1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
|
// TMW2/LoF scripts.
// Authors:
// TMW-LoF Team
// Jesusalva
// Description:
// General Purpose Blacksmith
// TODO: Silversmith on 24, 25
017-5,44,24,0 script Nahrec NPC_PLAYER,{
function blacksmith_create;
function NahrecStory;
function NahrecMain;
function NahrecEnd;
function NahrecSavior;
function Mylarin;
mesn;
mesq l("Almost there! The War Lord will be proud with this new armor I am inventing for him! Just a little more...!");
next;
mesn;
mesq l("Ah, hello! It is good to see another traveler in this town!");
next;
select
l("Really? Where are you from?"),
l("It's good to see you too, do you happen to be able to make stuff?"),
l("Alright.");
mes "";
if (@menu == 1)
NahrecStory();
if (@menu == 2) // Changed by option 1, do not use a switch
NahrecMain();
NahrecEnd(); // changed by option 2, do not use a switch
function NahrecEnd {
closedialog;
goodbye;
close;
}
function NahrecStory {
mesn;
mesq l("I came from Thermin, a town far far away.");
next;
mesn;
mesq l("I'm an experienced weapon master helping this smithy here, but I am new in this town. I am best at smithing armor.");
next;
select
l("Good to know."),
l("'Best'? So you can make other things?");
return;
}
function NahrecMain {
do
{
mesn;
mesq l("Yes, I can craft many things. In addition to plating and improving armor, I can craft smaller items made of gold and other metals.");
select
rif(!RECIPES_EQUIPMENT[CraftGoldenLightPlatemail], l("Can you improve my Light Platemail for me?")),
rif(!RECIPES_EQUIPMENT[CraftGoldenWarlordPlate], l("Can you improve my Warlord Plate for me?")),
l("Can you craft Chainmail?"),
l("Can you craft Light Platemail?"),
l("Can you craft Warlord Plate?"),
rif(countitem(MylarinDust) && !NAHREC_RECIPE, l("Can you craft Savior Equipment?")),
l("Can you craft Chainmail Skirt?"),
l("Do you know something about 'Mylarin Dust'?"),
l("Nevermind, bye!");
mes "";
switch (@menu) {
case 1:
mesn;
mesq l("For %d GP I'll teach you, do we have a deal?", fnum(30000));
next;
if (askyesno() == ASK_YES && Zeny > 30000) {
mes "";
Zeny-=30000;
RECIPES_EQUIPMENT[CraftGoldenLightPlatemail]=true;
mesn;
mesc l("Nahrec discretly gives you a recipe.");
mesc l("\"*psst, just follow what is outlined here to make it golden.*\"");
}
break;
case 2:
mesn;
mesq l("For %d GP I'll teach you, do we have a deal?", fnum(200000));
next;
if (askyesno() == ASK_YES && Zeny > 200000) {
mes "";
Zeny-=200000;
RECIPES_EQUIPMENT[CraftGoldenWarlordPlate]=true;
mesn;
mesc l("Nahrec discretly gives you a recipe.");
mesc l("\"*psst, just follow what is outlined here to make it golden.*\"");
}
break;
break;
case 3:
blacksmith_create(IronIngot, 10, SilverIngot, 2, Chainmail, 20000);
break;
case 4:
blacksmith_create(IronIngot, 15, SilverIngot, 5, LightPlatemail, 40000);
break;
case 5:
blacksmith_create(IronIngot, 5, GoldenLightPlatemail, 1, WarlordPlate, 5000);
break;
case 6:
NahrecSavior();
case 7:
blacksmith_create(IronIngot, 10, SilverIngot, 15, ChainmailSkirt, 35000);
break;
case 8:
Mylarin();
case 9:
return;
}
} while (true);
return;
}
function Mylarin {
mesn;
mesq l("Mylarin dust?! Where would you get that? That's amazing!");
next;
mesq l("It has eluded so many craftsmiths, who knows what can be done with that!");
next;
mesq l("I can make some stuff with it, but I have no idea where it can be found. Mylarin dust... amazing.");
next;
return;
}
function NahrecSavior {
if (NAHREC_RECIPE) end;
mesn;
mesq l("Yes, I can craft Savior Pants. But it is not cheap. I'll need Platinum, Iridium, and Mylarin Dust. And gold. Much gold.");
next;
mesn;
mesq l("But you already have Mylarin Dust! That's good, because I no longer craft savior pieces. But. For %s GP I'll give you a %s and if you're lucky, it'll have the recipe you're after.", fnum(50000), getitemlink(SaviorBlueprint));
mes "";
if (Zeny < 50000) return;
next;
select
l("Alright, I'll pay."),
l("I'm a bit short in cash right now.");
mes "";
if (@menu == 2) return;
inventoryplace SaviorBlueprint, 1;
Zeny -= 50000;
NAHREC_RECIPE = true;
getitem SaviorBlueprint, 1;
mesn;
mesq l("Deal. Pleasure doing business with you.");
next;
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);
.@price=POL_AdjustPrice(.@price);
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;
POL_PlayerMoney(.@price);
if (.@prize == WarlordPlate) {
.@b=any(IOPT_SPLASHDAMAGE, VAR_ITEMDEFPOWER);
if (.@b == IOPT_SPLASHDAMAGE)
CsysNpcCraft(.@prize, .@b, 1);
else
CsysNpcCraft(.@prize, VAR_ITEMDEFPOWER, rand2(50), VAR_MDEFPOWER, 30);
} else {
CsysNpcCraft(.@prize, IOPT_SCRESIST_POISON, 10, IOPT_SCRESIST_SILENCE, 10, IOPT_SCRESIST_BLIND, 10, IOPT_SCRESIST_CURSE, 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;
}
OnInit:
.@npcId = getnpcid(.name$);
setunitdata(.@npcId, UDT_HEADTOP, FancyHat);
setunitdata(.@npcId, UDT_HEADMIDDLE, WarlordPlate);
setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes);
setunitdata(.@npcId, UDT_WEAPON, SaviorPants);
setunitdata(.@npcId, UDT_HAIRSTYLE, 2);
setunitdata(.@npcId, UDT_HAIRCOLOR, 4);
.sex=G_MALE;
.distance=5;
end;
}
|