diff options
Diffstat (limited to 'npc/020-5/bracco.txt')
-rw-r--r-- | npc/020-5/bracco.txt | 93 |
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; |