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// TMW2 Script
// Author:
//    Saulc
//    Vasily_Makarov (original from Evol)
//    Jesusalva

009-3,39,48,0	script	Kevin	NPC_PLAYER,{

    speech S_LAST_NEXT,
        l("I am @@, an alchemist specialized in reset potions.", .name$);

L_Menu:
    .@plush_count = BaseLevel*210-(9*210);
    // Lv 10: 210 GP

    select
        l("Can you reset my stats please?"),
        l("Can you mix Gem Powder?"),
        lg("You are weird, I have to go sorry.");

    switch (@menu)
    {
        case 1:
            goto L_ResetStats;
        case 2:
            goto L_Powder;
        case 3:
            goto L_Quit;
    }

L_ResetStats:
    mesn;
    mesq l("Status point reset can't be undone. Do you really want this?");

L_ConfirmReset:
    select
            lg("Yes, I am sure."),
            lg("I need to think about it...");

    switch (@menu)
    {
        case 1:
            speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
                l("Let me just have a quick look at you. Hm... I will need @@ GP to reset your stats.", .@plush_count);

            select
                rif(Zeny >= .@plush_count, l("Here, take as much as you need, I have plenty!")),
                rif(Zeny > 0 && Zeny < .@plush_count, l("I don't have enough money...")),
                rif(Zeny == 0, l("Oh no, I don't have any money on me right now.")),
                l("I have to go, sorry.");

            if (@menu > 1) {
                goto L_Quit;
            }

            // TODO: I think there were functions to deal with GP
            set Zeny, Zeny-.@plush_count;

            speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
                l("Thank you."),
                l("Now stand still... It should not take much time...");

            .@wasSP = StatusPoint;
            resetstatus;
            if (StatusPoint == .@wasSP) {
                speech S_LAST_NEXT,
                    l("It seems that you have no status points to reset!"),
                    l("But the money you brought was really awesome you know."),
                    l("Come back when you will really need me.");
            } else {
                speech S_LAST_NEXT,
                    l("Let's see... @@ of your status points have just been reset!", StatusPoint - .@wasSP),
                    l("Spend it wisely this time."),
                    l("But you are welcome to reset your stats again! I need the money.");
            }
    }
    goto L_Quit;

L_Powder:
    mes "";
    mesn;
    mesq l("To make @@ I need one from each gem powders, and 800 GP for commission.", getitemlink(GemPowder));
    next;
    select
        l("Yeah, I need one."),
        l("Thanks for the help, but no."),
        l("Actually, nevermind. Good bye!");
    if (@menu == 2)
        goto L_Menu;

    if (@menu == 3)
        goto L_Quit;

    if (
        countitem(DiamondPowder) &&
        countitem(RubyPowder) &&
        countitem(EmeraldPowder) &&
        countitem(SapphirePowder) &&
        countitem(TopazPowder) &&
        countitem(AmethystPowder) &&
        Zeny >= 800) {

        inventoryplace GemPowder, 1;
        delitem DiamondPowder, 1;
        delitem RubyPowder, 1;
        delitem EmeraldPowder, 1;
        delitem SapphirePowder, 1;
        delitem TopazPowder, 1;
        delitem AmethystPowder, 1;
        Zeny=Zeny-800;
        getitem GemPowder, 1;
        getexp rand(6,18), rand(6,18);

        mesn;
        mesq l("Thanks! Here you go. Perhaps you need another one?");
        next;
        goto L_Powder;
    } else {
        mesn;
        mesq l("I need one of each gem powder, and 800 GP.");
        next;
    }
    goto L_Menu;

L_Quit:
    closedialog;
    goodbye;
    close;

OnInit:
    .@npcId = getnpcid(0, .name$);
    setunitdata(.@npcId, UDT_HEADTOP, FancyHat);
    setunitdata(.@npcId, UDT_HEADMIDDLE, SailorShirt);
    setunitdata(.@npcId, UDT_HEADBOTTOM, BromenalPants);
    setunitdata(.@npcId, UDT_WEAPON, LousyMoccasins); // Boots
    setunitdata(.@npcId, UDT_HAIRSTYLE, 7);
    setunitdata(.@npcId, UDT_HAIRCOLOR, 17);

    .sex = G_MALE;
    .distance = 4;
    end;
}