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// 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.", 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;
}