1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
|
// 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;
// Meltdown( 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$, getitemlink(.@index));
delitem .@index, 1;
POL_PlayerMoney(.@price);
// TODO: Inventoryplace.
// Add Items (if inventory is full, your fault and not mine)
for (.@i=2;.@i < getargcount(); .@i++) {
if (getarg(.@i+1)) {// It may be zero
getitem getarg(.@i), getarg(.@i+1);
mesc l("* Acquired @@ @@!", getarg(.@i+1), getitemlink(getarg(.@i)));
}
.@i++;
}
@indexisbroken=true;
return;
}
// MassMeltdown( item, price, {id1, amount1}, {id2, amount2}... )
function MassMeltdown {
if (getargcount() < 2 || getargcount() % 2 != 0)
return Exception("Faulty learning Meltdown command invoked - error");
.@id=getarg(0);
.@price=getarg(1);
.@total=countitem(.@id);
if (!.@total) {
mesc l("You don't have any %s.", getitemlink(.@id)), 1;
mesc l("Please try again later!"), 1;
next;
return;
}
.@price=POL_AdjustPrice(.@price);
// Skip Confirmation
mesn;
mesc l("Really melt down all your @@? It'll cost you @@ GP each. This action cannot be undone!", getitemlink(.@id), .@price), 1;
next;
if (askyesno() == ASK_NO || Zeny < .@price)
return;
delinventorylist();
getinventorylist();
delitem .@id, .@total; // Delete first, no refunds
for (.@index=0; .@index < @inventorylist_count; .@index++) {
.@x=@inventorylist_id[.@index];
if (.@x == getarg(0) && Zeny >= .@price) {
//delitemidx .@index, 1;
POL_PlayerMoney(.@price);
// Report it was done
mesc l("@@ melt down your @@...", .name$, getitemlink(.@x));
for (.@i=2;.@i < getargcount(); .@i++) {
.@v=getarg(.@i+1)+any(-1, 0, 0, 0, 1);
if (.@v > 0) {// It may be zero
getitem getarg(.@i), .@v;
mesc l("* Acquired @@ @@!", .@v, getitemlink(getarg(.@i)));
}
.@i++;
}
}
}
@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;
}
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 50~70% 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;
// Official Weapons
case WoodenSword:
Meltdown(.@id, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned
break;
case BugSlayer:
Meltdown(.@id, 1000, IronIngot, rand2(4,5));
break;
case ShortGladius:
Meltdown(.@id, 1500, IronIngot, rand2(6,8));
break;
case Backsword:
Meltdown(.@id, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2));
break;
case ShortSword:
Meltdown(.@id, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3));
break;
case Kitana:
Meltdown(.@id, 2500, IronIngot, rand2(15,21), TinIngot, rand2(4,6));
break;
case BoneKnife:
Meltdown(.@id, 3000, IronIngot, rand2(18,25), Bone, rand2(45,62));
break;
case LongSword:
Meltdown(.@id, 3000, IronIngot, rand2(21,29), IridiumIngot, rand2(0,1));
break;
case RockKnife:
Meltdown(.@id, 3000, TerraniteOre, rand2(25,35), IridiumIngot, 1);
break;
case DivineSword:
Meltdown(.@id, 3000, DivineApple, 1, PlatinumIngot, rand2(1,2), IridiumIngot, rand2(2,3));
break;
// 2 hand swords
case MiereCleaver:
Meltdown(.@id, 2000, SilverIngot, rand2(6,8));
break;
case Broadsword:
Meltdown(.@id, 2000, SilverIngot, rand2(13,18));
break;
case Halberd:
Meltdown(.@id, 2000, SilverIngot, rand2(22,31), TinIngot, rand2(2,3));
break;
case ImmortalSword:
Meltdown(.@id, 2000, SilverIngot, rand2(20,28), IridiumIngot, 1);
break;
// Bows can go up to 100% but only wood is returned
case ShortBow:
Meltdown(.@id, 2000, WoodenLog, rand2(9,18));
break;
case ForestBow:
Meltdown(.@id, 2000, WoodenLog, rand2(12,24));
break;
case ElficBow:
Meltdown(.@id, 1500, WoodenLog, rand2(16,33));
break;
case ChampionshipBow:
Meltdown(.@id, 1000, WoodenLog, rand2(24,48));
break;
case BansheeBow:
Meltdown(.@id, 500, WoodenLog, rand2(35,70));
break;
// Wands have no warranted min. and are more expensive because they are sold
case TrainingWand:
Meltdown(.@id, 12000, WoodenLog, rand2(1,14), ManaPiouFeathers, rand2(0, 21), FluoPowder, rand2(0,3));
break;
case NoviceWand:
Meltdown(.@id, 12000, WoodenLog, rand2(2,28), ManaPiouFeathers, rand2(1, 42), FluoPowder, rand2(0,5));
break;
case ApprenticeWand:
Meltdown(.@id, 12000, WoodenLog, rand2(3,42), ManaPiouFeathers, rand2(2, 63), FluoPowder, rand2(0,8));
break;
case LeaderWand:
Meltdown(.@id, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10));
break;
case LegendaryWand:
Meltdown(.@id, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14));
break;
// Shields - same rule (except leather shield)
case RoundLeatherShield:
Meltdown(.@id, 500, LeatherPatch, rand2(0,1));
break;
case LeatherShield:
Meltdown(.@id, 500, LeatherPatch, rand2(1,3));
break;
case WoodenShield:
Meltdown(.@id, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1);
break;
case BladeShield:
Meltdown(.@id, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1);
break;
case BraknarShield:
Meltdown(.@id, 1500, CopperIngot, rand2(9,12), TinIngot, 1);
break;
// Etc
case GoldenRing:
Meltdown(.@id, 1500, GoldPieces, rand2(2,3));
break;
default:
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;
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);
tradertype(NST_MARKET);
sellitem LeatherShirt, 15000, 1;
sellitem LeatherShield, 5000, 1;
sellitem ShortBow, 11200, 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 LeatherShirt, 15000, 1;
restoreshopitem LeatherShield, 5000, 1;
restoreshopitem ShortBow, 11200, 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;
}
|