// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Leader of the WIZARD class
// TODO: Improve Fireball
003-0,55,25,0 script Wizard Master NPC_PLAYER,{
if (!(MAGIC_SUBCLASS & CL_WIZARD))
goto L_SignUp;
goto L_Member;
// Sign Up
L_SignUp:
// Not allowed if subclass filled or not from main class
if (total_subclass() >= max_subclass() || getskilllv(WIZARD_MAGE) < 2)
goto L_Close;
mesn;
mesq l("Hey there! Do you want to join the Wizard Class?");
mesc l("Warning: If you join a subclass, you can't leave it later!"), 1;
next;
if (askyesno() != ASK_YES)
close;
// TODO: Requeriment for signing up to a subclass? Or is the tier + skill quest hard enough?
MAGIC_SUBCLASS=MAGIC_SUBCLASS|CL_WIZARD;
mesn;
mesq l("Welcome to the wizard guild!");
close;
// Close
L_Close:
goodbye;
closedialog;
close;
L_Missing:
mesn;
mesq l("Hey hey! You don't have that stuff, CAN'T YOU READ?!");
percentheal 0, -10;
next;
goto L_Member;
// Membership area
// Wizard
// MG_COLDBOLT (ice)
// MG_LIGHTNINGBOLT (wind)
// WZ_EARTHSPIKE (earth)
// MG_NAPALMBEAT (ghost)
// MG_ENERGYCOAT (For 5 minutes, raise damage reduction, but that eats MP)
// TODO: We have many other cool skills for Wizard (more AoE skills, more damage, etc)
// I will worry with that later, as that also means providing extra skills for Sage & Priest
// Note: the number of hits of bolts is the same as the skill level :D
L_Member:
mesn;
mesq l("Hey there! Do you want to learn new skills for a very small teaching fee?");
select
rif(sk_intcost(MG_ENERGYCOAT) && !getskilllv(MG_ENERGYCOAT), l("Learn Energy Coating")),
rif(sk_intcost(MG_NAPALMBEAT) && sk_canlvup(MG_NAPALMBEAT), l("Improve Napalm Beat")),
rif(sk_intcost(MG_COLDBOLT) && sk_canlvup(MG_COLDBOLT), l("Improve Cold Bolt")),
rif(sk_intcost(MG_LIGHTNINGBOLT) && sk_canlvup(MG_LIGHTNINGBOLT), l("Improve Thunder Bolt")),
rif(sk_intcost(WZ_EARTHSPIKE) && sk_canlvup(WZ_EARTHSPIKE), l("Improve Earth Spike")),
rif(sk_intcost(MG_FIREBOLT) && sk_canlvup(MG_FIREBOLT), l("Improve Fire Bolt")),
l("Leave Subclass"),
l("Nothing at the moment.");
mes "";
switch (@menu) {
case 1:
mesc l("[Energy Coating]");
mesc l("Drains Mana to reduce damage taken. The only defensive skill from wizards.");
mes "";
mesn;
mesq l("This useful skill will only require:");
mesc l("@@/@@ @@", countitem(Tentacle), (getskilllv(MG_ENERGYCOAT)+1)*10, getitemlink(Tentacle));
mesc l("@@/@@ @@", countitem(MushroomSpores), (getskilllv(MG_ENERGYCOAT)+1)*5, getitemlink(MushroomSpores));
mesc l("@@/@@ @@", countitem(WolvernTooth), (getskilllv(MG_ENERGYCOAT)+1)*3, getitemlink(WolvernTooth));
mesc l("@@/@@ @@", countitem(RedScorpionClaw), (getskilllv(MG_ENERGYCOAT)+1)*1, getitemlink(RedScorpionClaw));
next;
if (askyesno() == ASK_YES) {
if (
countitem(Tentacle) < (getskilllv(MG_ENERGYCOAT)+1)*10 ||
countitem(MushroomSpores) < (getskilllv(MG_ENERGYCOAT)+1)*5 ||
countitem(WolvernTooth) < (getskilllv(MG_ENERGYCOAT)+1)*3 ||
countitem(RedScorpionClaw) < (getskilllv(MG_ENERGYCOAT)+1)*1) goto L_Missing;
delitem Tentacle, (getskilllv(MG_ENERGYCOAT)+1)*10;
delitem MushroomSpores, (getskilllv(MG_ENERGYCOAT)+1)*5;
delitem WolvernTooth, (getskilllv(MG_ENERGYCOAT)+1)*3;
delitem RedScorpionClaw, (getskilllv(MG_ENERGYCOAT)+1)*1;
sk_lvup(MG_ENERGYCOAT);
next;
}
break;
case 2:
mesc l("[Napalm Beat]");
mesc l("Astral attack with low damage value, but which can send ghosts to rest.");
mesc l("Useful in PvP when your enemy have equipped a @@", getitemlink(AstralCube));
mes "";
mesn;
mesq l("This useful skill will only require:");
mesc l("@@/@@ @@", countitem(Acorn), (getskilllv(MG_NAPALMBEAT)+1)*60, getitemlink(Acorn));
mesc l("@@/@@ @@", countitem(Bread), (getskilllv(MG_NAPALMBEAT)+1)*30, getitemlink(Bread));
mesc l("@@/@@ @@", countitem(SmallMushroom), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(SmallMushroom));
mesc l("@@/@@ @@", countitem(PinkBlobime), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(PinkBlobime));
mesc l("@@/@@ @@", countitem(RedApple), (getskilllv(MG_NAPALMBEAT)+1)*15, getitemlink(RedApple));
next;
if (askyesno() == ASK_YES) {
if (
countitem(Acorn) < (getskilllv(MG_NAPALMBEAT)+1)*60 ||
countitem(Bread) < (getskilllv(MG_NAPALMBEAT)+1)*30 ||
countitem(SmallMushroom) < (getskilllv(MG_NAPALMBEAT)+1)*20 ||
countitem(PinkBlobime) < (getskilllv(MG_NAPALMBEAT)+1)*20 ||
countitem(RedApple) < (getskilllv(MG_NAPALMBEAT)+1)*15) goto L_Missing;
delitem Acorn, (getskilllv(MG_NAPALMBEAT)+1)*60;
delitem Bread, (getskilllv(MG_NAPALMBEAT)+1)*30;
delitem SmallMushroom, (getskilllv(MG_NAPALMBEAT)+1)*20;
delitem PinkBlobime, (getskilllv(MG_NAPALMBEAT)+1)*20;
delitem RedApple, (getskilllv(MG_NAPALMBEAT)+1)*15;
sk_lvup(MG_NAPALMBEAT);
next;
}
break;
// Magic Bolts
case 3:
case 4:
case 5:
case 6:
setarray .@ASkill, MG_COLDBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE, MG_FIREBOLT;
setarray .@AItem, Coral, BatWing, PileOfAsh, Curshroom;
setarray .@BItem, Sapphire, Emerald, Topaz, Ruby;
setarray .@ASkill$, "Ice", "Wind", "Earth", "Fire";
.@index=@menu-4;
.@Skill$=.@ASkill$[.@index];
.@Skill=.@ASkill[.@index];
.@Item=.@AItem[.@index];
.@ItemB=.@BItem[.@index];
deletearray(.@ASkill);
deletearray(.@AItem);
deletearray(.@BItem);
deletearray(.@ASkill$);
mesc l("[@@ Bolt]", .@Skill$);
mesc l("Causes a @@ bolt on the enemy. Number of hits is the skill level.", .@Skill$);
mes "";
mesn;
mesq l("This useful skill will only require:");
mesc l("@@/@@ @@", countitem(.@Item), (getskilllv(.@Skill)+1)*30, getitemlink(.@Item));
mesc l("@@/@@ @@", countitem(FluoPowder), (getskilllv(.@Skill)+1)*15, getitemlink(FluoPowder));
mesc l("@@/@@ @@", countitem(HerbalTea), (getskilllv(.@Skill)+1)*3, getitemlink(HastePotion));
mesc l("@@/@@ @@", countitem(WoodenLog), (getskilllv(.@Skill)+1)*2, getitemlink(DiamondPowder));
mesc l("@@/@@ @@", countitem(.@ItemB), (getskilllv(.@Skill)+1)*1, getitemlink(.@ItemB));
next;
if (askyesno() == ASK_YES) {
if (
countitem(.@Item) < (getskilllv(.@Skill)+1)*30 ||
countitem(FluoPowder) < (getskilllv(.@Skill)+1)*15 ||
countitem(HerbalTea) < (getskilllv(.@Skill)+1)*3 ||
countitem(WoodenLog) < (getskilllv(.@Skill)+1)*2 ||
countitem(.@ItemB) < (getskilllv(.@Skill)+1)*1) goto L_Missing;
delitem .@Item, (getskilllv(.@Skill)+1)*30;
delitem FluoPowder, (getskilllv(.@Skill)+1)*15;
delitem HerbalTea, (getskilllv(.@Skill)+1)*3;
delitem WoodenLog, (getskilllv(.@Skill)+1)*2;
delitem .@ItemB, (getskilllv(.@Skill)+1)*1;
sk_lvup(.@Skill);
next;
}
break;
case 7:
// All skills related may include the basic class skills if they're related.
mesc l("WARNING: If you leave the subclass, you'll lose all skills related to it!"), 1;
mesc l("This cannot be undone. Are you sure?"), 1;
mes "";
if (askyesno() == ASK_YES) {
mes "";
if (validatepin()) {
skill MG_ENERGYCOAT, 0, 0;
skill SA_DRAGONOLOGY, 0, 0;
skill MG_NAPALMBEAT, 0, 0;
skill MG_COLDBOLT, 0, 0;
skill MG_LIGHTNINGBOLT, 0, 0;
skill WZ_EARTHSPIKE, 0, 0;
skill MG_FIREBOLT, 0, 0;
MAGIC_SUBCLASS=MAGIC_SUBCLASS^CL_WIZARD;
mesc l("You abandoned the WIZARD class!"), 1;
close;
} else {
mesc l("Failed to validate pin. Aborting.");
next;
}
} else {
mes "";
mesc l("Operation aborted. Phew!");
next;
}
break;
default:
goto L_Close;
}
goto L_Member;
OnInit:
.@npcId = getnpcid(.name$);
setunitdata(.@npcId, UDT_HEADTOP, FancyHat); // TODO: wizard hat
setunitdata(.@npcId, UDT_HEADMIDDLE, SorcererRobe);
setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes);
setunitdata(.@npcId, UDT_WEAPON, JeansShorts);
setunitdata(.@npcId, UDT_HAIRSTYLE, 2);
setunitdata(.@npcId, UDT_HAIRCOLOR, 5);
.sex=G_MALE;
.distance=5;
end;
}