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// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Craftmaster, teaches player TMW2_CRAFT
024-16,27,42,0 script Dwarf Craftsmaster NPC_DWARF_CRAFTMASTER,{
function calcRequisites;
function calcPrices;
function calcUpgrade;
.@q=getq(General_Narrator);
if (.@q < 13) {
hello;
end;
}
mesn;
mesq lg("Look what we have here, it is a girl!", "Look what we have here, it is a boy!");
next;
mesn;
mesq l("I'm Thurgar the mighty craftsman. I can make anything reality! But I only work to the king!");
next;
mesn;
mesq l("...Unless, of course, if you're interested in learning this art. You'll not regret it, I assure you.");
next;
// Main Loop
.@score=CRAFTING_SCORE_COMPLETE/40;
mesc l("Crafting Skill Level: @@", getskilllv(TMW2_CRAFT));
msObjective(.@score >= calcRequisites(),
l("Completed Crafts: @@/@@", .@score, calcRequisites()) );
msObjective(Zeny >= calcPrices(),
l("Money: @@ GP", format_number(Zeny)) );
// Script end
if (getskilllv(TMW2_CRAFT) > 6)
close;
mes "";
select
rif(!.@score, l("How can I complete a craft?")),
rif(.@score >= calcRequisites(), l("Learn crafting for @@ GP", format_number(calcPrices())) ),
rif(.@score, l("How can I complete a craft?")),
l("Nothing for now, thanks.");
mes "";
switch (@menu) {
case 1:
case 3:
mesn;
mesq l("Well, first of, you'll need an @@ and an Equipment Recipe.", getitemlink(RecipeBook));
next;
if (!countitem(RecipeBook) && !countitem(JesusalvaGrimorium)) {
mesn;
mesq l("If you don't have the recipe book, you'll need to find one... Maybe someone in a household you've already helped is willing to give you one.");
next;
}
mesn;
mesq l("Anyway, once you have the recipe book and learned a recipe, you can craft items in forges. I think you can buy it in your apartment.");
next;
mesn;
mesq l("That will help you to make your very first first craft! Remember to use @@ to change which bonuses can be applied to your craft items.", b("@ucp"));
next;
mesn;
mesq l("I think someone on Tulimshar is capable to teach you these bonuses. Eh, I don't know. Haven't been there for a while.");
break;
case 2:
if (calcUpgrade()) {
mesn;
mesq l("There you go. Craft hard, mwhahahahaha!");
} else {
mesn;
mesq l("You don't have met all requisites, like money and successful crafts, or you already reached the maximum level for this skill.");
}
break;
}
close;
// Calc successful crafts required to learn crafting
// Returns amount of crafts needed
function calcRequisites {
switch (getskilllv(TMW2_CRAFT)) {
case 0:
return 0;
case 1:
return 3;
case 2:
return 7;
case 3:
return 12;
case 4:
return 18;
case 5:
return 32;
case 6:
return 64;
}
return -1;
}
// Calc how much GP the skill will cost you
// Returns amount of GP
function calcPrices {
switch (getskilllv(TMW2_CRAFT)) {
case 0:
return 1000;
case 1:
return 5000;
case 2:
return 9000;
case 3:
return 15000;
case 4:
return 27000;
case 5:
return 36000;
case 6:
return 50000;
}
return false;
}
// calcUpgrade() returns true if skill
// can be leveled up. And levels it up.
function calcUpgrade {
.@gp=calcPrices();
.@cf=calcRequisites();
if (Zeny < .@gp)
return false;
if (CRAFTING_SCORE_COMPLETE / 40 < .@cf)
return false;
if (.@cf < 0 || .@gp < 0)
return false;
// You may get a free blueprint
switch (getskilllv(TMW2_CRAFT)) {
case 0:
inventoryplace EquipmentBlueprintA, 1;
getitem EquipmentBlueprintA, 1;
// We should aid you getting basic skills - for free!
if (!CRAFTSYS[CRGROUP_BASE])
CRAFTSYS[CRGROUP_BASE]+=1;
if (!CRAFTSYS_CURRENT)
CRAFTSYS_CURRENT=CRAFTSYS_CURRENT|CRGROUP_BASE;
break;
case 1:
inventoryplace EquipmentBlueprintB, 1;
getitem EquipmentBlueprintB, 1;
break;
case 2:
inventoryplace EquipmentBlueprintC, 1;
getitem EquipmentBlueprintC, 1;
break;
case 3:
inventoryplace EquipmentBlueprintD, 1;
getitem EquipmentBlueprintD, 1;
break;
case 4:
inventoryplace EquipmentBlueprintE, 1;
getitem EquipmentBlueprintE, 1;
break;
case 5:
inventoryplace AncientBlueprint, 1;
getitem AncientBlueprint, 1;
break;
default:
getexp 1700, 200;
break;
}
Zeny-=.@gp;
skill TMW2_CRAFT, getskilllv(TMW2_CRAFT)+1, 0;
return true;
}
OnInit:
.distance=5;
end;
}
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