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author | Jesusaves <cpntb1@ymail.com> | 2019-12-31 03:27:11 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-12-31 03:27:11 -0300 |
commit | cd540ab572e6412945d23e0dce2be50cac64bb8c (patch) | |
tree | b843c66bf6995095e6514b9edb5b4eb5b0d32205 /npc/020-5/bracco.txt | |
parent | 9be2fefee7ca23e6bab5b611cc87b00e6b91a2c1 (diff) | |
download | serverdata-cd540ab572e6412945d23e0dce2be50cac64bb8c.tar.gz serverdata-cd540ab572e6412945d23e0dce2be50cac64bb8c.tar.bz2 serverdata-cd540ab572e6412945d23e0dce2be50cac64bb8c.tar.xz serverdata-cd540ab572e6412945d23e0dce2be50cac64bb8c.zip |
Prepare new Bracco's loop
Diffstat (limited to 'npc/020-5/bracco.txt')
-rw-r--r-- | npc/020-5/bracco.txt | 129 |
1 files changed, 86 insertions, 43 deletions
diff --git a/npc/020-5/bracco.txt b/npc/020-5/bracco.txt index c9cb31941..aaffbfc42 100644 --- a/npc/020-5/bracco.txt +++ b/npc/020-5/bracco.txt @@ -4,13 +4,56 @@ // 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; - // Meltdown( item, price, {id1, amount1}, {id2, amount2}... ) + // LegacyMeltdown( item, price, {id1, amount1}, {id2, amount2}... ) function Meltdown { if (getargcount() < 2 || getargcount() % 2 != 0) return Exception("Faulty learning Meltdown command invoked - error"); + 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); + .@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)); + + delitem .@index, 1; + POL_PlayerMoney(.@price); + + // TODO: Inventoryplace. + // Add Items (if inventory is full, your fault and not mine) + for (.@i=2;.@i < getargcount(); .@i++) { + if (getarg(.@i+1)) {// It may be zero + getitem getarg(.@i), getarg(.@i+1); + mesc l("* Acquired @@ @@!", getarg(.@i+1), getitemlink(getarg(.@i))); + } + .@i++; + } + @indexisbroken=true; + return; + } + + // LegacyMeltdown( item, price, {id1, amount1}, {id2, amount2}... ) + function LegacyMeltdown { + if (getargcount() < 2 || getargcount() % 2 != 0) + return Exception("Faulty learning Meltdown command invoked - error"); if (@indexisbroken) { mesc l("Wait, if you try to melt more than one item at login, manaplus will get buggy."), 1; mesc l("Please try again later!"), 1; @@ -48,7 +91,7 @@ @indexisbroken=true; return; } - // MassMeltdown( item, price, {id1, amount1}, {id2, amount2}... ) + // MassLegacyMeltdown( item, price, {id1, amount1}, {id2, amount2}... ) function MassMeltdown { if (getargcount() < 2 || getargcount() % 2 != 0) return Exception("Faulty learning Meltdown command invoked - error"); @@ -213,19 +256,19 @@ L_Irreversible: switch (@menuret) { // Copy Paste from normal Meltdown case RustyKnife: - MassMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); + MassLegacyMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); break; case SmallKnife: - MassMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); + MassLegacyMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); break; case Knife: - MassMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); + MassLegacyMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); break; case SharpKnife: - MassMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); + MassLegacyMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); break; case Dagger: - MassMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4)); + MassLegacyMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4)); break; } close; @@ -248,119 +291,119 @@ L_Meltdown: switch (.@id) { // Special Exceptions case SilverMirror: - Meltdown(.@it, 500, SilverOre, rand2(2, 5)); // Exception + LegacyMeltdown(.@it, 500, SilverOre, rand2(2, 5)); // Exception break; case RustyKnife: - Meltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception + LegacyMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception break; case SmallKnife: - Meltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception + LegacyMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception break; case Knife: - Meltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); // Exception + LegacyMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); // Exception break; case SharpKnife: - Meltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); // Exception + LegacyMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); // Exception break; case Dagger: - Meltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception + LegacyMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception break; // Official Weapons case WoodenSword: - Meltdown(.@it, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned + LegacyMeltdown(.@it, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned break; case BugSlayer: - Meltdown(.@it, 1000, IronIngot, rand2(4,5)); + LegacyMeltdown(.@it, 1000, IronIngot, rand2(4,5)); break; case ShortGladius: - Meltdown(.@it, 1500, IronIngot, rand2(6,8)); + LegacyMeltdown(.@it, 1500, IronIngot, rand2(6,8)); break; case Backsword: - Meltdown(.@it, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2)); + LegacyMeltdown(.@it, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2)); break; case ShortSword: - Meltdown(.@it, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3)); + LegacyMeltdown(.@it, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3)); break; case Kitana: - Meltdown(.@it, 2500, IronIngot, rand2(15,21), TinIngot, rand2(4,6)); + LegacyMeltdown(.@it, 2500, IronIngot, rand2(15,21), TinIngot, rand2(4,6)); break; case BoneKnife: - Meltdown(.@it, 3000, IronIngot, rand2(18,25), Bone, rand2(45,62)); + LegacyMeltdown(.@it, 3000, IronIngot, rand2(18,25), Bone, rand2(45,62)); break; case LongSword: - Meltdown(.@it, 3000, IronIngot, rand2(21,29), IridiumIngot, rand2(0,1)); + LegacyMeltdown(.@it, 3000, IronIngot, rand2(21,29), IridiumIngot, rand2(0,1)); break; case RockKnife: - Meltdown(.@it, 3000, TerraniteOre, rand2(25,35), IridiumIngot, 1); + LegacyMeltdown(.@it, 3000, TerraniteOre, rand2(25,35), IridiumIngot, 1); break; case DivineSword: - Meltdown(.@it, 3000, DivineApple, 1, PlatinumIngot, rand2(1,2), IridiumIngot, rand2(2,3)); + LegacyMeltdown(.@it, 3000, DivineApple, 1, PlatinumIngot, rand2(1,2), IridiumIngot, rand2(2,3)); break; // 2 hand swords case MiereCleaver: - Meltdown(.@it, 2000, SilverIngot, rand2(6,8)); + LegacyMeltdown(.@it, 2000, SilverIngot, rand2(6,8)); break; case Broadsword: - Meltdown(.@it, 2000, SilverIngot, rand2(13,18)); + LegacyMeltdown(.@it, 2000, SilverIngot, rand2(13,18)); break; case Halberd: - Meltdown(.@it, 2000, SilverIngot, rand2(22,31), TinIngot, rand2(2,3)); + LegacyMeltdown(.@it, 2000, SilverIngot, rand2(22,31), TinIngot, rand2(2,3)); break; case ImmortalSword: - Meltdown(.@it, 2000, SilverIngot, rand2(20,28), IridiumIngot, 1); + LegacyMeltdown(.@it, 2000, SilverIngot, rand2(20,28), IridiumIngot, 1); break; // Bows can go up to 100% but only wood is returned case ShortBow: - Meltdown(.@it, 2000, WoodenLog, rand2(9,18)); + LegacyMeltdown(.@it, 2000, WoodenLog, rand2(9,18)); break; case ForestBow: - Meltdown(.@it, 2000, WoodenLog, rand2(12,24)); + LegacyMeltdown(.@it, 2000, WoodenLog, rand2(12,24)); break; case ElficBow: - Meltdown(.@it, 1500, WoodenLog, rand2(16,33)); + LegacyMeltdown(.@it, 1500, WoodenLog, rand2(16,33)); break; case ChampionshipBow: - Meltdown(.@it, 1000, WoodenLog, rand2(24,48)); + LegacyMeltdown(.@it, 1000, WoodenLog, rand2(24,48)); break; case BansheeBow: - Meltdown(.@it, 500, WoodenLog, rand2(35,70)); + LegacyMeltdown(.@it, 500, WoodenLog, rand2(35,70)); break; // Wands have no warranted min. and are more expensive because they are sold case TrainingWand: - Meltdown(.@it, 12000, WoodenLog, rand2(1,14), ManaPiouFeathers, rand2(0, 21), FluoPowder, rand2(0,3)); + LegacyMeltdown(.@it, 12000, WoodenLog, rand2(1,14), ManaPiouFeathers, rand2(0, 21), FluoPowder, rand2(0,3)); break; case NoviceWand: - Meltdown(.@it, 12000, WoodenLog, rand2(2,28), ManaPiouFeathers, rand2(1, 42), FluoPowder, rand2(0,5)); + LegacyMeltdown(.@it, 12000, WoodenLog, rand2(2,28), ManaPiouFeathers, rand2(1, 42), FluoPowder, rand2(0,5)); break; case ApprenticeWand: - Meltdown(.@it, 12000, WoodenLog, rand2(3,42), ManaPiouFeathers, rand2(2, 63), FluoPowder, rand2(0,8)); + LegacyMeltdown(.@it, 12000, WoodenLog, rand2(3,42), ManaPiouFeathers, rand2(2, 63), FluoPowder, rand2(0,8)); break; case LeaderWand: - Meltdown(.@it, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10)); + LegacyMeltdown(.@it, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10)); break; case LegendaryWand: - Meltdown(.@it, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14)); + LegacyMeltdown(.@it, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14)); break; // Shields - same rule (except leather shield) case RoundLeatherShield: - Meltdown(.@it, 500, LeatherPatch, rand2(0,1)); + LegacyMeltdown(.@it, 500, LeatherPatch, rand2(0,1)); break; case LeatherShield: - Meltdown(.@it, 500, LeatherPatch, rand2(1,3)); + LegacyMeltdown(.@it, 500, LeatherPatch, rand2(1,3)); break; case WoodenShield: - Meltdown(.@it, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1); + LegacyMeltdown(.@it, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1); break; case BladeShield: - Meltdown(.@it, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1); + LegacyMeltdown(.@it, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1); break; case BraknarShield: - Meltdown(.@it, 1500, CopperIngot, rand2(9,12), TinIngot, 1); + LegacyMeltdown(.@it, 1500, CopperIngot, rand2(9,12), TinIngot, 1); break; // Etc case GoldenRing: - Meltdown(.@it, 1500, GoldPieces, rand2(2,3)); + LegacyMeltdown(.@it, 1500, GoldPieces, rand2(2,3)); break; default: mesn; |