// TMW-2 Script
// Author:
// Jesusalva
// Description:
// Nicholas is Hurnscald's blakcsmith. He forges some stuff, and sell other stuff.
// Perhaps he should not forge armor? Remember he cannot forge EVERYTHING...
//
// PS.
// Iridium + Platyna Platinum
// Gold + Coal Gold
// Silver + Coal Silver
// Copper + Tin Bronze (9:1)
// Terranite + Coal Terranite
// Iron + Coal Iron
// Resitance and Weight increasing ores
// Lead → +++ res, ++++ wei
// Titanium → + res, + wei
// Originals: Setzer, Steel Shield, Chain Mail, Light Platemail, Warlord Plate, Warlord Boots
012-5,36,26,0 script Nicholas NPC_NICHOLAS,{
goto L_Menu;
// blacksmith_header()
function blacksmith_header {
mesn;
mesq l("Very well! We have seven class of items: Wood, Iron, Terranite, Bronze, Silver, Gold and Platinum.");
mesq l("Each of them require different items, I'll sort from weakest to strongest, so choose wisely.");
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;
}
L_Menu:
mesn;
mesq l("Hello there, I am @@, blacksmith of this fine city. What do you want to forge today?", .name$);
mes "";
select
l("I just want to trade."),
l("I want to forge One Handed Weapons!"),
l("I want to forge Shields!"),
l("I want to forge Quivers!"),
l("Nothing, thanks!");
mes "";
switch (@menu) {
case 1:
openshop;
closedialog;
close;
break;
case 2:
goto L_Weapon;
case 3:
goto L_Shield;
case 4:
goto L_Quiver;
}
close;
L_Weapon:
blacksmith_header();
select
l("Nothing, sorry!"),
l("Wooden Sword"),
l("Iron Bug Slayer"),
l("Iron Short Gladius"),
rif(countitem(BronzeGladius), l("Bronze Gladius")),
l("Iron Backsword");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(WoodenLog, 20, RawLog, 5, WoodenSword, 450);
break;
case 3:
blacksmith_create(IronIngot, 8, Coal, 12, BugSlayer, 1000);
break;
case 4:
blacksmith_create(IronIngot, 12, Coal, 16, ShortGladius, 1550);
break;
case 5:
blacksmith_create(CopperIngot, 18, TinIngot, 2, RealBronzeGladius, 500);
break;
case 6:
blacksmith_create(IronIngot, 28, TitaniumIngot, 12, Backsword, 4550);
break;
}
goto L_Weapon;
L_Shield:
blacksmith_header();
select
l("Nothing, sorry!"),
l("Wooden Shield"),
l("Iron Blade Shield");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(WoodenLog, 40, LeatherPatch, 2, WoodenShield, 500);
break;
case 3:
blacksmith_create(IronIngot, 16, TitaniumIngot, 2, BladeShield, 1500);
break;
}
goto L_Shield;
L_Quiver:
blacksmith_header();
select
l("Nothing, sorry!"),
l("Leather Quiver"),
l("Iron Quiver"),
l("Bronze Quiver"),
l("Platinum Quiver");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(LeatherPatch, 35, TitaniumIngot, 1, LeatherQuiver, 2000);
break;
case 3:
blacksmith_create(IronIngot, 16, Coal, 21, IronQuiver, 3000);
break;
case 4:
blacksmith_create(CopperIngot, 27, TinIngot, 3, BronzeQuiver, 4000);
break;
case 5:
blacksmith_create(PlatinumIngot, 18, IridiumIngot, 6, PlatinumQuiver, 5000);
break;
}
goto L_Quiver;
OnInit:
tradertype(NST_MARKET);
sellitem Dagger, 4000, 5;
sellitem SharpKnife, 2000, 10;
.sex = G_MALE;
.distance = 5;
end;
OnClock0009:
OnClock0603:
OnClock1207:
OnClock1801:
restoreshopitem Dagger, 4000, 5;
restoreshopitem SharpKnife, 2000, 10;
end;
}