//===== rAthena Script ======================================= //= Insurance Exchanger //===== Description: ========================================= //= Exchange items for New_Insurance item. //===== Changelogs: ========================================== //= 1.0 Initial release. [Balfear] //============================================================ prontera,82,108,5 script Heart Merchant#life01 4_M_NFDEADMAN2,5,5,{ .@old_item = 12209; .@new_item = 6413; .@old_item_name$ = getitemname(.@old_item); .@new_item_name$ = getitemname(.@new_item); if (!checkweight(1201,1) || (MaxWeight - Weight) < 500) { mes "You can't proceed with the conversation because you have a large quantity of items."; mes "Please organize your items and try again."; close; } mes "[Heart Merchant]"; mes "Hello! I see you are an adventurer who gives your heart to traveling, uses a boat to sail across the continent, and enjoys the thrill of danger!"; next; if(!countitem(.@old_item)){ mes "[Heart Merchant]"; mes "Do you have any " + mesitemlink( .@old_item ) + " in your storage?"; next; mes "[Heart Merchant]"; mes "If you bring me a " + .@old_item_name$ + ", I'll exchange it to " + mesitemlink( .@new_item ) + ". What do you think? Do you have any idea what this item is?"; } else { mes "[Heart Merchant]"; mes "Have you ever thought about replacing your " + mesitemlink( .@old_item ) + " to something better? For example... " + mesitemlink( .@new_item ) + ". What do you think?"; } next; switch(select("What is it?",(countitem(.@old_item)?"Exchange it please!":""),"I'm not interested")) { case 1: mes "[Heart Merchant]"; mes mesitemlink( .@old_item ) + " is an item that prevents you from losing experience on death once within the 30 minutes duration after use."; next; mes "[Heart Merchant]"; mes "But a lot of people are sad about the time limit, right? So I looked into it and prepared the " + mesitemlink( .@new_item ) + "."; next; mes "[Heart Merchant]"; mes mesitemlink( .@new_item ) + " is an item that will prevent the loss of experience on death once by just having it ^EE0000regardless of the duration^000000. Of course, after death, the "+.@new_item_name$+" is consumed."; next; select("Why are you exchanging it?"); mes "[Heart Merchant]"; mes "Are you curious about that? I'm a merchant. Buying and selling things is my fate, whether it's related to one's life or death. Do you think I'm going to miss this opportunity to make money? I make money, and the living get a leeway from the pain of death. Isn't that a good deal?"; next; mes "[Heart Merchant]"; mes "The exchange rate is 5 " + mesitemlink( .@old_item ) + " for 1 " + mesitemlink( .@new_item ) + ". Do you have any questions?"; next; mes "[Heart Merchant]"; mes "Hm~ What do you think? Isn't it a fair trade? Do you want to always worry about time? It's a must-have for adventurers who enjoy breathtaking adventures."; close; case 2: mes "[Heart Merchant]"; mes "Yeah, yeah. Good decision. It's better to exchange it for a better one, isn't it?"; next; mes "[Heart Merchant]"; mes "I can exchange your ^0000cd5 "+.@old_item_name$+" to 1 "+.@new_item_name$+"."; next; mes "[Heart Merchant]"; mes "However, ^EE0000[Not for sale] " + .@old_item_name$ + " is not eligible for exchange^000000, so it is useless to bring it here and ask for it to be exchanged."; next; mes "[Heart Merchant]"; mes "Shall we exchange it now?"; next; if (select("Exchange it please!:I don't want to exchange it.") == 2) break; mes "[Heart Merchant]"; mes "How many do you want to exchange? ^0000cdYou can exchange up to 10 "+.@new_item_name$+" at a time^000000."; next; input .@amount; if (.@amount == 0) { mes "[Heart Merchant]"; mes "Hm? Are you not interested? This is a great product, and it's really good for someone like you. But if you don't want to protect your live, I won't force you either."; close; } if (.@amount > 10) { mes "[Heart Merchant]"; mes "Like I said, ^0000cdyou can only exchange up to 10^000000 at a time. Check the quantity again."; close; } if (countitem(.@old_item) < (.@amount*5)) { mes "[Heart Merchant]"; mes "Um, excuse me but... you don't have enough " +.@old_item_name$+ ", no? It's 5 " + mesitemlink( .@old_item ) + " for 1 " + mesitemlink( .@new_item ) + ". Please check the quantity."; close; } mes "[Heart Merchant]"; mes "Now, with this, I've exchanged your ^0000cd" + .@old_item_name$ + "^000000 for the ^EE0000" + .@new_item_name$ + "^000000!! That was a good deal, wasn't it? The next time you get your hands on a "+.@old_item_name$+", come see me again!"; delitem .@old_item,.@amount*5; getitem .@new_item,.@amount; close; case 3: break; } mes "[Heart Merchant]"; mes "This is a great deal! Adventurer, it's a must-have item for people like you who ventures in dangerous places!"; next; mes "[Heart Merchant]"; mes "If you become interested in it, be sure to come back for the exchange. Okay?"; close; OnTouch: if(countitem(12209)) npctalk "You have something good. Would you like to replace your " + getitemname(12209) + " with a better one?", "", bc_self; end; }