// TMW2/LoF scripts.
// Authors:
// Jesusalva
// Description:
// Essential scripts any city must have
// Description:
// The Travelers travel around the world telling stories.
017-1,144,204,0 script Elen The Traveler NPC_F_COINKEEPER,{
mesn;
if (strcharinfo(0) == $MOST_HEROIC$) mesq l("Wow! Are you @@? Everyone, in every city, talks about you!", $MOST_HEROIC$);
if (strcharinfo(0) == $MOST_HEROIC$) next;
mesq l("Hello. I am @@, and I am from a family of travellers. We travel though the whole world, looking for exotic goods.", .name$);
next;
mesq l("You can buy rare items with me, or I can tell you about different cities in our world.");
L_Menu:
mes "";
menu
l("I want to trade with you."), L_Trade,
l("Tell me about Tulimshar."), L_Tulim,
l("Tell me about Hurnscald."), L_Hurns,
l("Tell me about Nivalis."), L_Nival,
l("Tell me about Esperia."), L_Esper,
l("Tell me about Artis."), L_Artis,
l("Tell me about Frostia."), L_Frost,
l("Tell me about Halinarzo."), L_Halin,
l("Sorry, I'll pass."), L_Close;
L_Tulim:
mes "";
mesn;
mesq l("Tulimshar is the oldest human city, and its foundation is the year zero of our calendar.");
next;
mesq l("The city only flourished because Janett Platinum had the idea to build city walls surrounding this city.");
next;
mesq l("The desert climate means you'll find mostly maggots and scorpions. Their drops include cactus drinks, cake, knifes, black pearls, gold, and other common things.");
next;
mesq l("You can find for a good price desert equipment and some kind of dyes. You find all sort of crafters, artisans and warriors here.");
next;
goto L_Menu;
L_Hurns:
mes "";
mesn;
mesq l("Hurnscald was founded after Tulimshar, in more fertile lands. Their walls are not so sturdy as the ones of Tulimshar.");
next;
mesq l("Under the leadership of King Wusher, they were the first to accept immigrants from other races. You will find humans and non-humans there.");
next;
mesq l("The fertile climate is ideal for mushrooms. You can also find lots of wood.");
next;
mesq l("Their economy provide many edible items and potions.");
next;
goto L_Menu;
L_Nival:
mes "";
mesn;
mesq l("Nivalis was the last human settlement built during the First Era.");
next;
mesq l("It's cold, harsh climate makes difficult to live there. It was founded by people thrown away from Tulimshar and Hunrscald for political reasons.");
next;
mesq l("The cold climate is ideal for slimes, penguins, and other icy creatures. You can find lots of... ice, of course!");
next;
mesq l("Some items are only produced in Nivalis. After all, it is hard to work properly with ice in a desert!");
next;
goto L_Menu;
L_Esper:
mes "";
mesn;
mesq l("Esperia is the human capital founded at the other continent.");
next;
mesq l("After the Great Famine which happened after the Red Queen death, it was founded by people who sailed away in look of new opportunities.");
next;
mesq l("It offers better living conditions than Tulimshar, and is bigger and more prosperous. Few monsters live there.");
next;
mesq l("However, taxes there are the highest. Living cost is high, and you should avoid buying things there.");
next;
goto L_Menu;
L_Artis:
mes "";
mesn;
mesq l("Artis is a city port founded after the Great Famine on the other continent.");
next;
mesq l("People say it is the second biggest city from the world.");
next;
mesq l("Different kind of monsters live near the city. For example, blubs. I have no idea of what are those.");
next;
mesq l("People usually dock there when travelling to the second continent. Nothing exceptional about economy.");
next;
goto L_Menu;
L_Frost:
mes "";
mesn;
mesq l("Frostia is the only city known that was not founded by humans.");
next;
mesq l("They are strict with who is allowed inside, so you'll need either elf or ukar friends to pass.");
next;
mesq l("It is on a huge, icy mountain peak. Rumors about dragons and legendary items to be found.");
next;
mesq l("Some of finest elven craftmanship can be found there, like bows, for example.");
next;
goto L_Menu;
L_Halin:
mes "";
mesn;
mesq l("Halinarzo was founded to explore Mana Stones.");
next;
mesq l("You can find both huge swamps, as huge desertic areas near and on it.");
next;
mesq l("Lizards are the main monster found, and they steal gold from innocent bypassers.");
next;
mesq l("Without any mana stone left, and because the walls were not very strong, most of the city was destroyed.");
next;
mesq l("Unlike many other cities, if you want people in eternal need of items, there is a good place to look.");
next;
goto L_Menu;
L_Trade:
mesn;
mesq l("Use your @@ as currency!", getitemlink(StrangeCoin));
next;
openshop "Aeros Trader";
closedialog;
L_Close:
close;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, NPCEyes);
setunitdata(.@npcId, UDT_HEADMIDDLE, UglyChristmasSweater);
setunitdata(.@npcId, UDT_HEADBOTTOM, JeansShorts);
setunitdata(.@npcId, UDT_WEAPON, CandorBoots); // Boots
setunitdata(.@npcId, UDT_HAIRSTYLE, 27);
setunitdata(.@npcId, UDT_HAIRCOLOR, 11);
npcsit;
.sex = G_FEMALE;
.distance = 5;
end;
}
// Description:
// Banker.
017-3,85,41,0 script Stalman NPC_LLOYD,{
Banker(.name$, "Land Of Fire Village", 14000);
close;
OnInit:
.sex = G_MALE;
.distance = 5;
end;
}
// Description:
// Barber.
017-1,147,176,0 script Milocat NPC_ELVEN_FEMALE_ARMOR_SHOP,{
function setRace {
clear;
setnpcdialogtitle l("Debug - Modify Race");
mes l("Race") + ": " + $@allraces$[Class];
next;
mes l("Please select the desired race.");
select("Human:Ukar:Redy:Elf:Orc:Raijin:Tritan");
jobchange max(0, @menu-1);
return;
}
mesn;
mesq l("Hi! Do you want a hair cut?");
do
{
select
l("What is my current hairstyle and hair color?"),
l("I'd like to get a different style."),
l("Can you do something with my color?"),
rif(is_staff(), l("I am a GM, and I want to change my Race!")),
l("I'm fine for now, thank you.");
switch (@menu)
{
case 1:
BarberSayStyle 3;
break;
case 2:
BarberChangeStyle;
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Enjoy your new style.");
l("Anything else?");
break;
case 3:
BarberChangeColor;
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("I hope you like this color.");
l("Anything else?");
break;
case 4:
setRace;
break;
case 5:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Feel free to come visit me another time.");
goodbye;
}
} while (1);
close;
OnInit:
.sex = G_FEMALE;
.distance = 5;
end;
}
// Description:
// Status Reset
017-1,39,138,0 script Bobby NPC_PLAYER,{
speech S_LAST_NEXT,
l("I am @@, an alchemist specialized in reset potions.", .name$);
L_Menu:
.@plush_count = BaseLevel*210-(9*210);
// Lv 10: 210 GP
select
l("Can you reset my stats please?"),
lg("You are weird, I have to go sorry.");
switch (@menu)
{
case 1:
goto L_ResetStats;
case 2:
goto L_Quit;
}
L_ResetStats:
mesn;
mesq l("Status point reset can't be undone. Do you really want this?");
L_ConfirmReset:
select
lg("Yes, I am sure."),
lg("I need to think about it...");
switch (@menu)
{
case 1:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Let me just have a quick look at you. Hm... I will need @@ GP to reset your stats.", .@plush_count);
select
rif(Zeny >= .@plush_count, l("Here, take as much as you need, I have plenty!")),
rif(Zeny > 0 && Zeny < .@plush_count, l("I don't have enough money...")),
rif(Zeny == 0, l("Oh no, I don't have any money on me right now.")),
l("I have to go, sorry.");
if (@menu > 1) {
goto L_Quit;
}
// TODO: I think there were functions to deal with GP
set Zeny, Zeny-.@plush_count;
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Thank you."),
l("Now stand still... It should not take much time...");
.@wasSP = StatusPoint;
resetstatus;
if (StatusPoint == .@wasSP) {
speech S_LAST_NEXT,
l("It seems that you have no status points to reset!"),
l("But the money you brought was really awesome you know."),
l("Come back when you will really need me.");
} else {
speech S_LAST_NEXT,
l("Let's see... @@ of your status points have just been reset!", StatusPoint - .@wasSP),
l("Spend it wisely this time."),
l("But you are welcome to reset your stats again! I need the money.");
}
}
goto L_Quit;
L_Quit:
closedialog;
goodbye;
close;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, ForestShroomHat);
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, 12);
.sex = G_MALE;
.distance = 5;
end;
}