// 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_CHELIOS,{
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 @@ @@, @@ @@ and @@ gp.",
getitemlink(.@prize), .@amon1, getitemlink(.@base1), .@amon2, getitemlink(.@base2), .@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;
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 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("Bronze Gladius"),
l("Iron Bug Slayer"),
l("Iron Short Gladius");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(WoodenLog, 55, RawLog, 25, WoodenSword, 4500);
break;
case 3:
blacksmith_create(CopperIngot, 18, TinIngot, 2, BronzeGladius, 5000);
break;
case 4:
blacksmith_create(IronIngot, 12, Coal, 8, BugSlayer, 10000);
break;
case 5:
blacksmith_create(IronIngot, 22, Coal, 18, ShortGladius, 15000);
break;
}
goto L_Weapon;
L_Shield:
blacksmith_header();
select
l("Nothing, sorry!"),
l("Wooden Shield");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(WoodenLog, 40, LeatherPatch, 2, WoodenShield, 5000);
break;
}
goto L_Shield;
L_Quiver:
blacksmith_header();
select
l("Nothing, sorry!"),
l("Leather Quiver"),
l("Terranite Quiver"),
l("Platinum Quiver");
switch (@menu) {
case 1:
goto L_Menu;
case 2:
blacksmith_create(LeatherPatch, 40, TitaniumIngot, 1, LeatherQuiver, 20000);
break;
case 3:
blacksmith_create(TerraniteOre, 210, Coal, 80, TerraniteQuiver, 30000); // TODO: Terranite Ingot
break;
case 4:
blacksmith_create(PlatinumIngot, 30, IridiumIngot, 10, PlatinumQuiver, 40000);
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;
}