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path: root/npc/020-5/bracco.txt
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// TMW-2 Script
// Author:
//    Jesusalva
// Description:
//    Nivalis shopkeeper & forge master. He deals with the equipment which Nicholas,
//    Silversmith and Nahred doesn't works with.
// TODO FIXME: Rewrite Meltdown to don't allow if countitem(id) > 1
// Also, use deletion by ID (reliable).
// delitemidx is HOPELESSY BROKEN

020-5,31,25,0	script	Bracco	NPC_M_SHOPKEEPER,{
    goto L_Start;

    // NewMeltdown( item )
    // Meltdown the item for realz
    function NewMeltdown {
        .@const$ = data_to_string(getarg(0));

        // Shady code by gumi
        if (startswith(.@const$, "Craft")) {
            // infer the item constant from the craft constant
            .@recipe = getarg(0);

            .@item = string_to_data(substr(.@const$, 5, getstrlen(.@const$) - 1));
        } else {
            // infer the craft constant from the item constant
            .@recipe = string_to_data(sprintf("Craft%s", .@const$));
            .@item = getarg(0);
        }

        if (.@item <= 0) {
            // target item not found
            consolebug("ERROR, INVALID ITEM ID DETECTED at NewMeltdown");
            return;
        }
        // More shady code by gumi
        for (.@inv = 0; .@inv < 9; ++.@inv) {
            .@size = getcraftrecipe(.@recipe, .@inv, .@qty[0], .@item_id[0]);

            if (.@size < 0) {
                if (.@size == -1) {
                    // recipe does not exist
                    return 0;
                    break;
                }
                // inventory does not exist
                return 0;
                break;
            }

            // More shady code
            for (.@it = 0; .@it < .@size; ++.@it) {
                .@recipe_item = .@item_id[.@it];
                .@recipe_qty = .@qty[.@it];

                if (.@recipe_item <= 0) {
                    break;
                }

            // "Unique" items are never refunded
            if (.@recipe_qty <= 1) continue;

            // Coal is NEVER refunded
            if (.@recipe_item == Coal) continue;

            // New rates
            .@mini = .@recipe_qty * 3 / 10 + 1; // Minimum: 30% + 1
            .@maxi = .@recipe_qty / 2; // Maximum: 50% + 1

            // Some sanitizing (should never happen but you can never be sure)
            // (Could only happen if qty == 1, which is skipped)
            if (.@mini > .@maxi)
                .@maxi = .@mini;

            .@ammo = rand2(.@mini, .@maxi);

            getitem .@recipe_item, .@ammo;
            mesc l("* Acquired @@ @@!", .@ammo, getitemlink(.@recipe_item));
            }
        }
        return .@item;
    }

    // Meltdown( item, price )
    function Meltdown {
        if (countitem(getarg(0)) != 1) {
            mesc l("Wait, if you try to melt more than one item, manaplus will get buggy."), 1;
            mesc l("Please try again later!"), 1;
            close;
        }

        .@index=getarg(0);
        .@price=getarg(1, getiteminfo(.@item, ITEMINFO_SELLPRICE)/20);
		.@price=POL_AdjustPrice(.@price);

        // Confirmation
        mesn;
        mesc l("Really melt down your @@? It'll cost you @@ GP. This action cannot be undone!", getitemlink(.@index), .@price), 1;
        next;
        if (askyesno() == ASK_NO || Zeny < .@price)
            return;

        // Report it was done
        mesc l("@@ melt down your @@...", .name$, getitemlink(.@index)), 2;

        delitem .@index, 1;
		POL_PlayerMoney(.@price);

        // TODO: Inventoryplace.
        // Add Items (if inventory is full, your fault and not mine)
        NewMeltdown(.@index);
        @indexisbroken=true;
        return;
    }

    // MassMeltdown( item, price )
    function MassMeltdown {
        .@id=getarg(0);
        .@price=getarg(1);
        .@total=countitem(.@id);
        if (!.@total) {
            mesc l("You don't have any %s.", getitemlink(.@id)), 1;
            mesc l("Please try again later!"), 1;
            next;
            return;
        }

		.@price=POL_AdjustPrice(.@price);

        // Skip Confirmation
        mesn;
        mesc l("Really melt down all your @@? It'll cost you @@ GP each. This action cannot be undone!", getitemlink(.@id), .@price), 1;
        next;
        if (askyesno() == ASK_NO || Zeny < .@price)
            return;

        delinventorylist();
        getinventorylist();
        debugmes "Requested to melt down %d %s (%s)", .@total, getitemname(.@id), strcharinfo(0);

        freeloop(true);
        for (.@index=0; .@index < @inventorylist_count; .@index++) {
            .@x=@inventorylist_id[.@index];
            if (.@x == getarg(0) && Zeny >= .@price) {
                //delitemidx .@index, 1;
				POL_PlayerMoney(.@price);
                // Report it was done
                mesc l("@@ melt down your @@...", .name$, getitemlink(.@x)), 2;

                // Really melt it down
                NewMeltdown(getarg(0));
            }
        }
        freeloop(false);

        // TODO: Put this in a timer so it can't be exploited
        // For now, we'll produce logs so I can go after cheaters with a banhammer
        delitem .@id, .@total; // Delete first, no refunds
        debugmes "Success melting down %d %s (%s)", .@total, getitemname(.@id), strcharinfo(0);

        @indexisbroken=true;
        return;
    }

    // blacksmith_create( BaseItem1, Amount, BaseItem2, Amount, PrizeItem, Price )
    function blacksmith_create {
        .@base1=getarg(0);
        .@amon1=getarg(1);
        .@base2=getarg(2);
        .@amon2=getarg(3);
        .@prize=getarg(4);
        .@price=getarg(5);

		.@price=POL_AdjustPrice(.@price);

        mesn;
        mesq l("Do you want to craft @@? For that I will need:", getitemlink(.@prize));
        mesc l("@@/@@ @@", countitem(.@base1), .@amon1, getitemlink(.@base1));
        mesc l("@@/@@ @@", countitem(.@base2), .@amon2, getitemlink(.@base2));
        mesc l("@@/@@ GP", format_number(Zeny), format_number(.@price));

        select
            l("Yes"),
            l("No");

        if (@menu == 2)
            return;

        if (countitem(.@base1) >= .@amon1 &&
            countitem(.@base2) >= .@amon2 &&
            Zeny >= .@price) {
            inventoryplace .@prize, 1;
            delitem .@base1, .@amon1;
            delitem .@base2, .@amon2;
			POL_PlayerMoney(.@price);
            getitem .@prize, 1;
            .@xp=getiteminfo(.@base1, ITEMINFO_SELLPRICE)*.@amon1+getiteminfo(.@base2, ITEMINFO_SELLPRICE)*.@amon2;
            .@xp=.@xp*2/3;
            getexp .@xp, rand(1,10);

            mes "";
            mesn;
            mesq l("Many thanks! Come back soon.");
        } else {
            speech S_FIRST_BLANK_LINE,// | S_LAST_NEXT,
                    l("You don't have enough material, sorry.");
        }
        return;
    }

// Start
L_Start:
    mesn;
    mesq l("Welcome to my fine establishment!");
    mes "";
    select
        l("Trade"),
        l("I'm actually looking for an item forged!"),
        l("I would like an item melted!"),
        l("I would like all Knifes and Daggers on me melted!"),
        l("Leave");
    mes "";

    if (@menu == 2)
        goto L_Forge;

    if (@menu == 3)
        goto L_Meltdown;

    if (@menu == 4)
        goto L_Irreversible;

    closedialog;
    if (@menu == 1) {
        npcshopattach(.name$);
        shop .name$;
    }
    goodbye;
    close;
// Note: the prices are absurd atm, but hey hey, every single one of them are cap items currently
L_Forge:
    mesn;
    mesq l("Well, if you want warrior craft, perhaps you should look for @@ or @@.", l("Nicholas"), l("Nahrec"));
    mes "";
    select
        l("Nothing, sorry!"),
        l("I want leather armbands!"),
        l("I want copper armbands!"),
        l("I want iron armbands!");
    mes "";
    switch (@menu) {
        case 1:
            close; break;
        case 2:
            blacksmith_create(LeatherPatch, 40, TitaniumIngot, 1, Armbands, 6500);
            break;
        case 3:
            blacksmith_create(CopperIngot, 10, Coal, 30, CopperArmbands, 11000);
            break;
        case 4:
            blacksmith_create(IronIngot, 40, Coal, 80, IronArmbands, 21000);
            break;
    }
    goto L_Forge;

L_Irreversible:
    mesn;
    mesq l("Quite the guts! The price is taxed individually, if you run out of GP it is your loss.");
    mesc l("Are you sure?"), 1;
    next;
    menuint
        l("I'm not."), 0,
        l("Rusty Knife"), RustyKnife,
        l("Small Knife"), SmallKnife,
        l("Knife"), Knife,
        l("Sharp Knife"), SharpKnife,
        l("Dagger"), Dagger;
    mes "";
    .@it=@menuret;
    switch (@menuret) {
    // Copy Paste from normal Meltdown
    case RustyKnife:
        MassMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1));
        break;
    case SmallKnife:
        MassMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1));
        break;
    case Knife:
        MassMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2));
        break;
    case SharpKnife:
        MassMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3));
        break;
    case Dagger:
        MassMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4));
        break;
    // MISSING
    }
    close;




L_Meltdown:
    mesn;
    mesc l("What item do you want to melt down? This is irreversible, and may return some ingots to you, but there is no way to tell how many you'll receive!"), 1;
    mesc l("Each item have it's own tax.");
    .@id=requestitem();
    if (.@id <= 0)
        close;
    mes "";
    // Returns 30~50% of invested ingots, rounded down. Never returns Coal.
    switch (.@id) {
    // Special Exceptions
    case SilverMirror:
        Meltdown(.@id, 500, SilverOre, rand2(2, 5)); // Exception
        break;
    case RustyKnife:
        Meltdown(.@id, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception
        break;
    case SmallKnife:
        Meltdown(.@id, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception
        break;
    case Knife:
        Meltdown(.@id, 25, IronOre, any(0, 1, 1, 2)); // Exception
        break;
    case SharpKnife:
        Meltdown(.@id, 50, IronOre, any(1, 2, 2, 3)); // Exception
        break;
    case Dagger:
        Meltdown(.@id, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception
        break;
    case GoldenRing:
        Meltdown(.@id, 1500, GoldPieces, rand2(2,3));
        break;
    default:
        if (!Meltdown(.@id)) {
            mesn;
            mesq l("I cannot melt this. I only melt down equipment, and not everything I know how to!");
            next;
        }
        break;
    }
    //mesc l("Melt something else?");
    //if (askyesno() == ASK_NO)
    //    close;
    //mes "";
    //goto L_Meltdown;
    mesc l("Thanks for using my services!");
    close;

OnInit:
    .@npcId = getnpcid(.name$);
    setunitdata(.@npcId, UDT_HEADTOP, NPCEyes);
    setunitdata(.@npcId, UDT_HEADMIDDLE, TneckSweater);
    setunitdata(.@npcId, UDT_HEADBOTTOM, RaidTrousers);
    setunitdata(.@npcId, UDT_WEAPON, FurBoots);
    setunitdata(.@npcId, UDT_HAIRSTYLE, 26);
    setunitdata(.@npcId, UDT_HAIRCOLOR, 2);

    sleep(SHOPWAIT);
    tradertype(NST_MARKET);
    sellitem BritShield, -1, 1;
    sellitem BladeShield, -1, 1;
    sellitem MiereCleaver, -1, 1;
    sellitem ShortSword, -1, 1;
    sellitem LeatherShirt, -1, 1;
    sellitem LeatherShield, 5000, 1;
    sellitem ShortBow, -1, 1;
	sellitem ArrowAmmoBox,-1,rand(8,12);
	sellitem IronAmmoBox,-1,rand(3,5);

    npcsit;
    .sex = G_MALE;
    .distance = 5;
    end;

OnWed0000:
OnThu0400:
OnFri0800:
OnSat1200:
OnSun1600:
OnMon2000:
    restoreshopitem BritShield, 1;
    restoreshopitem BladeShield, 1;
    restoreshopitem MiereCleaver, 1;
    restoreshopitem ShortSword, 1;
    restoreshopitem LeatherShirt, 1;
    restoreshopitem LeatherShield, 5000, 1;
    restoreshopitem ShortBow, 1;
	restoreshopitem ArrowAmmoBox,rand(8,12);
	restoreshopitem IronAmmoBox,rand(3,5);
    end;

// Pay your taxes!
OnBuyItem:
    debugmes("Purchase confirmed");
    PurchaseTaxes();
    end;

OnSellItem:
    debugmes("Sale confirmed");
    SaleTaxes();
    end;

}