes "Please come back when you have them.";
			close;
		}
		Zeny = Zeny - .@price;
		delitem .@material,1;

		// anti-hack
		if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) ||
		    callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) {
			mes "["+ .@npc_name$ +"]";
			emotion ET_FRET;
			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)) {
			mes "Clang! Clang! Clang! Clang!";
			successrefitem .@part;
			next;
			emotion ET_BEST;
			mes "["+ .@npc_name$ +"]";
			mes "Good! Succes!!!";
			mes "I am the best Armsmith.";
			close;
		} else {
			if (rand(100) < 80) {
				mes "["+ .@npc_name$ +"]";
				mes "Clang! Clang! Clang! Clang!";
				downrefitem .@part,3; // Failed refine attempts decrease the item's refine level by 3
				next;
				emotion (!rand(5))?ET_MONEY:ET_HUK;
				mes "["+ .@npc_name$ +"]";
				mes "Ahhh!!!";
				next;
				mes "["+ .@npc_name$ +"]";
				mes "Oh my god!";
				mes "The upgrade level has dropped...";
			} else {
				mes "["+ .@npc_name$ +"]";
				mes "Clang! Clang! Clang!";
				failedrefitem .@part;
				next;
				emotion (!rand(5))?ET_MONEY:ET_HUK;
				mes "["+ .@npc_name$ +"]";
				mes "Hmmm!";
				next;
				mes "["+ .@npc_name$ +"]";
				mes "Oh my! I've failed to refine stuff...";
				mes "I didn't mean it!";
			}
			mes "I could have made a mistake even though I am the best Armsmith ever.";
			mes "It just wasn't meant to be.";
			next;
			mes "["+ .@npc_name$ +"]";
			mes "I will do a better job next time! Don't worry!";
			close;
		}
	}
// New +11 and above Refining Functions ========================
	if (.@refinerycnt < .@safe) {
		mes "["+ .@npc_name$ +"]";
		mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
		next;
		.@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
	} else
		.@menu2 = 2;
	switch(.@menu2){
	case 1: 
		.@refinecnt = .@safe - .@refinerycnt;
		break;
	case 2:
		mes "["+ .@npc_name$ +"]";
		mes "How many times would you like me to refine your item?";
		next;
		input .@refinecnt;
		.@refinecheck = .@refinecnt + .@refinerycnt;
		if (.@refinecnt < 1 || .@refinecheck > 20) {
			mes "["+ .@npc_name$ +"]";
			mes "I can't refine this item that many times.";
			close;
		}
		if (.@refinecheck > .@safe) {
			.@refinecheck = .@refinecheck - .@safe;
			mes "["+ .@npc_name$ +"]";
			mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
			next;
			if(select("Yes...","No...") == 2){
				mes "["+ .@npc_name$ +"]";
				mes "You said so... So be it.";
				close;
			}
		}
		break;
	case 3:
		mes "["+ .@npc_name$ +"]";
		mes "You said so... So be it.";
		close;
	}
	.@fullprice = .@price * .@refinecnt;
	mes "["+ .@npc_name$ +"]";
	mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
	next;
	if(select("Yes:No...") == 2){
		mes "["+ .@npc_name$ +"]";
		mes "You said so... So be it.";
		close;
	}
	if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
		mes "["+ .@npc_name$ +"]";
		mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
		mes "Please come back when you have them.";
		close;
	}
	Zeny = Zeny - .@fullprice;
	delitem .@material,.@refinecnt;
	while(.@refinecnt){
		if (getequipisequiped(.@part) == 0) {
			mes "["+ .@npc_name$ +"]";
			mes "Look here... you don't have any items on...";
			close;
		}
		// anti-hack
		if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) ||
		    callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt))
			close;

		if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
			mes "["+ .@npc_name$ +"]";
			mes "Clang... No, but did you imagine I could be so stupid?!";
			mes "You changed it...";
			mes "Get out before I stun you with my Hammer!!";
			close;
		}
		if (getequippercentrefinery(.@part) > rand(100)) {
			mes "Clang! Clang! Clang! Clang!";
			successrefitem .@part;
			.@refinecnt = .@refinecnt - 1;
			next;
		} else {
			if (rand(100) < 80) {
				mes "["+ .@npc_name$ +"]";
				mes "Clang! Clang! Clang! Clang!";
				downrefitem .@part,3; // Failed refine attempts decrease the item's refine level by 3
				next;
				emotion (!rand(5))?ET_MONEY:ET_HUK;
				mes "["+ .@npc_name$ +"]";
				mes "Ahhh!!!";
				next;
				mes "["+ .@npc_name$ +"]";
				mes "Oh my god!";
				mes "The upgrade level has dropped...";
			} else {
				mes "["+ .@npc_name$ +"]";
				mes "Clang! Clang! Clang!";
				failedrefitem .@part;
				next;
				emotion (!rand(5))?ET_MONEY:ET_HUK;
				mes "["+ .@npc_name$ +"]";
				mes "Hmmm!";
				next;
				mes "["+ .@npc_name$ +"]";
				mes "Oh my! I've failed to refine stuff...";
				mes "I didn't mean it!";
			}
			mes "I could have made a mistake even though I am the best Armsmith ever.";
			mes "It just wasn't meant to be.";
			next;
			mes "["+ .@npc_name$ +"]";
			mes "I will do a better job next time! Don't worry!";
			close;
		}
		.@refinerycnt = getequiprefinerycnt(.@part);
	}
	emotion ET_BEST;
	mes "["+ .@npc_name$ +"]";
	mes "Good! Succes!!!";
	mes "I am the best Blacksmith.";
	close;
}

// Ori/Elu to Carnium/Bradium Refiners
//============================================================
-	script	Austri#ref	-1,{
	if (checkweight(1201,1) == 0) {
		mes "- Wait a minute !! -";
		mes "- Currently you're carrying -";
		mes "- too many items with you. -";
		mes "- Please try again -";
		mes "- after you lose some weight. -";
		close;
	}
	mes "[Austri]";
	mes "If you bring me 3";
	mes "Oridecon or Elunium";
	mes "I can exchange them for";
	mes "Bradium or Carnium.";
	mes "Just give me 50,000z.";
	next;
	switch(select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) {
	case 1:
		setarray .@i[0],984,3,6224;  //Oridecon -> Bradium
		break;
	case 2:
		setarray .@i[0],985,3,6223;  //Elunium -> Carnium
		break;
	case 3:
		setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium
		break;
	case 4:
		mes "[Austri]";
		mes "Hmm...";
		close;
	}
	if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) {
		delitem .@i[0],.@i[1];
		Zeny = Zeny - 50000;
		getitem .@i[2],1;
		mes "[Austri]";
		if (.@i[0] == 6090) {
			mes "Refining with Refined Bradium";
			mes "can be a little expensive.";
			mes "I can exchange it for some Carnium.";
		} else
			mes "Ok! Here's your "+getitemname(.@i[2])+".";
		mes "Take it and use it well.";
		close;
	}
	mes "[Austri]";
	mes "You better not be trying";
	mes "to cheat me because you";
	mes "don't have enough money";
	mes "or "+getitemname(.@i[0])+".";
	close;
}
prt_in,85,71,5	duplicate(Austri#ref)	Austri#prt	826
payon_in01,14,125,5	duplicate(Austri#ref)	Austri#pay	826
morocc_in,60,38,5	duplicate(Austri#ref)	Austri#moc	826

// Malangdo Refiner
//============================================================
malangdo,224,172,6	script	Clink#mal_normal	544,{
	disable_items;
	mes "[Clink]";
	mes "My cool dad Holink said I have the world's greatest refine hammer!!";
	mes "Meow Meow~";
	mes "Who do you think I am?";
	mes "Yes!!! You!! 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(.@i = 1; .@i<=10; set .@i,.@i+1)
		.@menu$ = .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) +"-[Empty]" ) +":";
	.@part = .@indices[ select(.@menu$) ];
	if (!getequipisequiped(.@part)) {
		mes "[Clink]";
		switch(.@part) {
		case 1:
			mes "Dad said. There's no cure for stupidity...";
			break;
		case 2:
			mes "There's nothing to see here!!";
			break;
		case 3:
			mes "What an arrogant left hand this is!";
			break;
		case 4:
			mes "What an arrogant right hand this is!";
			break;
		case 5:
			mes "Get that dirty thing off my face!!";
			break;
		case 6:
			mes "Kyaong~! Do not provoke me.";
			break;
		case 7:
		case 8:
			mes "Where is the accessory?";
			break;
		case 9:
		case 10:
			mes "Are you talking about the other head part?";
			break;
		}
		close;
	}
	if (!getequipisenableref(.@part)) {
		mes "[Clink]";
		mes "This can't be refined!!";
		close;
	}
	.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
	if (.@refinerycnt >= 10) {
		mes "[Clink]";
		mes "Perfect refining. Did I do this for you?";
		close;
	}
	
	.@refineitemid = getequipid(.@part); // save id of the item
	setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
	.@price = getequiprefinecost(.@part, REFINE_COST_NORMAL, REFINE_ZENY_COST);
	.@material = getequiprefinecost(.@part, REFINE_COST_NORMAL, REFINE_MATERIAL_ID);
	
	mes "[Clink]";
	switch(getequipweaponlv(.@part)) {
	default:
	case 0: // Armor
		.@type$ = "armor";
		mes "Hmm, an armor refine? Someone like you?";
		break;
	case 1: // Level 1 Weapon
		.@type$ = "weapon";
		mes "A level 1 weapon?";
		mes "Urr... Annoying... Okay, let's try...";
		break;
	case 2: // Level 2 Weapon
		.@type$ = "weapon";
		mes "A level 2 weapon?";
		break;
	case 3: // Level 3 Weapon
		.@type$ = "weapon";
		mes "Woot!! A level 3 weapon? Impressive~";
		break;
	case 4: // Level 4 Weapon
		.@type$ = "weapon";
		mes "Wow!... A level 4 weapon~!!";
		break;
	}
	mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?";
	next;
	if(select("Yes, I do!!:Forget about it!!") == 2) {
		mes "[Clink]";
		mes "I knew it!!";
		mes "I knew you were not worth trying my magical refining hammer for.";
		close;
	}
	if (getequippercentrefinery(.@part) < 100) {
		mes "[Clink]";
		mes "Wow!!";
		mes "This "+.@type$+" has been refined quite a bit, huh?";
		mes "You do know that this might break, right?";
		next;
		mes "[Clink]";
		mes "If you break the "+.@type$+", you can never use it again.";
		mes "Cards and enchant effects...";
		mes "the ^ff0000whole thing will disappear^000000.";
		mes "You still up for this~?";
		next;
		if(select("Yes, I am!!:Forget about it!!") == 2) {
			mes "[Clink]";
			mes "I knew it!!";
			mes "You can't even take this big step. Don't think about refining...";
			close;
		}
	}
	if (countitem(.@material) == 0 || Zeny < .@price) {
		mes "[Clink]";
		mes "Hey you!! Didn't I tell you";
		mes "that you need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny??!!";
		close;
	}
	delitem .@material,1;
	Zeny = Zeny-.@price;

	// anti-hack
	if (callfunc("F_IsEquipIDHack", .@part, .@refineitemid) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) ||
		callfunc("F_IsEquipRefineHack", .@part, .@refinerycnt)) {
		mes "[Clink]";
		emotion ET_FRET;
		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 "[Clink]";
		mes "Cry Hammer!! Cry!!!";
		next;
		switch(rand(1,5)) {
			case 1: emotion ET_CRY; break;
			case 2: emotion ET_PROFUSELY_SWEAT; break;
			case 3: emotion ET_KEK; break;
			case 4: emotion ET_SCRATCH; break;
			case 5: emotion ET_BIGTHROB; break;
		}
		mes "[Clink]";
		mes "Huh?! I failed?!";
		next;
		mes "[Clink]";
		mes "Arrgg~ It's all~ Broken...? What a pity~";
		next;
		mes "[Clink]";
		mes "Hey...!! Get me another one.";
		mes "This is not possible.";
		mes "How can my hammer fail from refining?";
		close;
	}
	successrefitem .@part;
	mes "[Clink]";
	mes "Cry Hammer!! Cry!!!";
	next;
	emotion ET_CHUP;
	mes "[Clink]";
	mes "Ok!! Perfect!!";
	mes "There's nothing I can't refine";
	mes "with this special hammer.";
	mes "You can praise me!!";
	mes "What a day!!";
	close;
}

 

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2 answers to this question

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Posted

Couldn't find what the issue in the above script was, so I replaced it with this one and it worked to the refine rate specified in the script.

veil,111,199,0	script	Vestri#cash	87,{
	disable_items;
	mes "[Vestri]";
	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 "[Vestri]";
		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 "[Vestri]";
		mes "Go find another Blacksmith. You can't refine this thing.";
		close;
	}
	if (getequiprefinerycnt(.@part) >= 13) {
		mes "[Vestri]";
		mes "Hmm... someone perfected this already. I don't think I can work on it further.";
		close;
	}


	.@refineitemid = getequipid(.@part); // save id of the item
	.@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
	.@price = getequiprefinecost(.@part, REFINE_COST_ENRICHED, REFINE_ZENY_COST);
	.@material = getequiprefinecost(.@part, REFINE_COST_ENRICHED, REFINE_MATERIAL_ID);

	// Make sure you have the necessary items and Zeny to refine your items
	// Determines chance of failure and verifies that you want to continue.
	callsub S_RefineValidate,getequipweaponlv(.@part),.@material,.@price,.@part,.@refineitemid,.@refinerycnt;

	mes "[Vestri]";
	mes "Clang! Clang! Clang!";
	if (getequippercentrefinery(.@part, true) > rand(100)) {
		successrefitem .@part;
		next;
		emotion ET_BEST;
		mes "[Vestri]";
		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))?ET_MONEY:ET_HUK;
	mes "[Vestri]";
	mes "Uuuuuuuuuummmmmph!!!";
	next;
	mes "[Vestri]";
	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);
	.@price = getarg(2);
	.@part = getarg(3);
	setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);

	// If the VIP system is enabled, the prices for non-VIP players are considerably higher.
	if (VIP_SCRIPT && !vip_status(VIP_STATUS_ACTIVE)) {
		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 "[Vestri]";
	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(.@part) < 100) {
			if (.@weapon_lvl) {
				mes "[Vestri]";
				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 "[Vestri]";
					mes "Good.";
					mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
					close;
				}
			} else {
				mes "[Vestri]";
				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 "[Vestri]";
					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;

			// anti-hack
			if (callfunc("F_IsEquipIDHack", .@part, getarg(4)) ||
				callfunc("F_IsEquipRefineHack", .@part, getarg(5)) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3])) {
				mes "[Holink]";
				emotion ET_FRET;
				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;
			}

			return;
		}
		mes "[Vestri]";
		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 "[Vestri]";
	mes "I can't help it even if you're not happy about it...";
	close;
}

 

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