added things

added a crafting tool merchant,
added a training hall (not quite working yet)
fixed crafting issues,
exchanged the small cave area
This commit is contained in:
2024-09-01 14:11:15 -04:00
parent 65af23f08d
commit 7030eb2235
335 changed files with 55956 additions and 3946 deletions

View File

@@ -1,6 +1,5 @@
//#include "_persist_01a"
#include "nw_i0_plot"
#include "aps_include"
void CreateAnObject(string sResource, object oPC, int iStackSize);
void GetNextStackedItem(object oPC, string sItemTag, int iCount, int iMode, string sStackResRef);
@@ -105,33 +104,21 @@ void main()
if (GetLocalInt(OBJECT_SELF,"iAmInUse") != 0)
{
SendMessageToPC(oPC,"You must wait until the current weapon or armor is completed before starting another.");
SendMessageToPC(oPC,"You must wait till the current weapon or armor is completed before starting another.");
return;
}
if (GetTag(oTool) != "ITEM_SMITHHAMMER_NORMAL")
{
FloatingTextStringOnCreature("You must have a blacksmith hammer equipped in order to attempt this craft.",oPC,FALSE);
FloatingTextStringOnCreature("You must have a smithy hammer equipped in order to attempt this craft...",oPC,FALSE);
return;
}
//int iSmithSkill = GetTokenPair(oPC,13,4); // Weaponsmith
// uses NWN Database
//int iSmithSkill = GetCampaignInt("UOACraft","iSmithSkill",oPC);
// uses external database
int iSmithSkill = GetPersistentInt(oPC,"iSmithSkill","UOACraft");
int iSmithSkill = GetCampaignInt("UOACraft","iSmithSkill",oPC);
int iSmithChance = iSmithSkill;
//int iArmorSkill = GetTokenPair(oPC,13,5); // ArmorCraft
// uses NWN database
//int iArmorSkill = GetCampaignInt("UOACraft","iArmorSkill",oPC);
// external database
int iArmorSkill = GetPersistentInt(oPC,"iArmorSkill","UOACraft");
int iArmorSkill = GetCampaignInt("UOACraft","iArmorSkill",oPC);
int iArmorChance = iArmorSkill;
if (iSmithChance < 350)
@@ -163,7 +150,7 @@ void main()
{
iSmithChance = iSmithChance - 100;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a dagger.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the dagger useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the dagger useless.";
sItemResRefPoor = CraftLookup("wswdg002",iIngotType);
sItemResRef = CraftLookup("nw_wswdg001",iIngotType);
sItemResRefExceptional = CraftLookup("wswdg003",iIngotType);
@@ -176,7 +163,7 @@ void main()
{
iSmithChance = iSmithChance-150;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a shortsword.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the shortsword useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the shortsword useless.";
sItemResRefPoor = CraftLookup("wswss002",iIngotType);
sItemResRef = CraftLookup("nw_wswss001",iIngotType);
sItemResRefExceptional = CraftLookup("wswss003",iIngotType);
@@ -190,7 +177,7 @@ void main()
iCraftType=1;
iArmorChance = iArmorChance - 100;
sSuccess = "You carefully forge the rings and sew them into the leather backing to make ringmail armor.";
sFail = "The rings fail to link properly, and the leather backing is ruined.";
sFail = "The rings fail to link properly and the leather backing is ruined.";
sItemResRefPoor = CraftLookup("ringmail001",iIngotType);
sItemResRef = CraftLookup("ringmail",iIngotType);
sItemResRefExceptional = CraftLookup("ringmail002",iIngotType);
@@ -238,7 +225,7 @@ void main()
iCraftType=1;
iArmorChance = iArmorChance - 300;
sSuccess = "You carefully forge the small metal scales and hook them into the leather to make scale mail armor.";
sFail = "The scales do not hook together properly, and the scale mail armor is ruined.";
sFail = "The scales do not hook properly, and the scale mail armor is ruined.";
sItemResRefPoor = CraftLookup("aarcl006",iIngotType);
sItemResRef = CraftLookup("nw_aarcl003",iIngotType);
sItemResRefExceptional = CraftLookup("aarcl007",iIngotType);
@@ -269,7 +256,7 @@ void main()
iCraftType=1;
iArmorChance = iArmorChance - 400;
sSuccess = "You carefully forge the small metal bands and fix them into the leather to make banded mail armor.";
sFail = "The bands do not fix together properly, and the banded mail armor is ruined.";
sFail = "The bands do not fix properly, and the banded mail armor is ruined.";
sItemResRefPoor = CraftLookup("aarcl014",iIngotType);
sItemResRef = CraftLookup("nw_aarcl011",iIngotType);
sItemResRefExceptional = CraftLookup("aarcl015",iIngotType);
@@ -286,7 +273,7 @@ void main()
iCraftType=1;
iArmorChance = iArmorChance - 400;
sSuccess = "You carefully forge the small metal plates and fix them into the leather to make splint mail armor.";
sFail = "The small metal plates are too brittle to fix together properly, and the splint mail armor is ruined.";
sFail = "The small metal plates are too brittle to fix properly, and the splint mail armor is ruined.";
sItemResRefPoor = CraftLookup("aarcl018",iIngotType);
sItemResRef = CraftLookup("nw_aarcl005",iIngotType);
sItemResRefExceptional = CraftLookup("aarcl019",iIngotType);
@@ -336,7 +323,7 @@ void main()
{
iSmithChance = iSmithChance-250;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a longsword.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the longsword useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the longsword useless.";
sItemResRefPoor = CraftLookup("wswls002",iIngotType);
sItemResRef = CraftLookup("nw_wswls001",iIngotType);
sItemResRefExceptional = CraftLookup("wswls003",iIngotType);
@@ -349,7 +336,7 @@ void main()
{
iSmithChance = iSmithChance-350;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a bastard sword.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the bastard sword useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the bastard sword useless.";
sItemResRefPoor = CraftLookup("wswbs002",iIngotType);
sItemResRef = CraftLookup("nw_wswbs001",iIngotType);
sItemResRefExceptional = CraftLookup("wswbs003",iIngotType);
@@ -362,7 +349,7 @@ void main()
{
iSmithChance = iSmithChance-400;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a greatsword.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the greatsword useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the greatsword useless.";
sItemResRefPoor = CraftLookup("wswgs002",iIngotType);
sItemResRef = CraftLookup("nw_wswgs001",iIngotType);
sItemResRefExceptional = CraftLookup("wswgs003",iIngotType);
@@ -494,7 +481,7 @@ void main()
{
iSmithChance = iSmithChance-200;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a mace.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the mace useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the mace useless.";
sItemResRefPoor = CraftLookup("wblml002",iIngotType);
sItemResRef = CraftLookup("nw_wblml001",iIngotType);
sItemResRefExceptional = CraftLookup("wblml003",iIngotType);
@@ -507,7 +494,7 @@ void main()
{
iSmithChance = iSmithChance-300;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a maorning star.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the morning star useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the morning star useless.";
sItemResRefPoor = CraftLookup("wblms002",iIngotType);
sItemResRef = CraftLookup("nw_wblms001",iIngotType);
sItemResRefExceptional = CraftLookup("wblms003",iIngotType);
@@ -523,7 +510,7 @@ void main()
{
iSmithChance = iSmithChance-250;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a light flail.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the light flail useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the light flail useless.";
sItemResRefPoor = CraftLookup("wblfl002",iIngotType);
sItemResRef = CraftLookup("nw_wblfl001",iIngotType);
sItemResRefExceptional = CraftLookup("wblfl003",iIngotType);
@@ -536,7 +523,7 @@ void main()
{
iSmithChance = iSmithChance-350;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a heavy flail.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the heavy flail useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the heavy flail useless.";
sItemResRefPoor = CraftLookup("wblfh002",iIngotType);
sItemResRef = CraftLookup("nw_wblfh001",iIngotType);
sItemResRefExceptional = CraftLookup("wblfh003",iIngotType);
@@ -549,7 +536,7 @@ void main()
{
iSmithChance = iSmithChance-250;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a light hammer.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the light hammer useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the light hammer useless.";
sItemResRefPoor = CraftLookup("wblhl002",iIngotType);
sItemResRef = CraftLookup("nw_wblhl001",iIngotType);
sItemResRefExceptional = CraftLookup("wblhl003",iIngotType);
@@ -562,7 +549,7 @@ void main()
{
iSmithChance = iSmithChance-350;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a warhammer.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the warhammer useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the warhammer useless.";
sItemResRefPoor = CraftLookup("wblhw002",iIngotType);
sItemResRef = CraftLookup("nw_wblhw001",iIngotType);
sItemResRefExceptional = CraftLookup("wblhw003",iIngotType);
@@ -575,7 +562,7 @@ void main()
{
iSmithChance = iSmithChance-150;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a handaxe.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the handaxe useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the handaxe useless.";
sItemResRefPoor = CraftLookup("waxhn002",iIngotType);
sItemResRef = CraftLookup("nw_waxhn001",iIngotType);
sItemResRefExceptional = CraftLookup("waxhn003",iIngotType);
@@ -588,7 +575,7 @@ void main()
{
iSmithChance = iSmithChance-150;
sSuccess = "You carefully heat, fold, and pound the metal into the form of a battleaxe.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the battleaxe useless.";
sFail = "The metal turns brittle as you heat, fold, and pound it, rending the battleaxe useless.";
sItemResRefPoor = CraftLookup("waxbt002",iIngotType);
sItemResRef = CraftLookup("nw_waxbt001",iIngotType);
sItemResRefExceptional = CraftLookup("waxbt003",iIngotType);
@@ -602,7 +589,7 @@ void main()
iCraftStackSize = 50;
iSmithChance = iSmithChance-50;
sSuccess = "You carefully forge the throwing darts.";
sFail = "The metal fails to cool properly, and the throwing darts are ruined.";
sFail = "The metal fails to cool properly and the throwing darts are ruined.";
sItemResRefPoor = CraftLookup("wthdt002",iIngotType);
sItemResRef = CraftLookup("nw_wthdt001",iIngotType);
sItemResRefExceptional = CraftLookup("wthdt003",iIngotType);
@@ -616,7 +603,7 @@ void main()
iCraftStackSize = 50;
iSmithChance = iSmithChance-50;
sSuccess = "You carefully forge the shuriken.";
sFail = "The metal fails to cool properly, and the shuriken are ruined.";
sFail = "The metal fails to cool properly and the shuriken are ruined.";
sItemResRefPoor = CraftLookup("wthsh002",iIngotType);
sItemResRef = CraftLookup("nw_wthsh001",iIngotType);
sItemResRefExceptional = CraftLookup("wthsh003",iIngotType);
@@ -630,7 +617,7 @@ void main()
iCraftStackSize = 50;
iSmithChance = iSmithChance-150;
sSuccess = "You carefully forge the throwing axes.";
sFail = "The metal fails to cool properly, and the throwing axes are ruined.";
sFail = "The metal fails to cool properly and the throwing axes are ruined.";
sItemResRefPoor = CraftLookup("wthax002",iIngotType);
sItemResRef = CraftLookup("nw_wthax001",iIngotType);
sItemResRefExceptional = CraftLookup("wthax003",iIngotType);
@@ -642,8 +629,8 @@ void main()
if (sTag == "P_HALBERD")
{
iSmithChance = iSmithChance-400;
sSuccess = "You carefully forge the halberd blade, and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge it, and the halberd is ruined.";
sSuccess = "You carefully forge the halberd blade and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge and the halberd is ruined.";
sItemResRefPoor = CraftLookup("wplhb002",iIngotType);
sItemResRef = CraftLookup("nw_wplhb001",iIngotType);
sItemResRefExceptional = CraftLookup("wplhb003",iIngotType);
@@ -658,8 +645,8 @@ void main()
if (sTag == "P_SCYTHE")
{
iSmithChance = iSmithChance-400;
sSuccess = "You carefully forge the scythe blade, and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge it, and the scythe is ruined.";
sSuccess = "You carefully forge the scythe blade and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge and the scythe is ruined.";
sItemResRefPoor = CraftLookup("wplsc002",iIngotType);
sItemResRef = CraftLookup("nw_wplsc001",iIngotType);
sItemResRefExceptional = CraftLookup("wplsc003",iIngotType);
@@ -674,8 +661,8 @@ void main()
if (sTag == "P_SPEAR")
{
iSmithChance = iSmithChance-300;
sSuccess = "You carefully forge the spear tip, and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge it, and the spear is ruined.";
sSuccess = "You carefully forge the spear tip and affix it to the shaft.";
sFail = "The metal turns brittle as you attempt to forge and the spear is ruined.";
sItemResRefPoor = CraftLookup("wplss002",iIngotType);
sItemResRef = CraftLookup("nw_wplss001",iIngotType);
sItemResRefExceptional = CraftLookup("wplss003",iIngotType);
@@ -704,7 +691,7 @@ void main()
{
iSmithChance = iSmithChance-100;
sSuccess = "You carefully fold and pound the metal into the form of a kukri.";
sFail = "The metal turns brittle as you attempt to forge it, and the kukri is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the kukri is ruined.";
sItemResRefPoor = CraftLookup("wspku002",iIngotType);
sItemResRef = CraftLookup("nw_wspku001",iIngotType);
sItemResRefExceptional = CraftLookup("wspku003",iIngotType);
@@ -717,7 +704,7 @@ void main()
{
iSmithChance = iSmithChance-150;
sSuccess = "You carefully fold and pound the metal into the form of a sickle.";
sFail = "The metal turns brittle as you attempt to forge it, and the sickle is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the sickle is ruined.";
sItemResRefPoor = CraftLookup("wspsc002",iIngotType);
sItemResRef = CraftLookup("nw_wspsc001",iIngotType);
sItemResRefExceptional = CraftLookup("wspsc003",iIngotType);
@@ -730,7 +717,7 @@ void main()
{
iSmithChance = iSmithChance-450;
sSuccess = "You carefully fold and pound the metal into the form of a dire mace.";
sFail = "The metal turns brittle as you attempt to forge it, and the dire mace is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the dire mace is ruined.";
sItemResRefPoor = CraftLookup("wdbma002",iIngotType);
sItemResRef = CraftLookup("nw_wdbma001",iIngotType);
sItemResRefExceptional = CraftLookup("wdbma003",iIngotType);
@@ -743,7 +730,7 @@ void main()
{
iSmithChance = iSmithChance-450;
sSuccess = "You carefully fold and pound the metal into the form of a double axe.";
sFail = "The metal turns brittle as you attempt to forge it, and the double axe is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the double axe is ruined.";
sItemResRefPoor = CraftLookup("wdbax002",iIngotType);
sItemResRef = CraftLookup("nw_wdbax001",iIngotType);
sItemResRefExceptional = CraftLookup("wdbax003",iIngotType);
@@ -756,7 +743,7 @@ void main()
{
iSmithChance = iSmithChance-500;
sSuccess = "You carefully fold and pound the metal into the form of a two-bladed sword.";
sFail = "The metal turns brittle as you attempt to forge it, and the two-bladed sword is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the two-bladed sword is ruined.";
sItemResRefPoor = CraftLookup("wdbsw002",iIngotType);
sItemResRef = CraftLookup("nw_wdbsw001",iIngotType);
sItemResRefExceptional = CraftLookup("wdbsw003",iIngotType);
@@ -770,7 +757,7 @@ void main()
iSmithChance = iSmithChance+50; //Bullets are easy to make
iCraftStackSize = 99;
sSuccess = "You carefully forge the bullets.";
sFail = "The metal fails to cool properly, and the bullets are ruined.";
sFail = "The metal fails to cool properly and the bullets are ruined.";
sItemResRefPoor = CraftLookup("wambu002",iIngotType);
sItemResRef = CraftLookup("nw_wambu001",iIngotType);
sItemResRefExceptional = CraftLookup("wambu003",iIngotType);
@@ -784,7 +771,7 @@ void main()
iSmithChance = iSmithChance - 50;
iCraftStackSize = 50;
sSuccess = "You carefully forge the arrowheads.";
sFail = "The metal fails to cool properly, and the arrowheads are ruined.";
sFail = "The metal fails to cool properly and the arrowheads are ruined.";
sItemResRefPoor = CraftLookup("arrowhead001",iIngotType);
sItemResRef = CraftLookup("arrowhead",iIngotType);
sItemResRefExceptional = CraftLookup("arrowhead002",iIngotType);
@@ -798,7 +785,7 @@ void main()
iSmithChance = iSmithChance - 50;
iCraftStackSize = 50;
sSuccess = "You carefully forge the bolt tips.";
sFail = "The metal fails to cool properly, and the bolt tips are ruined.";
sFail = "The metal fails to cool properly and the bolt tips are ruined.";
sItemResRefPoor = CraftLookup("arrowhead004",iIngotType);
sItemResRef = CraftLookup("arrowhead003",iIngotType);
sItemResRefExceptional = CraftLookup("arrowhead005",iIngotType);
@@ -813,7 +800,7 @@ void main()
iArmorChance = iArmorChance + 100; // metal studs are super-easy
iCraftStackSize = 99;
sSuccess = "You carefully forge the metal studs.";
sFail = "The metal fails to cool properly, and the metal studs are ruined.";
sFail = "The metal fails to cool properly and the metal studs are ruined.";
sItemResRefPoor = CraftLookup("metalstud001",iIngotType);
sItemResRef = CraftLookup("metalstud",iIngotType);
sItemResRefExceptional = CraftLookup("metalstud002",iIngotType);
@@ -826,7 +813,7 @@ void main()
{
iSmithChance = iSmithChance-350;
sSuccess = "You carefully fold and pound the metal into the form of a katana.";
sFail = "The metal turns brittle as you attempt to forge it, and the katana is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the katana is ruined.";
sItemResRefPoor = CraftLookup("wswka002",iIngotType);
sItemResRef = CraftLookup("nw_wswka001",iIngotType);
sItemResRefExceptional = CraftLookup("wswka003",iIngotType);
@@ -839,7 +826,7 @@ void main()
{
iSmithChance = iSmithChance-250;
sSuccess = "You carefully fold and pound the metal into the form of a rapier.";
sFail = "The metal turns brittle as you attempt to forge it, and the rapier is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the rapier is ruined.";
sItemResRefPoor = CraftLookup("wswrp002",iIngotType);
sItemResRef = CraftLookup("nw_wswrp001",iIngotType);
sItemResRefExceptional = CraftLookup("wswrp003",iIngotType);
@@ -852,7 +839,7 @@ void main()
{
iSmithChance = iSmithChance-300;
sSuccess = "You carefully fold and pound the metal into the form of a scimitar.";
sFail = "The metal turns brittle as you attempt to forge it, and the scimitar is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the scimitar is ruined.";
sItemResRefPoor = CraftLookup("wswsc002",iIngotType);
sItemResRef = CraftLookup("nw_wswsc001",iIngotType);
sItemResRefExceptional = CraftLookup("wswsc003",iIngotType);
@@ -865,7 +852,7 @@ void main()
{
iSmithChance = iSmithChance-400;
sSuccess = "You carefully fold and pound the metal into the form of a great axe.";
sFail = "The metal turns brittle as you attempt to forge it, and the great axe is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the great axe is ruined.";
sItemResRefPoor = CraftLookup("waxgr002",iIngotType);
sItemResRef = CraftLookup("nw_waxgr001",iIngotType);
sItemResRefExceptional = CraftLookup("waxgr003",iIngotType);
@@ -878,12 +865,12 @@ void main()
{
if (GetRacialType(oPC)!=RACIAL_TYPE_DWARF)
{
FloatingTextStringOnCreature("You are not a dwarf! You will be unable to craft a Dwarven Waraxe!",oPC,FALSE);
FloatingTextStringOnCreature("You are not a dwarf! You cannot craft a Dwarven Waraxe!",oPC,FALSE);
return;
}
iSmithChance = iSmithChance-400;
sSuccess = "You carefully fold and pound the metal into the form of a dwarven waraxe.";
sFail = "The metal turns brittle as you attempt to forge it, and the dwarven waraxe is ruined.";
sFail = "The metal turns brittle as you attempt to forge and the dwarven waraxe is ruined.";
sItemResRefPoor = CraftLookup("wdwraxe002",iIngotType);
sItemResRef = CraftLookup("x2_wdwraxe001",iIngotType);
sItemResRefExceptional = CraftLookup("wdwraxe003",iIngotType);
@@ -1259,13 +1246,7 @@ void main()
if (iSmithSkill <= 1000)
{
//DelayCommand(13.0,SetTokenPair(oPC,13,4,iSmithSkill));
// uses NWN database
DelayCommand(13.0,SetCampaignInt("UOACraft","iSmithSkill",iSmithSkill,oPC));
// uses external database
DelayCommand(13.0,SetPersistentInt(oPC,"iSmithSkill",iSmithSkill,0,"UOACraft"));
DelayCommand(13.0,SendMessageToPC(oPC,"========================================="));
DelayCommand(13.0,SendMessageToPC(oPC,"Your skill in weaponsmithing has gone up!"));
DelayCommand(13.0,SendMessageToPC(oPC,"Current weaponsmithing skill : "+ sOldSkill+"%"));
@@ -1289,13 +1270,7 @@ void main()
if (iArmorSkill <= 1000)
{
//DelayCommand(13.0,SetTokenPair(oPC,13,5,iArmorSkill));
//uses NWN database
DelayCommand(13.0,SetCampaignInt("UOACraft","iArmorSkill",iArmorSkill,oPC));
//uses external database
DelayCommand(13.0,SetPersistentInt(oPC,"iArmorSkill",iArmorSkill,0,"UOACraft"));
DelayCommand(13.0,SendMessageToPC(oPC,"====================================="));
DelayCommand(13.0,SendMessageToPC(oPC,"Your skill in armorcraft has gone up!"));
DelayCommand(13.0,SendMessageToPC(oPC,"Current armorcraft skill : "+ sOldSkill+"%"));