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// 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;
}