diff options
Diffstat (limited to 'npc/009-2_Hurnscald/nicholas.txt')
-rw-r--r-- | npc/009-2_Hurnscald/nicholas.txt | 68 |
1 files changed, 30 insertions, 38 deletions
diff --git a/npc/009-2_Hurnscald/nicholas.txt b/npc/009-2_Hurnscald/nicholas.txt index 349593db..ea82bda8 100644 --- a/npc/009-2_Hurnscald/nicholas.txt +++ b/npc/009-2_Hurnscald/nicholas.txt @@ -13,14 +13,6 @@ 009-2.gat,185,55,0 script Nicholas 135,{ - set @IRON_ORE, 640; - set @INFANTRY, 638; - set @LEATHER_PATCH, 708; - set @SHORT_SWORD, 536; - set @MONSTER_OIL, 707; - set @SETZER, 571; - set @STEEL_SHIELD, 601; - set @SETZER_XP, 100000; set @SHIELD_XP, 20000; @@ -59,9 +51,9 @@ L_Check: mes "[Nicholas]"; mes "\"Let me take at look at how much you have...\""; next; - if(countitem(@IRON_ORE)<5) goto L_NoItem; - if(countitem(@IRON_ORE)<10) goto L_StageA; - if(countitem(@IRON_ORE)<15) goto L_StageB; + if(countitem("IronOre")<5) goto L_NoItem; + if(countitem("IronOre")<10) goto L_StageA; + if(countitem("IronOre")<15) goto L_StageB; goto L_StageC; L_Info: @@ -120,19 +112,19 @@ L_main_menu: set @choices_nr, 0; setarray @choice_idx, 0, 0, 0, 0, 0; - if (countitem(@SHORT_SWORD) < 1) goto L_main_menu_post_setzer; + if (countitem("ShortSword") < 1) goto L_main_menu_post_setzer; set @choice$[@choices_nr], "Can you make my short sword better?"; set @choice_idx[@choices_nr], @CHOICE_SETZER; set @choices_nr, 1 + @choices_nr; L_main_menu_post_setzer: - if (countitem(@IRON_ORE)<5) goto L_no_more_helmets; + if (countitem("IronOre")<5) goto L_no_more_helmets; set @choice$[@choices_nr], "Knight's Helmet. (5 Iron Ores)"; set @choice_idx[@choices_nr], @CHOICE_KNIGHT; set @choices_nr, 1 + @choices_nr; - if (countitem(@IRON_ORE)<10) goto L_no_more_helmets; + if (countitem("IronOre")<10) goto L_no_more_helmets; set @choice$[@choices_nr], "Crusade Helmet. (10 Iron Ores)"; set @choice_idx[@choices_nr], @CHOICE_CRUSADE; @@ -142,7 +134,7 @@ L_main_menu_post_setzer: set @choice_idx[@choices_nr], @CHOICE_SHIELD; set @choices_nr, 1 + @choices_nr; - if (countitem(@IRON_ORE)<15) goto L_no_more_helmets; + if (countitem("IronOre")<15) goto L_no_more_helmets; set @choice$[@choices_nr], "Warlord Helmet. (15 Iron Ores)"; set @choice_idx[@choices_nr], @CHOICE_WARLORD; @@ -192,8 +184,8 @@ L_YesKnight: getinventorylist; if (@inventorylist_count == 100) goto L_TooMany; set zeny, zeny - 10000; - delitem @IRON_ORE, 5; - getitem 637, 1; + delitem "IronOre", 5; + getitem "KnightsHelmet", 1; goto L_Done; L_YesCrusade: @@ -201,8 +193,8 @@ L_YesCrusade: getinventorylist; if (@inventorylist_count == 100) goto L_TooMany; set zeny, zeny-10000; - delitem @IRON_ORE,10; - getitem 639,1; + delitem "IronOre", 10; + getitem "CrusadeHelmet", 1; goto L_Done; L_YesWarlord: @@ -210,8 +202,8 @@ L_YesWarlord: getinventorylist; if (@inventorylist_count == 100) goto L_TooMany; set zeny, zeny-10000; - delitem @IRON_ORE,15; - getitem 636,1; + delitem "IronOre", 15; + getitem "WarlordHelmet", 1; goto L_Done; L_YesShield: @@ -223,8 +215,8 @@ L_YesShield: menu "Sure, have a look!", -, "No.", L_Pass; - if (countitem(@INFANTRY) == 1) goto L_MoreInfantry; - if (countitem(@INFANTRY) == 0) goto L_NoInfantry; + if (countitem("InfantryHelmet") == 1) goto L_MoreInfantry; + if (countitem("InfantryHelmet') == 0) goto L_NoInfantry; mes "[Nicholas]"; mes "Nicholas pulls out two of your infantry helmets."; @@ -241,9 +233,9 @@ L_YesShield: "No way.", L_Pass; if (zeny < 20000) goto L_ShieldNoZeny; - if (countitem(@INFANTRY) < 2) goto L_ShieldNoInfantry; - if (countitem(@IRON_ORE) < 10) goto L_ShieldNoOre; - if (countitem(@LEATHER_PATCH) < 1) goto L_ShieldNoLeatherPatch; + if (countitem("InfantryHelmet") < 2) goto L_ShieldNoInfantry; + if (countitem("IronOre") < 10) goto L_ShieldNoOre; + if (countitem("LeatherPatch") < 1) goto L_ShieldNoLeatherPatch; // No inventory check needed, as infantry helms are removed, opening two slots mes "[Nicholas]"; @@ -251,10 +243,10 @@ L_YesShield: mes "You watch Nicholas melt the ore and helmets and form a shield out of the resulting iron. He then cuts your leather patch apart and adds it to the handles."; mes "\"Here is your shield!\""; - delitem @INFANTRY, 1; - delitem @INFANTRY, 1; - delitem @LEATHER_PATCH, 1; - delitem @IRON_ORE, 10; + delitem "InfantryHelmet", 1; + delitem "InfantryHelmet", 1; + delitem "LeatherPatch", 1; + delitem "IronOre", 10; set zeny, zeny - 20000; if (@Q_SHIELD_status < @SHIELD_COMPLETED) @@ -265,7 +257,7 @@ L_YesShield: set @Q_SHIELD_status, @SHIELD_COMPLETED; // get XP only once callsub L_Update_Var; - getitem @STEEL_SHIELD, 1; + getitem "SteelShield", 1; next; close; @@ -330,20 +322,20 @@ L_SetzerQuest: "HOW much? Never mind.", L_Pass; if (zeny < 50000) goto L_SetzerNoZeny; - if (countitem(@IRON_ORE) < 5) goto L_SetzerNoOre; - if (countitem(@MONSTER_OIL) < 1) goto L_SetzerNoMonsterOil; - if (countitem(@SHORT_SWORD) < 1) goto L_SetzerNoSword; + if (countitem("IronOre") < 5) goto L_SetzerNoOre; + if (countitem("MonsterOilPotion") < 1) goto L_SetzerNoMonsterOil; + if (countitem("ShortSword") < 1) goto L_SetzerNoSword; // No inventory check needed, as the short sword is removed, opening a slot mes "[Nicholas]"; mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. Before your eyes it turns thinner and flatter. Finally he pours the monster oil over it, heats it up again and douses it in water."; set zeny, zeny - 50000; - delitem @IRON_ORE, 5; - delitem @MONSTER_OIL, 1; - delitem @SHORT_SWORD, 1; + delitem "IronOre", 5; + delitem "MonsterOilPotion", 1; + delitem "ShortSword", 1; - getitem @SETZER, 1; + getitem "Setzer", 1; if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) mes "[" + @SETZER_XP + " experience points]"; if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) |