// TMW2 Script
// Author:
// Saulc
// Vasily_Makarov (original from Evol)
// Jesusalva
// Description:
// Still Unused NPC
// Notes:
// Reset must be turned in function
012-4,29,28,0 script Wyara NPC_FEMALE,{
speech S_LAST_NEXT,
l("I am @@, an alchemist specialized in reset potions.", .name$);
L_Menu:
.@plush_count = BaseLevel*210-(10*210);
// Lv 10: 210 GP
// Lv 90: 1.867 GP
if (BaseLevel > 10)
.@plush_count = .@plush_count/(BaseLevel/10);
select
l("Can you reset my stats please?"),
rif($ARKIM_ST >= 1200,l("I want Piberries Infusion!")),
rif(getq(HurnscaldQuest_InjuriedMouboo) == 2,l("Do you know how to break curses?")),
lg("You are weird, I have to go sorry.");
mes "";
switch (@menu) {
case 1:
goto L_ResetStats;
case 2:
goto L_Piberries;
case 3:
goto L_Uncurse;
case 4:
goto L_Quit;
}
L_ResetStats:
mesn;
mesq l("Status point reset can't be undone. Do you really want this?");
L_ConfirmReset:
switch (select(lg("Yes, I am sure."),
lg("I need to think about it..."),
lg("I won't need it, thank you.")))
{
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;
case 2:
goto L_Quit;
case 3:
goto L_Quit;
}
L_Piberries:
mesn;
mesq l("For (another) one @@, I'll need 3~4 @@ and 50 GP.", getitemlink(PiberriesInfusion), getitemlink(Piberries));
next;
select
rif(Zeny >= 50 && countitem(Piberries) >= 4, l("Do it!")),
l("Not now, sorry.");
if (@menu == 2)
goto L_Quit;
mes "";
inventoryplace PiberriesInfusion, 1;
Zeny=Zeny-50;
delitem Piberries, rand(3,4);
getitem PiberriesInfusion, 1;
getexp 10, 0;
goto L_Piberries;
L_Uncurse:
mesn;
mesq l("Well, it depends on the curse. Some are easy to break, and others are... well...");
next;
select
l("It's a simple curse."),
l("It's a complex curse."),
l("It's a cursed mouboo.");
mes "";
mesn;
switch (@menu) {
case 1:
mesq l("Then you should look in buying Caffeinne. Curse is a status ailment which reduces your attack, nullifies your luck and makes you a snail. Simple Curses can be cured with time, too.");
break;
case 2:
mesq l("Oh, then you should seek the help of an specialist. These curses have an specific condition to break, like leveling up or being killed. Force-breaking them can be difficult.");
break;
case 3:
mesq l("A... Mouboo? Well, I know who can handle curses on cute Mouboos.");
next;
mesn;
mesq l("Go talk to Sagratha, she is usually in a hut in northen forest. The door have a magic barrier, so you'll need to have minimal magic skills to get close enough to open it.");
next;
mesn;
mesq l("She doesn't likes @@s, only cute animals. She doesn't likes Ghosts, Undeads, and Shadow monsters either.", get_race());
next;
mesn;
mesq l("So, when you get on the door, knock it, and say this: \"@@\". She will open the door for you.", b(l("Mouboos are cute")));
compareandsetq HurnscaldQuest_Sagratha, 0, 1;
break;
}
close;
L_Quit:
goodbye;
close;
OnInit:
.@npcId = getnpcid(.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, 8);
setunitdata(.@npcId, UDT_HAIRCOLOR, 18);
.sex = G_FEMALE;
.distance = 4;
end;
}