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Ben Recycler to accept Misc or Consumable items


Gouki

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Hi I've been working on this NPC, and I find it promising and handy for a loot converter, I tried modifying the script to accept but failed.

Can anyone help me modify this script to accept Misc or Consumable items instead of only just Weapon and Armor?

 

// https://irowiki.org/wiki/Ben_Recycle

-	shop	ben_recycle_shop	-1,909:-1

payon,111,117,4	script	Ben Recycler	2_M_OLDBLSMITH,{
	function func_GetItemName;
	function func_AddItem;
	
	mes "[Equipment Recycler]";
	mes "Hi, I can convert certain equipment into ores.";
	mes "Would you give it a try?";
	next;
	if (select("Convert", "Information") == 2) {
		for (.@i = 0; .@i < .size; .@i++) {
			mes func_GetItemName(.nameid[.@i]);
			if (.amount1[.@i] > 0 && .nameid1[.@i] > 0)
				mes " ~ "+F_InsertComma(.amount1[.@i])+"x "+func_GetItemName(.nameid1[.@i]);
			if (.amount2[.@i] > 0 && .nameid2[.@i] > 0)
				mes " ~ "+F_InsertComma(.amount2[.@i])+"x "+func_GetItemName(.nameid2[.@i]);
			mes " ";
		}
		next;
	}
	if (.shop_npc$ != "") {
		mes "[Equipment Recycler]";
		mes "Place all the equipments you wish to convert into ores.";
		close2;
		npcshopattach .shop_npc$, 1;
		callshop .shop_npc$, 2;
		end;
	}
	else {
		for (.@i = 0; .@i < .size; .@i++)
			.@menu$ = .@menu$ + func_GetItemName(.nameid[.@i]) + ":";
		.@i = select(.@menu$) - 1;
		if (countitem(.nameid[.@i])) {
			delitem .nameid[.@i], 1;
			mes "[Equipment Recycler]";
			mes "Exchanged "+func_GetItemName(.nameid[.@i])+":";
			if (.nameid1[.@i] > 0 && .amount1[.@i] > 0) {
				mes " ~ "+F_InsertComma(.amount1[.@i])+"x "+func_GetItemName(.nameid1[.@i]);
				getitem .nameid1[.@i], .amount1[.@i];
			}
			if (.nameid2[.@i] > 0 && .amount2[.@i] > 0) {
				mes " ~ "+F_InsertComma(.amount2[.@i])+"x "+func_GetItemName(.nameid2[.@i]);
				getitem .nameid2[.@i], .amount2[.@i];
			}
		}
		else {
			mes "[Equipment Recycler]";
			mes "you dont have "+func_GetItemName(.nameid[.@i]);
		}
	}
	close;
	
	OnSellItem:
		.@sold_nameid_size = getarraysize(@sold_nameid);
		for (.@i = 0; .@i < .@sold_nameid_size && !.@fail; .@i++) {
			for (.@x = 0; .@x < .size && !.@fail; .@x++) {
				if (.nameid[.@x] == @sold_nameid[.@i]) {
					if (!checkweight(.nameid1[.@x], .amount1[.@x])) {
						mes "Exchange stopped, you're overweight.";
						.@fail++;
					}
					else {
						.@total++;
						delitem2(@sold_nameid[.@i], @sold_quantity[.@i], @sold_identify[.@i], @sold_refine[.@i], @sold_attribute[.@i], @sold_card1[.@i], @sold_card2[.@i], @sold_card3[.@i], @sold_card4[.@i]);
						mes "Exchanged "+func_GetItemName(.nameid[.@x])+":";
						if (.nameid1[.@x] > 0 && .amount1[.@x] > 0) {
							mes " ~ "+F_InsertComma(.amount1[.@x])+"x "+func_GetItemName(.nameid1[.@x]);
							getitem .nameid1[.@x], .amount1[.@x];
						}
						if (.nameid2[.@x] > 0 && .amount2[.@x] > 0) {
							mes " ~ "+F_InsertComma(.amount2[.@x])+"x "+func_GetItemName(.nameid2[.@x]);
							getitem .nameid2[.@x], .amount2[.@x];
						}
						mes " ";
					}
				}
			}
			if (.@i && .@i % 10 == 0) sleep2 1;
		}
		mes "Exchanged "+.@total+" item(s).";
		close2;
		npcshopattach .shop_npc$, 0;
		end;
	
	function	func_GetItemName	{
		.@itemid = getarg(0, 0);
		.@itemslot = getitemslots(.@itemid);
		.@item_name$ = getitemname(.@itemid);
		.@itemtype = getiteminfo(.@itemid, 2);
		if (.@itemslot || .@itemtype == IT_WEAPON || .@itemtype == IT_ARMOR)
			.@item_name$ = .@item_name$ + " ["+.@itemslot+"]";
		return .@item_name$;
	}
	
	function	func_AddItem	{
		.@nameid = getarg(0, 0);
		.@nameid1 = getarg(1, 0);
		.@amount1 = getarg(2, 0);
		//.@nameid2 = getarg(3, 0);
		//.@amount2 = getarg(4, 0);
		
		if (.@nameid > 0 
			&& .@nameid1 > 0 && .@amount1 > 0
			//&& .@nameid2 > 0 && .@amount2 > 0 
		) {
			.nameid[.size] = .@nameid;
			.nameid1[.size] = .@nameid1;
			.amount1[.size] = .@amount1;
			//.nameid2[.size] = .@nameid2;
			//.amount2[.size] = .@amount2;
			.size++;
		}
	}
	
	OnInit:
		// if enable shop UI (only work if items can sell to npc shop)
		.shop_npc$ = "ben_recycle_shop";
		
		// func_AddItem(<equipment_id>, <item1>, <amount1>, <item2>, <amount2>);
		
		// WEAPONS
		func_AddItem(1116, 40903, 3);
		//func_AddItem(1158, 984, 3, 757, 2);
		//func_AddItem(1553, 984, 2, 757, 3);
		
		// ARMORS
		//func_AddItem(2313, 985, 2, 757, 2);
		//func_AddItem(2326, 985, 3, 757, 3);
		end;
}

 

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you can setting at this

On 5/21/2022 at 3:57 PM, Almond Snicker said:
	OnInit:
		// if enable shop UI (only work if items can sell to npc shop)
		.shop_npc$ = "ben_recycle_shop";
		
		// func_AddItem(<equipment_id>, <item1>, <amount1>, <item2>, <amount2>);
		
		// WEAPONS
		func_AddItem(1116, 40903, 3);
		//func_AddItem(1158, 984, 3, 757, 2);
		//func_AddItem(1553, 984, 2, 757, 3);
		
		// ARMORS
		//func_AddItem(2313, 985, 2, 757, 2);
		//func_AddItem(2326, 985, 3, 757, 3);
		end;

 

if you want add misc  or consumable item
just add this

		// ETC
		func_AddItem(7444, 969, 3);

 

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On 5/22/2022 at 9:26 PM, mR L said:

you can setting at this

 

if you want add misc  or consumable item
just add this

		// ETC
		func_AddItem(7444, 969, 3);

 

Yup, tried this already, unfortunately the script doesn't recognize it.

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