int GetIngotCost(int base_type, int armor_type = 0){ switch (base_type) { case BASE_ITEM_BASTARDSWORD: return 15; case BASE_ITEM_BATTLEAXE: return 30; case BASE_ITEM_CLUB: return 5; case BASE_ITEM_DAGGER: return 5; case BASE_ITEM_DIREMACE: return 30; case BASE_ITEM_DOUBLEAXE: return 50; case BASE_ITEM_DWARVENWARAXE: return 15; case BASE_ITEM_FALCHION: return 20; case BASE_ITEM_FLAIL: return 15; case BASE_ITEM_GREATAXE: return 45; case BASE_ITEM_GREATCLUB: return 12; case BASE_ITEM_GREATSWORD: return 45; case BASE_ITEM_HALBERD: return 45; case BASE_ITEM_HANDAXE: return 10; case BASE_ITEM_HEAVYFLAIL: return 40; case BASE_ITEM_KAMA: return 8; case BASE_ITEM_KATANA: return 35; case BASE_ITEM_KUKRI: return 6; case BASE_ITEM_LIGHTFLAIL: return 10; case BASE_ITEM_LIGHTHAMMER: return 10; case BASE_ITEM_LIGHTMACE: return 10; case BASE_ITEM_LONGSWORD: return 12; case BASE_ITEM_MACE: return 15; case BASE_ITEM_MORNINGSTAR: return 12; case BASE_ITEM_RAPIER: return 12; case BASE_ITEM_SCIMITAR: return 20; case BASE_ITEM_SHORTSWORD: return 8; case BASE_ITEM_SCYTHE: return 25; case BASE_ITEM_SHURIKEN: return 1; case BASE_ITEM_SICKLE: return 5; case BASE_ITEM_SPEAR: return 10; case BASE_ITEM_THROWINGAXE: return 3; case BASE_ITEM_TWOBLADEDSWORD: return 40; case BASE_ITEM_WARHAMMER: return 25; case BASE_ITEM_WARMACE: return 30; case BASE_ITEM_LARGESHIELD: case BASE_ITEM_HELMET: case BASE_ITEM_ARMOR: { switch (armor_type) { case 0: break; } } break; }}