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-rw-r--r--npc/020-5/bracco.txt93
1 files changed, 45 insertions, 48 deletions
diff --git a/npc/020-5/bracco.txt b/npc/020-5/bracco.txt
index aaffbfc42..6bcea4bf2 100644
--- a/npc/020-5/bracco.txt
+++ b/npc/020-5/bracco.txt
@@ -10,7 +10,7 @@
020-5,31,25,0 script Bracco NPC_M_SHOPKEEPER,{
goto L_Start;
- // LegacyMeltdown( item, price, {id1, amount1}, {id2, amount2}... )
+ // Meltdown( item, price, {id1, amount1}, {id2, amount2}... )
function Meltdown {
if (getargcount() < 2 || getargcount() % 2 != 0)
return Exception("Faulty learning Meltdown command invoked - error");
@@ -91,7 +91,7 @@
@indexisbroken=true;
return;
}
- // MassLegacyMeltdown( item, price, {id1, amount1}, {id2, amount2}... )
+ // MassMeltdown( item, price, {id1, amount1}, {id2, amount2}... )
function MassMeltdown {
if (getargcount() < 2 || getargcount() % 2 != 0)
return Exception("Faulty learning Meltdown command invoked - error");
@@ -256,19 +256,19 @@ L_Irreversible:
switch (@menuret) {
// Copy Paste from normal Meltdown
case RustyKnife:
- MassLegacyMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1));
+ MassMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1));
break;
case SmallKnife:
- MassLegacyMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1));
+ MassMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1));
break;
case Knife:
- MassLegacyMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2));
+ MassMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2));
break;
case SharpKnife:
- MassLegacyMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3));
+ MassMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3));
break;
case Dagger:
- MassLegacyMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4));
+ MassMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4));
break;
}
close;
@@ -280,130 +280,127 @@ 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.");
- .@it=requestitemindex();
- if (.@it < 0)
+ .@id=requestitem();
+ if (.@id <= 0)
close;
- delinventorylist();
- getinventorylist();
- .@id=@inventorylist_id[.@it];
mes "";
// Returns 50~70% of invested ingots, rounded down. Never returns Coal.
switch (.@id) {
// Special Exceptions
case SilverMirror:
- LegacyMeltdown(.@it, 500, SilverOre, rand2(2, 5)); // Exception
+ Meltdown(.@id, 500, SilverOre, rand2(2, 5)); // Exception
break;
case RustyKnife:
- LegacyMeltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception
+ Meltdown(.@id, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception
break;
case SmallKnife:
- LegacyMeltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception
+ Meltdown(.@id, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception
break;
case Knife:
- LegacyMeltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); // Exception
+ Meltdown(.@id, 25, IronOre, any(0, 1, 1, 2)); // Exception
break;
case SharpKnife:
- LegacyMeltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); // Exception
+ Meltdown(.@id, 50, IronOre, any(1, 2, 2, 3)); // Exception
break;
case Dagger:
- LegacyMeltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception
+ Meltdown(.@id, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception
break;
// Official Weapons
case WoodenSword:
- LegacyMeltdown(.@it, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned
+ Meltdown(.@id, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned
break;
case BugSlayer:
- LegacyMeltdown(.@it, 1000, IronIngot, rand2(4,5));
+ Meltdown(.@id, 1000, IronIngot, rand2(4,5));
break;
case ShortGladius:
- LegacyMeltdown(.@it, 1500, IronIngot, rand2(6,8));
+ Meltdown(.@id, 1500, IronIngot, rand2(6,8));
break;
case Backsword:
- LegacyMeltdown(.@it, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2));
+ Meltdown(.@id, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2));
break;
case ShortSword:
- LegacyMeltdown(.@it, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3));
+ Meltdown(.@id, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3));
break;
case Kitana:
- LegacyMeltdown(.@it, 2500, IronIngot, rand2(15,21), TinIngot, rand2(4,6));
+ Meltdown(.@id, 2500, IronIngot, rand2(15,21), TinIngot, rand2(4,6));
break;
case BoneKnife:
- LegacyMeltdown(.@it, 3000, IronIngot, rand2(18,25), Bone, rand2(45,62));
+ Meltdown(.@id, 3000, IronIngot, rand2(18,25), Bone, rand2(45,62));
break;
case LongSword:
- LegacyMeltdown(.@it, 3000, IronIngot, rand2(21,29), IridiumIngot, rand2(0,1));
+ Meltdown(.@id, 3000, IronIngot, rand2(21,29), IridiumIngot, rand2(0,1));
break;
case RockKnife:
- LegacyMeltdown(.@it, 3000, TerraniteOre, rand2(25,35), IridiumIngot, 1);
+ Meltdown(.@id, 3000, TerraniteOre, rand2(25,35), IridiumIngot, 1);
break;
case DivineSword:
- LegacyMeltdown(.@it, 3000, DivineApple, 1, PlatinumIngot, rand2(1,2), IridiumIngot, rand2(2,3));
+ Meltdown(.@id, 3000, DivineApple, 1, PlatinumIngot, rand2(1,2), IridiumIngot, rand2(2,3));
break;
// 2 hand swords
case MiereCleaver:
- LegacyMeltdown(.@it, 2000, SilverIngot, rand2(6,8));
+ Meltdown(.@id, 2000, SilverIngot, rand2(6,8));
break;
case Broadsword:
- LegacyMeltdown(.@it, 2000, SilverIngot, rand2(13,18));
+ Meltdown(.@id, 2000, SilverIngot, rand2(13,18));
break;
case Halberd:
- LegacyMeltdown(.@it, 2000, SilverIngot, rand2(22,31), TinIngot, rand2(2,3));
+ Meltdown(.@id, 2000, SilverIngot, rand2(22,31), TinIngot, rand2(2,3));
break;
case ImmortalSword:
- LegacyMeltdown(.@it, 2000, SilverIngot, rand2(20,28), IridiumIngot, 1);
+ Meltdown(.@id, 2000, SilverIngot, rand2(20,28), IridiumIngot, 1);
break;
// Bows can go up to 100% but only wood is returned
case ShortBow:
- LegacyMeltdown(.@it, 2000, WoodenLog, rand2(9,18));
+ Meltdown(.@id, 2000, WoodenLog, rand2(9,18));
break;
case ForestBow:
- LegacyMeltdown(.@it, 2000, WoodenLog, rand2(12,24));
+ Meltdown(.@id, 2000, WoodenLog, rand2(12,24));
break;
case ElficBow:
- LegacyMeltdown(.@it, 1500, WoodenLog, rand2(16,33));
+ Meltdown(.@id, 1500, WoodenLog, rand2(16,33));
break;
case ChampionshipBow:
- LegacyMeltdown(.@it, 1000, WoodenLog, rand2(24,48));
+ Meltdown(.@id, 1000, WoodenLog, rand2(24,48));
break;
case BansheeBow:
- LegacyMeltdown(.@it, 500, WoodenLog, rand2(35,70));
+ Meltdown(.@id, 500, WoodenLog, rand2(35,70));
break;
// Wands have no warranted min. and are more expensive because they are sold
case TrainingWand:
- LegacyMeltdown(.@it, 12000, WoodenLog, rand2(1,14), ManaPiouFeathers, rand2(0, 21), FluoPowder, rand2(0,3));
+ Meltdown(.@id, 12000, WoodenLog, rand2(1,14), ManaPiouFeathers, rand2(0, 21), FluoPowder, rand2(0,3));
break;
case NoviceWand:
- LegacyMeltdown(.@it, 12000, WoodenLog, rand2(2,28), ManaPiouFeathers, rand2(1, 42), FluoPowder, rand2(0,5));
+ Meltdown(.@id, 12000, WoodenLog, rand2(2,28), ManaPiouFeathers, rand2(1, 42), FluoPowder, rand2(0,5));
break;
case ApprenticeWand:
- LegacyMeltdown(.@it, 12000, WoodenLog, rand2(3,42), ManaPiouFeathers, rand2(2, 63), FluoPowder, rand2(0,8));
+ Meltdown(.@id, 12000, WoodenLog, rand2(3,42), ManaPiouFeathers, rand2(2, 63), FluoPowder, rand2(0,8));
break;
case LeaderWand:
- LegacyMeltdown(.@it, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10));
+ Meltdown(.@id, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10));
break;
case LegendaryWand:
- LegacyMeltdown(.@it, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14));
+ Meltdown(.@id, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14));
break;
// Shields - same rule (except leather shield)
case RoundLeatherShield:
- LegacyMeltdown(.@it, 500, LeatherPatch, rand2(0,1));
+ Meltdown(.@id, 500, LeatherPatch, rand2(0,1));
break;
case LeatherShield:
- LegacyMeltdown(.@it, 500, LeatherPatch, rand2(1,3));
+ Meltdown(.@id, 500, LeatherPatch, rand2(1,3));
break;
case WoodenShield:
- LegacyMeltdown(.@it, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1);
+ Meltdown(.@id, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1);
break;
case BladeShield:
- LegacyMeltdown(.@it, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1);
+ Meltdown(.@id, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1);
break;
case BraknarShield:
- LegacyMeltdown(.@it, 1500, CopperIngot, rand2(9,12), TinIngot, 1);
+ Meltdown(.@id, 1500, CopperIngot, rand2(9,12), TinIngot, 1);
break;
// Etc
case GoldenRing:
- LegacyMeltdown(.@it, 1500, GoldPieces, rand2(2,3));
+ Meltdown(.@id, 1500, GoldPieces, rand2(2,3));
break;
default:
mesn;