summaryrefslogtreecommitdiff
path: root/npc/020-5/bracco.txt
blob: 1ff589ee00ba3359c341c9a90f7a0271f6db7fb5 (plain) (blame)
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
// TMW-2 Script
// Author:
//    Jesusalva
// Description:
//    Nivalis shopkeeper & forge master. He deals with the equipment which Nicholas,
//    Silversmith and Nahred doesn't works with.

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");

        .@index=getarg(0);
        .@price=getarg(1);
        mesn;
        mesc l("Really melt down your @@? It'll cost you @@ GP. This action cannot be undone!", getinvindexlink(.@index), .@price), 1;
        next;
        if (askyesno() == ASK_NO || Zeny < .@price)
            return;

        //failedremovecardsindex .@index, 0; // TODO: Fix this and upgrade server
        delinventorylist();
        getinventorylist();
        .@item=@inventorylist_id[.@index];

        if (.@item <= 0) {
            Exception(l("Error translating item ID @@ to @@ (Bracco, idx, id)", .@index, .@item), RB_DEFAULT|RB_SPEECH|RB_ISFATAL);
        }

        delitem .@item, 1;
        Zeny-=.@price;

        mesc l("@@ melt down your @@...", .name$, getinvindexlink(.@index));
        // 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++;
        }
        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);

        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;
            Zeny = Zeny - .@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("Leave");
    mes "";

    if (@menu == 2)
        goto L_Forge;

    if (@menu == 3)
        goto L_Meltdown;

    closedialog;
    if (@menu == 1)
        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, 50, TitaniumIngot, 1, Armbands, 6500);
            break;
        case 3:
            blacksmith_create(CopperIngot, 30, Coal, 40, CopperArmbands, 11000);
            break;
        case 4:
            blacksmith_create(IronIngot, 90, Coal, 80, IronArmbands, 21000);
            break;
    }
    goto L_Forge;

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)
        close;
    delinventorylist();
    getinventorylist();
    .@id=@inventorylist_id[.@it];
    mes "";
    // Returns 50~70% of invested ingots, rounded down. Never returns Coal.
    switch (.@id) {
    case RustyKnife:
        Meltdown(.@it, 15, IronOre, any(0, 0, 0, 1, 1)); // Exception
        break;
    case SmallKnife:
        Meltdown(.@it, 15, IronOre, any(0, 0, 1, 1, 1)); // Exception
        break;
    case Knife:
        Meltdown(.@it, 25, IronOre, any(0, 1, 1, 2)); // Exception
        break;
    case SharpKnife:
        Meltdown(.@it, 50, IronOre, any(1, 2, 2, 3)); // Exception
        break;
    case Dagger:
        Meltdown(.@it, 100, IronOre, any(2, 2, 3, 3, 4, 5)); // Exception
        break;
    case WoodenSword:
        Meltdown(.@it, 500, WoodenLog, rand2(5,10)); // Exception: 25~50% returned
        break;
    case BugSlayer:
        Meltdown(.@it, 1000, IronIngot, rand2(4,5));
        break;
    case ShortGladius:
        Meltdown(.@it, 1500, IronIngot, rand2(6,8));
        break;
    case Backsword:
        Meltdown(.@it, 2000, IronIngot, rand2(9,12), TinIngot, rand2(1,2));
        break;
    case ShortSword:
        Meltdown(.@it, 2500, IronIngot, rand2(12,16), TinIngot, rand2(2,3));
        break;
    case MiereCleaver:
        Meltdown(.@it, 2000, SilverIngot, rand2(6,8));
        break;
    case Broadsword:
        Meltdown(.@it, 2000, SilverIngot, rand2(13,18));
        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));
        break;
    case NoviceWand:
        Meltdown(.@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));
        break;
    case LeaderWand:
        Meltdown(.@it, 12000, WoodenLog, rand2(5,70), ManaPiouFeathers, rand2(3, 84), FluoPowder, rand2(2,10), GemPowder, rand2(0,2));
        break;
    case LegendaryWand:
        Meltdown(.@it, 12000, WoodenLog, rand2(7,77), GoldenApple, rand2(0, 1), FluoPowder, rand2(4,14), GemPowder, rand2(1,3));
        break;
    // Shields - same rule (except leather shield)
    case RoundLeatherShield:
        Meltdown(.@it, 500, LeatherPatch, rand2(0,1));
        break;
    case LeatherShield:
        Meltdown(.@it, 500, LeatherPatch, rand2(1,3));
        break;
    case WoodenShield:
        Meltdown(.@it, 1500, WoodenLog, rand2(20,28), LeatherPatch, 1);
        break;
    case BladeShield:
        Meltdown(.@it, 1500, IronIngot, rand2(7,9), TitaniumIngot, 1);
        break;
    // Etc
    case GoldenRing:
        Meltdown(.@it, 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;

}