Nero Posted July 22, 2014 Posted July 22, 2014 So here it is. i want an refiner that if the item is already +4 and the player wants to upgrade it, it will cost 5 proof of donation for +5 with a 100% chance if the item is already +5 and the player wants to upgrade it, it will cost 10 proof of donation for +6 with a 100% chance if the item is already +6 and the player wants to upgrade it, it will cost 15 proof of donation for +7 with a 80% chance( will announce "player name" has upgrade +7 "item") if the item is already +7 and the player wants to upgrade it, it will cost 16 proof of donation for +8 with a 70% chance ( will announce "player name" has upgrade +8 "item") if the item is already +8 and the player wants to upgrade it, it will cost 18 proof of donation for +9 with a 60% chance ( will announce "player name" has upgrade +9 "item") if the item is already +9 and the player wants to upgrade it, it will cost 20 proof of donation for +10 with a 50% chance ( will announce "player name" has upgrade +10 "item") Quote
Normynator Posted July 22, 2014 Posted July 22, 2014 (edited) Hey Hey, check my changed scripted and if you like it i'll continue my work Edit & Update: function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; mes "I can refine all kinds of weapons, armor and equipment, so let me"; mes "know what you want me 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } //Check if the item is refinable... if(!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +10 if(getequiprefinerycnt(.@part) >= 10) { mes "[" + getarg(0) + "]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set .@refineitemid, getequipid(.@part); // save id of the item set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count switch(getequipweaponlv(.@part)){ case 0: //Refine Armor set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(getequipweaponlv(.@part)) { 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; case 5: set .@price, .@price * 10; break; } } if(.@features != 1) { mes "[" + getarg(0) + "]"; mes "To refine this I need"; mes "one ^003366"+getitemname(.@material)+"^000000 and"; mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } .@g = getequippercentrefinery(.@part); dispbottom "getequ .@g : " + .@g; if(.@safe == 4){ dispbottom .@refinerycnt; if(.@refinerycnt >= 4){ mes "Do you want to use Donation-Refiner?"; if(select("Yes:No") == 1){ next; dispbottom "Check: mit Item"; if(.@refinerycnt == 4){ .@w = 100; .@z = 5; dispbottom .@w; }else if(.@refinerycnt == 5 ){ .@w = 100; .@z = 10; dispbottom .@w; }else if(.@refinerycnt == 6 ){ .@w = 80; .@z = 15; dispbottom .@w; }else if(.@refinerycnt == 7 ){ .@w = 70; .@z = 16; dispbottom .@w; }else if(.@refinerycnt == 8 ){ .@w = 60; .@z = 18; dispbottom .@w; }else if(.@refinerycnt == 9 ){ .@w = 50; .@z = 20; dispbottom .@w; } mes "[" + getarg(0) + "]"; mes "You need: "+ .@z + " " + getitemname( 607 ); next; if(select("Yes:No") == 1 && ( countitem( 607 ) > .@z )){ delitem 607,.@z; .@g = .@w; }else{ mes "[" + getarg(0) + "]"; mes "Not enought " + getitemname( 607 ); close; } }else{ .@g = .@w; next; } } } if(.@g < 100) { mes "[" + getarg(0) + "]"; mes "Oh no! If I continue to"; mes "refine this, there's a risk it could"; switch(.@material) { case 985: mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000."; break; default: mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,"; mes "or any added special properties."; break; } next; mes "["+getarg(0)+"]"; mes "I can't make it any clearer."; mes "Once a weapon is destroyed,"; mes "there's no getting it back."; mes "You really have a chance to"; mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if((countitem(.@material) < 1) || (Zeny < .@price)) { mes "[" + getarg(0) + "]"; mes "You don't seem to have"; mes "enough Zeny or "+getitemname(.@material)+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny, Zeny-.@price; delitem .@material,1; //custom checks if(.@g == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } //dispbottom getequippercentrefinery(.@part); wieviel % auf succes! //dispbottom .@refinerycnt; UPGRADELVL! dispbottom "Check: Versuch zu Upgraden"; if(.@g <= rand(100)) { dispbottom getequippercentrefinery(.@part); failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; emotion e_heh; set .@win,rand(1,3); if (.@win == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; } else if(.@win == 2) { mes "Success...!"; mes "Yet again, my amazing"; mes "talent truly dazzles"; mes "and shines today."; } else { mes "Heh heh!"; mes "I'm all done."; mes "No doubt, my work is"; mes "to your satisfaction."; mes "Sheer, utter perfection~"; } close; } Edited July 22, 2014 by Normynator Quote
Nero Posted July 23, 2014 Author Posted July 23, 2014 Hey Hey, check my changed scripted and if you like it i'll continue my work Edit & Update: function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; mes "I can refine all kinds of weapons, armor and equipment, so let me"; mes "know what you want me 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } //Check if the item is refinable... if(!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +10 if(getequiprefinerycnt(.@part) >= 10) { mes "[" + getarg(0) + "]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set .@refineitemid, getequipid(.@part); // save id of the item set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count switch(getequipweaponlv(.@part)){ case 0: //Refine Armor set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(getequipweaponlv(.@part)) { 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; case 5: set .@price, .@price * 10; break; } } if(.@features != 1) { mes "[" + getarg(0) + "]"; mes "To refine this I need"; mes "one ^003366"+getitemname(.@material)+"^000000 and"; mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } .@g = getequippercentrefinery(.@part); dispbottom "getequ .@g : " + .@g; if(.@safe == 4){ dispbottom .@refinerycnt; if(.@refinerycnt >= 4){ mes "Do you want to use Donation-Refiner?"; if(select("Yes:No") == 1){ next; dispbottom "Check: mit Item"; if(.@refinerycnt == 4){ .@w = 100; .@z = 5; dispbottom .@w; }else if(.@refinerycnt == 5 ){ .@w = 100; .@z = 10; dispbottom .@w; }else if(.@refinerycnt == 6 ){ .@w = 80; .@z = 15; dispbottom .@w; }else if(.@refinerycnt == 7 ){ .@w = 70; .@z = 16; dispbottom .@w; }else if(.@refinerycnt == 8 ){ .@w = 60; .@z = 18; dispbottom .@w; }else if(.@refinerycnt == 9 ){ .@w = 50; .@z = 20; dispbottom .@w; } mes "[" + getarg(0) + "]"; mes "You need: "+ .@z + " " + getitemname( 607 ); next; if(select("Yes:No") == 1 && ( countitem( 607 ) > .@z )){ delitem 607,.@z; .@g = .@w; }else{ mes "[" + getarg(0) + "]"; mes "Not enought " + getitemname( 607 ); close; } }else{ .@g = .@w; next; } } } if(.@g < 100) { mes "[" + getarg(0) + "]"; mes "Oh no! If I continue to"; mes "refine this, there's a risk it could"; switch(.@material) { case 985: mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000."; break; default: mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,"; mes "or any added special properties."; break; } next; mes "["+getarg(0)+"]"; mes "I can't make it any clearer."; mes "Once a weapon is destroyed,"; mes "there's no getting it back."; mes "You really have a chance to"; mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if((countitem(.@material) < 1) || (Zeny < .@price)) { mes "[" + getarg(0) + "]"; mes "You don't seem to have"; mes "enough Zeny or "+getitemname(.@material)+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny, Zeny-.@price; delitem .@material,1; //custom checks if(.@g == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } //dispbottom getequippercentrefinery(.@part); wieviel % auf succes! //dispbottom .@refinerycnt; UPGRADELVL! dispbottom "Check: Versuch zu Upgraden"; if(.@g <= rand(100)) { dispbottom getequippercentrefinery(.@part); failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; emotion e_heh; set .@win,rand(1,3); if (.@win == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; } else if(.@win == 2) { mes "Success...!"; mes "Yet again, my amazing"; mes "talent truly dazzles"; mes "and shines today."; } else { mes "Heh heh!"; mes "I'm all done."; mes "No doubt, my work is"; mes "to your satisfaction."; mes "Sheer, utter perfection~"; } close; } oh yes sir i need to use proof of donation for ups Quote
Normynator Posted July 23, 2014 Posted July 23, 2014 OK i changed it to "Proof of donation" function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; mes "I can refine all kinds of weapons, armor and equipment, so let me"; mes "know what you want me 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } //Check if the item is refinable... if(!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +10 if(getequiprefinerycnt(.@part) >= 10) { mes "[" + getarg(0) + "]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set .@refineitemid, getequipid(.@part); // save id of the item set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count switch(getequipweaponlv(.@part)){ case 0: //Refine Armor set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(getequipweaponlv(.@part)) { 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; case 5: set .@price, .@price * 10; break; } } if(.@features != 1) { mes "[" + getarg(0) + "]"; mes "To refine this I need"; mes "one ^003366"+getitemname(.@material)+"^000000 and"; mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } .@g = getequippercentrefinery(.@part); //dispbottom "getequ .@g : " + .@g; if(.@safe == 4){ //dispbottom .@refinerycnt; if(.@refinerycnt >= 4){ mes "Do you want to use Donation-Refiner?"; if(select("Yes:No") == 1){ next; //dispbottom "Check: mit Item"; if(.@refinerycnt == 4){ .@w = 100; .@z = 5; //dispbottom .@w; }else if(.@refinerycnt == 5 ){ .@w = 100; .@z = 10; //dispbottom .@w; }else if(.@refinerycnt == 6 ){ .@w = 80; .@z = 15; //dispbottom .@w; }else if(.@refinerycnt == 7 ){ .@w = 70; .@z = 16; //dispbottom .@w; }else if(.@refinerycnt == 8 ){ .@w = 60; .@z = 18; //dispbottom .@w; }else if(.@refinerycnt == 9 ){ .@w = 50; .@z = 20; //dispbottom .@w; } mes "[" + getarg(0) + "]"; mes "You need: "+ .@z + " " + getitemname( 7179 ); next; if(select("Yes:No") == 1 && ( countitem( 7179 ) > .@z )){ delitem 7179,.@z; .@g = .@w; }else{ mes "[" + getarg(0) + "]"; mes "Not enought " + getitemname( 7179 ); close; } }else{ .@g = .@w; next; } } } if(.@g < 100) { mes "[" + getarg(0) + "]"; mes "Oh no! If I continue to"; mes "refine this, there's a risk it could"; switch(.@material) { case 985: mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000."; break; default: mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,"; mes "or any added special properties."; break; } next; mes "["+getarg(0)+"]"; mes "I can't make it any clearer."; mes "Once a weapon is destroyed,"; mes "there's no getting it back."; mes "You really have a chance to"; mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if((countitem(.@material) < 1) || (Zeny < .@price)) { mes "[" + getarg(0) + "]"; mes "You don't seem to have"; mes "enough Zeny or "+getitemname(.@material)+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny, Zeny-.@price; delitem .@material,1; //custom checks if(.@g == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } //dispbottom getequippercentrefinery(.@part); wieviel % auf succes! //dispbottom .@refinerycnt; UPGRADELVL! //dispbottom "Check: Versuch zu Upgraden"; if(.@g <= rand(100)) { //dispbottom getequippercentrefinery(.@part); failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; emotion e_heh; set .@win,rand(1,3); if (.@win == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; } else if(.@win == 2) { mes "Success...!"; mes "Yet again, my amazing"; mes "talent truly dazzles"; mes "and shines today."; } else { mes "Heh heh!"; mes "I'm all done."; mes "No doubt, my work is"; mes "to your satisfaction."; mes "Sheer, utter perfection~"; } close; } Quote
Normynator Posted July 24, 2014 Posted July 24, 2014 The script I posted is just a changed part of the original refiner script. Just replace the script-part at /npc/merchants/refine.txt Quote
Nero Posted July 25, 2014 Author Posted July 25, 2014 how can i make it separately sir? The script I posted is just a changed part of the original refiner script.Just replace the script-part at/npc/merchants/refine.txt Quote
Normynator Posted July 25, 2014 Posted July 25, 2014 sure, but why do you want an sperat npc instead of an updated npc ? Quote
Nero Posted July 26, 2014 Author Posted July 26, 2014 So that it will be classified as Donate refiner sure, but why do you want an sperat npc instead of an updated npc ? Quote
Normynator Posted July 26, 2014 Posted July 26, 2014 //changed script by Normynator function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; mes "I can refine all kinds of weapons, armor and equipment, so let me"; mes "know what you want me 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } //Check if the item is refinable... if(!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +10 if(getequiprefinerycnt(.@part) >= 10) { mes "[" + getarg(0) + "]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set .@refineitemid, getequipid(.@part); // save id of the item set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count switch(getequipweaponlv(.@part)){ case 0: //Refine Armor set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(getequipweaponlv(.@part)) { 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; case 5: set .@price, .@price * 10; break; } } if(.@features != 1) { mes "[" + getarg(0) + "]"; mes "To refine this I need"; mes "one ^003366"+getitemname(.@material)+"^000000 and"; mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } .@g = getequippercentrefinery(.@part); //dispbottom "getequ .@g : " + .@g; if(.@safe == 4){ //dispbottom .@refinerycnt; if(.@refinerycnt >= 4){ mes "Do you want to use Donation-Refiner?"; if(select("Yes:No") == 1){ next; //dispbottom "Check: mit Item"; if(.@refinerycnt == 4){ .@w = 100; .@z = 5; //dispbottom .@w; }else if(.@refinerycnt == 5 ){ .@w = 100; .@z = 10; //dispbottom .@w; }else if(.@refinerycnt == 6 ){ .@w = 80; .@z = 15; //dispbottom .@w; }else if(.@refinerycnt == 7 ){ .@w = 70; .@z = 16; //dispbottom .@w; }else if(.@refinerycnt == 8 ){ .@w = 60; .@z = 18; //dispbottom .@w; }else if(.@refinerycnt == 9 ){ .@w = 50; .@z = 20; //dispbottom .@w; } mes "[" + getarg(0) + "]"; mes "You need: "+ .@z + " " + getitemname( 7179 ); next; if(select("Yes:No") == 1 && ( countitem( 7179 ) > .@z )){ delitem 7179,.@z; .@g = .@w; }else{ mes "[" + getarg(0) + "]"; mes "Not enought " + getitemname( 7179 ); close; } }else{ .@g = .@w; next; } } } if(.@g < 100) { mes "[" + getarg(0) + "]"; mes "Oh no! If I continue to"; mes "refine this, there's a risk it could"; switch(.@material) { case 985: mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000."; break; default: mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,"; mes "or any added special properties."; break; } next; mes "["+getarg(0)+"]"; mes "I can't make it any clearer."; mes "Once a weapon is destroyed,"; mes "there's no getting it back."; mes "You really have a chance to"; mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if((countitem(.@material) < 1) || (Zeny < .@price)) { mes "[" + getarg(0) + "]"; mes "You don't seem to have"; mes "enough Zeny or "+getitemname(.@material)+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny, Zeny-.@price; delitem .@material,1; //custom checks if(.@g == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } //dispbottom getequippercentrefinery(.@part); wieviel % auf succes! //dispbottom .@refinerycnt; UPGRADELVL! //dispbottom "Check: Versuch zu Upgraden"; if(.@g <= rand(100)) { //dispbottom getequippercentrefinery(.@part); failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; emotion e_heh; set .@win,rand(1,3); if (.@win == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; } else if(.@win == 2) { mes "Success...!"; mes "Yet again, my amazing"; mes "talent truly dazzles"; mes "and shines today."; } else { mes "Heh heh!"; mes "I'm all done."; mes "No doubt, my work is"; mes "to your satisfaction."; mes "Sheer, utter perfection~"; } close; } } prontera,140,176,5 script Dunno 74,{ callfunc "refinemain","Dunno",0; end; } Now it should work as a npc, just change the last lines if you want to change location, styl or name Quote
Nero Posted July 26, 2014 Author Posted July 26, 2014 Having this error //changed script by Normynator function script refinemain { disable_items; set .@features,getarg(1); mes "[" + getarg(0) + "]"; mes "I'm the Armsmith."; mes "I can refine all kinds of weapons, armor and equipment, so let me"; mes "know what you want me 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } set .@part, select(.@menu$); if(!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion e_an; close; } //Check if the item is refinable... if(!getequipisenableref(.@part)) { mes "[" + getarg(0) + "]"; mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +10 if(getequiprefinerycnt(.@part) >= 10) { mes "[" + getarg(0) + "]"; mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set .@refineitemid, getequipid(.@part); // save id of the item set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count switch(getequipweaponlv(.@part)){ case 0: //Refine Armor set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; //Phracon set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; //Emveretarcon set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; //Oridecon set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; //Oridecon set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; //Elunium set .@safe,4; break; } // If the VIP system is enabled, the prices for non-VIP players are considerably higher. if (VIP_SCRIPT && !vip_status(1)) { switch(getequipweaponlv(.@part)) { 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; case 5: set .@price, .@price * 10; break; } } if(.@features != 1) { mes "[" + getarg(0) + "]"; mes "To refine this I need"; mes "one ^003366"+getitemname(.@material)+"^000000 and"; mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } .@g = getequippercentrefinery(.@part); //dispbottom "getequ .@g : " + .@g; if(.@safe == 4){ //dispbottom .@refinerycnt; if(.@refinerycnt >= 4){ mes "Do you want to use Donation-Refiner?"; if(select("Yes:No") == 1){ next; //dispbottom "Check: mit Item"; if(.@refinerycnt == 4){ .@w = 100; .@z = 5; //dispbottom .@w; }else if(.@refinerycnt == 5 ){ .@w = 100; .@z = 10; //dispbottom .@w; }else if(.@refinerycnt == 6 ){ .@w = 80; .@z = 15; //dispbottom .@w; }else if(.@refinerycnt == 7 ){ .@w = 70; .@z = 16; //dispbottom .@w; }else if(.@refinerycnt == 8 ){ .@w = 60; .@z = 18; //dispbottom .@w; }else if(.@refinerycnt == 9 ){ .@w = 50; .@z = 20; //dispbottom .@w; } mes "[" + getarg(0) + "]"; mes "You need: "+ .@z + " " + getitemname( 7179 ); next; if(select("Yes:No") == 1 && ( countitem( 7179 ) > .@z )){ delitem 7179,.@z; .@g = .@w; }else{ mes "[" + getarg(0) + "]"; mes "Not enought " + getitemname( 7179 ); close; } }else{ .@g = .@w; next; } } } if(.@g < 100) { mes "[" + getarg(0) + "]"; mes "Oh no! If I continue to"; mes "refine this, there's a risk it could"; switch(.@material) { case 985: mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000."; break; default: mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,"; mes "or any added special properties."; break; } next; mes "["+getarg(0)+"]"; mes "I can't make it any clearer."; mes "Once a weapon is destroyed,"; mes "there's no getting it back."; mes "You really have a chance to"; mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; if(select("Yes:No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if((countitem(.@material) < 1) || (Zeny < .@price)) { mes "[" + getarg(0) + "]"; mes "You don't seem to have"; mes "enough Zeny or "+getitemname(.@material)+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny, Zeny-.@price; delitem .@material,1; //custom checks if(.@g == 0) { // hacker has removed the item (not changed, why?) mes "[" + getarg(0) + "]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item mes "[" + getarg(0) + "]"; emotion e_an; 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; } //dispbottom getequippercentrefinery(.@part); wieviel % auf succes! //dispbottom .@refinerycnt; UPGRADELVL! //dispbottom "Check: Versuch zu Upgraden"; if(.@g <= rand(100)) { //dispbottom getequippercentrefinery(.@part); failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; emotion e_heh; set .@win,rand(1,3); if (.@win == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; } else if(.@win == 2) { mes "Success...!"; mes "Yet again, my amazing"; mes "talent truly dazzles"; mes "and shines today."; } else { mes "Heh heh!"; mes "I'm all done."; mes "No doubt, my work is"; mes "to your satisfaction."; mes "Sheer, utter perfection~"; } close; } } prontera,140,176,5 script Dunno 74,{ callfunc "refinemain","Dunno",0; end; } Now it should work as a npc, just change the last lines if you want to change location, styl or name Quote
Question
Nero
So here it is. i want an refiner that if the item is already +4 and the player wants to upgrade it, it will cost
5 proof of donation for +5 with a 100% chance
if the item is already +5 and the player wants to upgrade it, it will cost
10 proof of donation for +6 with a 100% chance
if the item is already +6 and the player wants to upgrade it, it will cost
15 proof of donation for +7 with a 80% chance( will announce "player name" has upgrade +7 "item")
if the item is already +7 and the player wants to upgrade it, it will cost
16 proof of donation for +8 with a 70% chance ( will announce "player name" has upgrade +8 "item")
if the item is already +8 and the player wants to upgrade it, it will cost
18 proof of donation for +9 with a 60% chance ( will announce "player name" has upgrade +9 "item")
if the item is already +9 and the player wants to upgrade it, it will cost
20 proof of donation for +10 with a 50% chance ( will announce "player name" has upgrade +10 "item")
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