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Badly Need Help


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Posted

try this script, hope it will fix ur prob:


payon,174,138,0 script Suhnbi#cash 85,{
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 .@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) )
close;

if( !getequipisenableref(.@part) )
{
mes "[suhnbi]";
mes "I don't think I can refine this item at all.";
close;
}
if( !getequipisidentify(.@part) )
{
mes "[suhnbi]";
mes "This has not been identified. So, it can't be refined...";
close;
}
if( getequiprefinerycnt(.@part) >= 10 )
{
mes "[suhnbi]";
mes "This item cannot be refined because it has already reached its maximum level...";
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;
}

if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
{
mes "[suhnbi]";
mes "Clink! Clank! Clunk!";
SuccessRefItem .@part;
next;
Emotion e_no1;
mes "[suhnbi]";
mes "Here you are! It's done.";
mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!";
close;
}
mes "[suhnbi]";
mes "Clink! Clank! Clunk!";
FailedRefItem .@part;
next;
if (rand(5) == 1){
Emotion e_cash;
} else {
Emotion e_omg;
}
mes "[suhnbi]";
mes "Cough!!!!";
next;
mes "[suhnbi]";
mes "Cough...Cough..";
mes "What a shame...";
mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
close;

S_RefineValidate:
mes "[suhnbi]";
if (getarg(0))
mes "A level " + getarg(0) + " weapon...";
mes "To refine this I need one ^ff9999" + getitemname(getarg(1)) + "^000000 and a service fee of " + getarg(2) + " Zeny.";
mes "Do you wish to continue?";
next;
if( select("Yes:No") == 1 )
{
if( getequippercentrefinery(getarg(3)) < 100 )
{
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";
mes "properties";
mes "^ff0000will be lost^000000!!";
mes "^ff0000 besides, the equipment will break!^000000";
mes " ";
mes "Are you sure you still want to continue?";
next;
if( select("Yes:No") == 2 )
{
mes "[suhnbi]";
mes "I completely agree...";
mes "I might be a great refiner, but sometimes even I make mistakes.";
close;
}
}
if( countitem(getarg(1)) > 0 && Zeny > getarg(2) )
{
delitem getarg(1), 1;
set Zeny, Zeny - getarg(2);
return;
}
mes "[suhnbi]";
mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
mes "Go get some more. I'll be here all day if you need me.";
close;
}
mes "[suhnbi]";
mes "Yeah... There's no need to rush.";
mes "Take your time.";
close;
}

Posted (edited)

here it is :)

// Renewal Version
//
// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
//
// IMPORTANT: changing the number of upgrade levels requires modifying MAX_REFINE in status.h
//
// For armors, values of 100 add 1 armor defense.
// For weapons, values of 100 add 1 ATK&MATK.
//
// Type:
// 0 - Armors
// 1 - Level 1 weapons
// 2 - Level 2 weapons
// 3 - Level 3 weapons
// 4 - Level 4 weapons
//
// Stats per level:
// This value is applied for every upgrade level.
//
// Random bonus start level:
// This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade).
//
// Random bonus value:
// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
// Random bonus start level. This is only applied for weapons, and not displayed client-side.
//
// Chance:
// 100 = 100%
//
// Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki.
// A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF)
0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,50:300,30:300,30:400,20:400,10:400,10:400,10:500,10:500,10:500,10:500
// Level 1 weapons
1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,70:0,70:0,50:0,50:0,30:0,30:300,20:300,20:300,10:300,10:300
// Level 2 weapons
2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,70:0,50:0,50:0,30:0,30:0,20:600,20:600,10:600,10:600,10:600
// Level 3 weapons
3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,50:0,50:0,30:0,30:0,20:0,20:900,10:900,10:900,10:900,10:900
// Level 4 weapons
4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,50:0,30:0,30:0,20:0,20:0,10:1200,10:1200,10:1200,10:1200,10:1200

it's for the renewal version

Edited by reinhardrenew

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