// TMW2 Script
// Author:
// Jesusalva
// Description:
// Sells and crafts jewels
//
// Notes:
// Gold/Silver/Copper+Tin Ore (dropped by bifs) → Pieces or Ingot, depends on what you want to forge
// Jeweler only works with Gold/Silver/Bronze PIECES. The Ingots are for forges.
// Jeweler can also polish raw gemstones for a comission ($$$)
// Polished gemstones can be inserted on rings.
// The less precious the ring, heavier and less defense value.
//
// All three rings can be swapped by a Light Ring (you will lose any gemstone on them!).
// Still pending discussion.
003-5,33,37,0 script Jeweler NPC_FEMALE,{
mesn;
mesq l("Hello!");
goto L_Menu;
L_Menu:
mes "";
mesn strcharinfo(0);
menu
l("I want to shop."), -,
l("I want to craft rings."), L_Craft,
rif(countitem(GoldenRing) >= 1 || countitem(SilverRing) >= 1, l("I want to create polished gemstones.")), L_Gemstone,
l("Nothing, sorry."), L_Close;
openshop;
closedialog;
close;
L_Craft:
mes "";
mesn;
mesq l("Of course, I actually have two options:");
mes l("- 5 @@, with 12000 GP, for a @@.", getitemlink(GoldPieces), getitemlink(GoldenRing));
mes l("- 5 @@, with 12000 GP, for a @@.", getitemlink(SilverIngot), getitemlink(SilverRing)); // TODO
next;
menu
rif(countitem(GoldPieces) >= 5 && Zeny >= 12000, l("Yes, deal. Gimme the gold ring.")), -,
rif(countitem(SilverIngot) >= 5 && Zeny >= 12000, l("Yes, deal. Gimme the silver ring.")), -,
l("...I'll be back later."), L_Close;
switch (@menu) {
case 1:
inventoryplace GoldenRing, 1;
delitem GoldPieces, 5;
Zeny=Zeny-12000;
getitem GoldenRing, 1;
getexp 100, 25;
break;
case 2:
inventoryplace SilverRing, 1;
delitem SilverIngot, 5; // TODO
Zeny=Zeny-12000;
getitem SilverRing, 1;
getexp 50, 15;
break;
}
mes "";
mesn;
mesq l("Here you go! Anything else?");
next;
goto L_Menu;
L_Gemstone:
mes "";
mesn;
mesq l("Polished gemstones can be dragged and insert on rings. They'll give special stats to rings, but these gems cannot be removed easily.");
mesq l("I charge a service fee of 2000 GP, and two gemstones.");
next;
if (Zeny < 2000) {
mesn;
mesq lg("You clearly don't have money, so let's not bother with that right now.");
next;
goto L_Menu;
}
select
l("Not today, sorry."),
rif(countitem(Diamond) >= 2 , l("Diamond (+2 vit)")),
rif(countitem(Ruby) >= 2 , l("Ruby (+2 str)")),
rif(countitem(Amethyst) >= 2, l("Amethyst (+2 dex)")),
rif(countitem(Sapphire) >= 2, l("Sapphire (+2 int)")),
rif(countitem(Topaz) >= 2 , l("Topaz (+2 agi)")),
rif(countitem(Emerald) >= 2 , l("Emerald (+2 luck)"));
mes "";
if (@menu == 1)
goto L_Menu;
// As usual, I don't care with cheaters, so if you somehow cheat money or gemstones, YOU WILL LOSE ALL REAGENTS. No refunds.
inventoryplace PolishedDiamond-2+@menu;
delitem Diamond-2+@menu, 2;
Zeny=Zeny-2000;
getitem PolishedDiamond-2+@menu, 1;
getexp 800, 0;
goto L_Menu;
/* TODO Special rings
L_Pearl:
inventoryplace GoldenPearlRing;
delitem GoldenRing, 1;
Zeny=Zeny-1000;
delitem Pearl, 3;
getitem GoldenPearlRing, 1;
getexp 1000, 0;
goto L_Menu;
L_BlackPearl:
inventoryplace GoldenBlackPearlRing;
delitem GoldenRing, 1;
Zeny=Zeny-1000;
delitem BlackPearl, 1;
getitem GoldenBlackPearlRing, 1;
getexp 1000, 0;
goto L_Menu;
*/
L_Close:
closedialog;
goodbye;
end;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, NPCEyes);
setunitdata(.@npcId, UDT_HEADMIDDLE, VneckJumper);
setunitdata(.@npcId, UDT_HEADBOTTOM, RaidTrousers);
setunitdata(.@npcId, UDT_WEAPON, LousyMoccasins); // Boots
setunitdata(.@npcId, UDT_HAIRSTYLE, 3);
setunitdata(.@npcId, UDT_HAIRCOLOR, 8);
npcsit;
.sex = G_FEMALE;
.distance = 5;
tradertype(NST_ZENY);
sellitem WeddingRing, 5000;
sellitem GoldenBlackPearlRing, 1000000; // I'm joking of course. Don't tell me you'll pay 1M for... this?
end;
}