//#include "_persist_01a" void main() { object oPC = GetLastOpenedBy(); //int iSmithSkill = GetTokenPair(oPC,13,4); // Weaponsmith int iSmithSkill = GetCampaignInt("UOACraft","iSmithSkill",oPC); int iSmithChance = iSmithSkill; //int iArmorSkill = GetTokenPair(oPC,13,5); // ArmorCraft int iArmorSkill = GetCampaignInt("UOACraft","iArmorSkill",oPC); int iArmorChance = iArmorSkill; int iIngotType = GetLocalInt(oPC,"iUseIngotType"); int iIngotMod = iIngotType*25; if (GetItemPossessedBy(oPC,"NoDrop_SkillLogBook")==OBJECT_INVALID) { CreateItemOnObject("skilllogbook",oPC,1); } if (iSmithChance < 350) { iSmithChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5; iSmithChance = iSmithChance+(GetAbilityScore(oPC,ABILITY_DEXTERITY)*3); iSmithChance = iSmithChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*2); iSmithChance = iSmithChance*3; if (iSmithChance>350)iSmithChance=350; if (iSmithSkill > iSmithChance) iSmithChance=iSmithSkill; } if (iArmorChance < 350) { iArmorChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5; iArmorChance = iArmorChance+(GetAbilityScore(oPC,ABILITY_DEXTERITY)*3); iArmorChance = iArmorChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*2); iArmorChance = iArmorChance*3; if (iArmorChance>350)iArmorChance=350; if (iArmorSkill > iArmorChance) iArmorChance=iArmorSkill; } // Create Ingot Type FlagSwitches if (iIngotType != 0)CreateItemOnObject("flagswitch010",OBJECT_SELF,1); if (iIngotType != 1)CreateItemOnObject("flagswitch011",OBJECT_SELF,1); if (iIngotType != 2)CreateItemOnObject("flagswitch012",OBJECT_SELF,1); if (iIngotType != 3)CreateItemOnObject("flagswitch013",OBJECT_SELF,1); if (iIngotType != 4)CreateItemOnObject("flagswitch014",OBJECT_SELF,1); if (iIngotType != 5)CreateItemOnObject("flagswitch015",OBJECT_SELF,1); if (iIngotType != 6)CreateItemOnObject("flagswitch016",OBJECT_SELF,1); if (iIngotType != 7)CreateItemOnObject("flagswitch017",OBJECT_SELF,1); if (iIngotType != 8)CreateItemOnObject("flagswitch018",OBJECT_SELF,1); if (iIngotType != 9)CreateItemOnObject("flagswitch019",OBJECT_SELF,1); if (iIngotType != 10)CreateItemOnObject("flagswitch020",OBJECT_SELF,1); if (iIngotType != 11)CreateItemOnObject("flagswitch021",OBJECT_SELF,1); if (iIngotType != 12)CreateItemOnObject("flagswitch022",OBJECT_SELF,1); if (iIngotType==9) iIngotMod = 90; // Silver is little easier than Bronze if (iIngotType==10) iIngotMod = 175; // Mithril is hard as Verite if (iIngotType==11) iIngotMod = 200; // Adamantite is hard as Valorite if (iIngotType==12) iIngotMod = 150; // Platinum is hard as Agapite // Modify the skill based on current ingot selection if (iIngotMod >0) iIngotMod = iIngotMod + 250; iSmithChance = iSmithChance - iIngotMod; iArmorChance = iArmorChance - iIngotMod; // Create tokens for items if (iArmorChance>0)CreateItemOnObject("pattern022",OBJECT_SELF,1); /// Metal Studs (For studded leather) if (iSmithChance>0) CreateItemOnObject("pattern069",OBJECT_SELF,1); /// Normal Sling Bullets if (iSmithChance>50) CreateItemOnObject("pattern042",OBJECT_SELF,1); /// Normal Throwing Darts if (iSmithChance>50) CreateItemOnObject("pattern021",OBJECT_SELF,1); /// Normal Shuriken if (iSmithChance>50) CreateItemOnObject("pattern070",OBJECT_SELF,1); /// Normal Arrowheads if (iSmithChance>50) CreateItemOnObject("pattern062",OBJECT_SELF,1); /// Normal Bolt Tips if (iSmithChance>50) CreateItemOnObject("pattern045",OBJECT_SELF,1); /// Normal Kama if (iSmithChance>100) CreateItemOnObject("pattern032",OBJECT_SELF,1); /// Normal Dagger if (iSmithChance>100) CreateItemOnObject("pattern064",OBJECT_SELF,1); /// Normal Kukri if (iArmorChance>100) CreateItemOnObject("pattern111",OBJECT_SELF,1); /// Normal Ringmail Armor if (iSmithChance>150) CreateItemOnObject("pattern027",OBJECT_SELF,1); /// Normal Shortsword if (iSmithChance>150) CreateItemOnObject("pattern049",OBJECT_SELF,1); /// Normal Handaxe if (iSmithChance>150) CreateItemOnObject("pattern039",OBJECT_SELF,1); /// Normal Throwing Axes if (iSmithChance>150) CreateItemOnObject("pattern028",OBJECT_SELF,1); /// Normal Sickle if (iArmorChance>150) CreateItemOnObject("pattern201",OBJECT_SELF,1); /// Normal Horsehair Helmet if (iArmorChance>150) CreateItemOnObject("pattern200",OBJECT_SELF,1); /// Normal Pot Helmet if (iArmorChance>150) CreateItemOnObject("pattern202",OBJECT_SELF,1); /// Normal Spike Helmet if (iArmorChance>150) CreateItemOnObject("pattern203",OBJECT_SELF,1); /// Normal Stag Helmet if (iArmorChance>150) CreateItemOnObject("pattern204",OBJECT_SELF,1); /// Normal Winged Helmet if (iSmithChance>200) CreateItemOnObject("pattern031",OBJECT_SELF,1); /// Normal Mace if (iArmorChance >=250) CreateItemOnObject("pattern029",OBJECT_SELF,1); /// Normal Small Shield if (iArmorChance >=250) CreateItemOnObject("pattern110",OBJECT_SELF,1); /// Normal Chainmail Shirt if (iSmithChance >=250) CreateItemOnObject("pattern046",OBJECT_SELF,1); /// Normal Longsword if (iSmithChance >=250) CreateItemOnObject("pattern040",OBJECT_SELF,1); /// Normal Light Flail if (iSmithChance >=250) CreateItemOnObject("pattern044",OBJECT_SELF,1); /// Normal Light Hammer if (iSmithChance >=250) CreateItemOnObject("pattern024",OBJECT_SELF,1); /// Normal Rapier if (iArmorChance >=300) CreateItemOnObject("pattern108",OBJECT_SELF,1); /// Normal scale mail armor if (iSmithChance >=300) CreateItemOnObject("pattern023",OBJECT_SELF,1); /// Normal Morning Star if (iSmithChance >=300) CreateItemOnObject("pattern060",OBJECT_SELF,1); /// Normal Battleaxe if (iSmithChance >=300) CreateItemOnObject("pattern030",OBJECT_SELF,1); /// Normal Spear if (iSmithChance >=300) CreateItemOnObject("pattern025",OBJECT_SELF,1); /// Normal Scimitar if (iArmorChance >=350) CreateItemOnObject("pattern107",OBJECT_SELF,1); /// Normal Chainmail Armor if (iArmorChance >=350) CreateItemOnObject("pattern106",OBJECT_SELF,1); /// Normal Breastplate if (iSmithChance >=350) CreateItemOnObject("pattern063",OBJECT_SELF,1); /// Normal Bastard Sword if (iArmorChance >=350) CreateItemOnObject("pattern057",OBJECT_SELF,1); /// Normal Large Shield if (iSmithChance >=350) CreateItemOnObject("pattern048",OBJECT_SELF,1); /// Normal Heavy Flail if (iSmithChance >=350) CreateItemOnObject("pattern050",OBJECT_SELF,1); /// Normal Warhammer if (iSmithChance >=350) CreateItemOnObject("pattern056",OBJECT_SELF,1); /// Normal Katana if (iArmorChance >=400) CreateItemOnObject("pattern100",OBJECT_SELF,1); /// Normal Banded Mail Armor if (iArmorChance >=400) CreateItemOnObject("pattern105",OBJECT_SELF,1); /// Normal Splint Mail Armor if (iSmithChance >=400) CreateItemOnObject("pattern053",OBJECT_SELF,1); /// Normal Greatsword if (iSmithChance >=400) CreateItemOnObject("pattern020",OBJECT_SELF,1); /// Normal Halberd if (iSmithChance >=400) CreateItemOnObject("pattern026",OBJECT_SELF,1); /// Normal Scythe if (iSmithChance >=400) CreateItemOnObject("pattern123",OBJECT_SELF,1); /// Normal Greataxe if (iSmithChance >=400) { if (GetRacialType(oPC)==RACIAL_TYPE_DWARF) CreateItemOnObject("pattern124",OBJECT_SELF,1); /// Normal Dwarven Waraxe } if (iArmorChance >=450) CreateItemOnObject("pattern102",OBJECT_SELF,1); /// Normal Half Plate Armor if (iArmorChance >=450) CreateItemOnObject("pattern043",OBJECT_SELF,1); /// Normal Tower Shield if (iSmithChance >=450) CreateItemOnObject("pattern033",OBJECT_SELF,1); /// Normal Dire Mace if (iSmithChance >=450) CreateItemOnObject("pattern059",OBJECT_SELF,1); /// Normal Double Axe if (iArmorChance >=500) CreateItemOnObject("pattern101",OBJECT_SELF,1); /// Normal Full Plate Armor if (iSmithChance >=500) CreateItemOnObject("pattern041",OBJECT_SELF,1); /// Normal Two-Bladed Sword // Search for and destroy any hidden 'body bags' from prior incarnations of this placeable object oSearchForBag = GetNearestObjectByTag("Body Bag",OBJECT_SELF,1); if (oSearchForBag == OBJECT_INVALID)return; object oBagItem = OBJECT_INVALID; if (GetDistanceToObject(oSearchForBag)<= 0.2) { //SendMessageToPC(GetFirstPC(),"Body bag found.. destroying contents.."); oBagItem = GetFirstItemInInventory(oSearchForBag); while (oBagItem != OBJECT_INVALID) { //SendMessageToPC(GetFirstPC(),"Destroying : "+GetName(oBagItem)); DestroyObject(oBagItem); oBagItem = GetNextItemInInventory(oSearchForBag); } DestroyObject(oSearchForBag,1.0); } }