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hd refiner (closing conversation)


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hello,

in rAthena r17337 there is a HD_refiner npc added. the hd_refiner upgrades your items "if it is +7 to +9". if upgrade fails item loses 1 point.

...so here is the problem:

1)

on iRO if i try to upgrade a +7 item (and fail) the item is +6, but the talk-window with the npc restarts so i can try again bring it up again to +7 if i have enough hd_oridecon.

2)

in rAthena if i try to upgrade a +7 item (and fail) the item is +6 and the talk-window closes (exits) automaticly. if i talk to the npc again he says "sorry your item is not high enough" because it is now +6. how can i make the npc-script so like in iRO ?

the file is in:

npc/re/merchants/hd_refiner.txt

(r17337+)

thank you

------------------------------------------------------

*edit*:

here is a picture from gravitys site explaining the npc:

(source: http://www.playragnarok.com/news/eventdetail.aspx?id=79)

refine-sys.jpg

Edited by IceTea
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hello,

in rAthena r17337 there is a HD_refiner npc added. the hd_refiner upgrades your items "if it is +7 to +9". if upgrade fails item loses 1 point.

...so here is the problem:

1)

on iRO if i try to upgrade a +7 item (and fail) the item is +6, but the talk-window with the npc restarts so i can try again bring it up again to +7 if i have enough hd_oridecon.

2)

in rAthena if i try to upgrade a +7 item (and fail) the item is +6 and the talk-window closes (exits) automaticly. if i talk to the npc again he says "sorry your item is not high enough" because it is now +6. how can i make the npc-script so like in iRO ?

the file is in:

npc/re/merchants/hd_refiner.txt

(r17337+)

thank you

------------------------------------------------------

*edit*:

here is a picture from gravitys site explaining the npc:

(source: http://www.playragnarok.com/news/eventdetail.aspx?id=79)

 

I really like these kinds of topics.

 

Edit--
Edited by Skorm
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thank you for your work Skorm,

but the problem is not solved, i tried your changed NPC and if i fail upgrade (item changes from +7 to +6) there is the question "...do you want to try again?" and if i choose "yes" it seems to check the items bonus and says "...sorry, i only refine items level +7 to +9" and the talk-window closes like before.

on iRO npc he does not check item level if i "try again". so there i can upgrade +6 (or lower) items too if i do not exit talk-window.

Edited by IceTea
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//===== rAthena Script ======================================= 
//= HD Refiners
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use HD ores to refine equipment. Upon
//= failure, the equipment is not destroyed; rather, its
//= refine level decreases by 1. The success rate is identical
//= to that for Enriched ores.
//= - "Blacksmith Mighty Hammer" only refines from +7~9.
//= - "Basta" only refines from +10 and up.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//============================================================

// Blacksmith Mighty Hammer (+7~9)
//============================================================
-	script	::MightyHammer	-1,{
	disable_items;
	mes "[Blacksmith Mighty Hammer]";
	mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
	mes "I refine only items that are ^CC0000+7 to +9^000000.";
	next;
	mes "[Blacksmith Mighty Hammer]";
	mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
	next;
	mes "[Blacksmith Mighty Hammer]";
	mes "So lets kick this into overdrive, what d' ya say? What item do 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)
		set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
	set .@part, select(.@menu$);
	if (!getequipisequiped(.@part)) {
		mes "[Blacksmith Mighty Hammer]";
		switch(.@part) {
		case 1:
			mes "I'm a blacksmith, not a hairstylist.";
			break;
		case 2:
			mes "With my hammer, I will make you a star of the sky.";
			break;
		case 3:
		case 4:
			mes "Making artificial hands is not my specialty.";
			break;
		case 5:
			mes "Bring out the item so I can refine it!";
			break;
		case 6:
			mes "Where is this foot odor coming from?";
			break;
		case 7:
		case 8:
			mes "Where is the accessory?";
			break;
		case 9:
			mes "What do you want me to refine?";
			break;
		case 10:
			mes "Huh? What do you want me to do?";
			break;
		}
		close;
	}
	if (getequiprefinerycnt(.@part) < 7) {
		mes "[Blacksmith Mighty Hammer]";
		mes "I only handle items with refine levels from +7 to +9.";
		close;
	}
	
L_Again:
	if (!getequipisenableref(.@part)) {
		mes "[Blacksmith Mighty Hammer]";
		mes "This item can't be refined.";
		close;
	}
	if (getequiprefinerycnt(.@part) > 9) {
		mes "[Blacksmith Mighty Hammer]";
		mes "I only handle items with refine levels from +7 to +9.";
		close;
	}
	switch(getequipweaponlv(.@part)) {
	default:
	case 0:
		set .@price,20000;
		set .@material,6241; //HD_Elunium
		break;
	case 1:
	case 2:
	case 3:
	case 4:
		set .@price,20000;
		set .@material,6240; //HD_Oridecon
		break;
	}
	mes "[Blacksmith Mighty Hammer]";
	mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
	mes "Do you have them ready?";
	next;
	if(select("Yes:No") == 2) {
		mes "[Blacksmith Mighty Hammer]";
		mes "I will wait until you are ready.";
		close;
	}
	if (getequippercentrefinery(.@part) < 100) {
		mes "[Blacksmith Mighty Hammer]";
		mes "It looks like this item will likely fail to be refined.";
		mes "Well, even if it fails, it only decreases by 1 refine level.";
		mes "Would you like to continue refining?";
		next;
		if(select("Yes:No") == 2) {
			mes "[Blacksmith Mighty Hammer]";
			mes "Only those who overcome fear of failure will obtain a masterpiece.";
			close;
		}
	}
	if (countitem(.@material) == 0 || Zeny < .@price) {
		mes "[Blacksmith Mighty Hammer]";
		mes "Didn't you just say you had everything ready?";
		close;
	}
	delitem .@material,1;
	set Zeny, Zeny-.@price;
	mes "[Blacksmith Mighty Hammer]";
	mes "Tac! Tac! Tac!";
	if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
		successrefitem .@part;
		next;
		emotion e_no1;
		mes "[Blacksmith Mighty Hammer]";
		mes "^0000FFThe sound refreshes my mind everytime I hear it.^000000";
		mes "Shall we go again?"; next;
		if(select("Yes:No") & 2) {
			mes "[Blacksmith Mighty Hammer]";
			mes "Only those who overcome fear of failure will obtain a masterpiece.";
			close;
		}
		goto L_Again;
	}
	downrefitem .@part;
	next;
	emotion e_omg;
	mes "[Blacksmith Mighty Hammer]";
	mes "(hammering)";
	mes "^ba0001By Odin's beard that was bad luck!!^000000";
	mes "Well it degraded by 1, do you want to try and upgrade again?"; next;
	if(select("Yes:No") & 2) {
		mes "[Blacksmith Mighty Hammer]";
		mes "Only those who overcome fear of failure will obtain a masterpiece.";
		close;
	}
	goto L_Again;
}
prt_in,59,54,3	duplicate(MightyHammer)	Mighty Hammer#prt	826
morocc_in,65,30,3	duplicate(MightyHammer)	Mighty Hammer#morocc	826
payon,148,176,3	duplicate(MightyHammer)	Mighty Hammer#pay	826
alberta_in,16,56,3	duplicate(MightyHammer)	Mighty Hammer#alb	826
yuno_in01,171,18,3	duplicate(MightyHammer)	Mighty Hammer#yuno	826
ein_in01,22,82,3	duplicate(MightyHammer)	Mighty Hammer#ein	826
lhz_in02,280,19,3	duplicate(MightyHammer)	Mighty Hammer#lhz	826

 

It checks the first time you click the npc if it is +7 right but not if it goes down to +6 from him... Also does it still check for the +9 limit after you've refined?

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it is perfect now, thank you.

this new version allows continue refining with 6+ (or lower) items, and stops if the item hits +10. that is like it should be.

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