// TMW2 Script
// Author:
// Saulc
// Vasily_Makarov (original from Evol)
// Jesusalva
// Description:
// Hurnscald Potion Shopkeeper
// 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$);
L_Menu:
.@plush_count = BaseLevel*210-(10*210);
// Lv 10: 210 GP
// Lv 90: 1.867 GP
if (BaseLevel > 10)
.@plush_count = .@plush_count/(BaseLevel/10);
.@n=getq(General_Narrator);
.@s=getq(HurnscaldQuest_Sagratha);
.@s3=getq3(HurnscaldQuest_Sagratha);
select
l("Can you reset my stats please?"),
rif($ARKIM_ST >= 1200,l("I want Piberries Infusion!")),
rif(getq(HurnscaldQuest_InjuriedMouboo) == 2,l("Do you know how to break curses?")),
rif(.@s == 1 && .@s3,l("Sagratha was not home.")),
rif(.@s == 2,l("About Sagratha...")),
// rif(SAGRATHA_SCORE < 0, l("Sagratha hates my guts.")), // Plant trees
rif(.@n >= 6,l("I am in dire need of Return Potions!")),
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_SaggyHome;
case 5:
goto L_SaggyMain;
case 6:
goto L_ReturnPot;
case 7:
goto L_Quit;
}
L_ResetStats:
mesn;
mesq l("Status point reset can't be undone. Do you really want this?");
L_ConfirmReset:
ConfirmStatusReset();
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, rand2(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_ReturnPot:
.@price=7000-(reputation("Hurns")*20);
.@craft=2001-(reputation("Hurns")*20);
.@ammon=5+(reputation("Hurns")/30);
mesn;
mesq l("I understand. Rakinorf told me to stuff you with them if needed.");
next;
mesn;
mesq l("Be aware I can only bake batches of @@ potions.", .@ammon);
next;
mesn;
mesq l("So, it is @@ GP each one up-front. Or I can brew with your materials:", .@price);
mes "";
mesn l("Craft Recipe");
mesc l("- @@/@@ @@", countitem(MauveHerb), 80, getitemlink(MauveHerb));
mesc l("- @@/@@ @@", countitem(MushroomSpores), 15, getitemlink(MushroomSpores));
mesc l("- @@/@@ @@", countitem(Potatoz), 7, getitemlink(Potatoz));
mesc l("- @@/@@ @@", countitem(Coral), 5, getitemlink(Coral));
mesc l("- @@/@@ @@", countitem(EverburnPowder), 1, getitemlink(EverburnPowder));
mesc l("- @@/@@ GP", format_number(.@craft), format_number(Zeny));
next;
select
l("Too expensive %%n"),
rif(Zeny >= .@price, l("I want to pay the full price.")),
l("I want you to brew some for me.");
mes "";
switch (@menu) {
case 1:
close;
case 2:
mesc l("How many? Max. @@", (Zeny/.@price));
input .@c, 0, (Zeny/.@price);
.@payment=.@price*.@c;
if (Zeny >= .@payment) {
inventoryplace ReturnPotion, .@c*.@ammon;
Zeny-=.@payment;
getitem ReturnPotion, .@c*.@ammon;
mesn;
mesq l("There you go!");
} else {
Exception("Illegal input.", RB_DEFAULT | RB_SPEECH);
}
break;
case 3:
mesc l("How many?");
input .@c, 0, 100;
inventoryplace ReturnPotion, .@c*.@ammon;
if (
countitem(MauveHerb) < 80*.@c ||
countitem(MushroomSpores) < 15*.@c ||
countitem(Potatoz) < 7*.@c ||
countitem(Coral) < 5*.@c ||
countitem(EverburnPowder) < 1*.@c ||
Zeny < .@craft*.@c
) Exception("You don't have that much material.", RB_ISFATAL|RB_SPEECH);
delitem MauveHerb, 80*.@c;
delitem MushroomSpores, 15*.@c;
delitem Potatoz, 7*.@c;
delitem Coral, 5*.@c;
delitem EverburnPowder, 1*.@c;
Zeny-=.@craft*.@c;
getitem ReturnPotion, .@c*.@ammon;
mesn;
mesq l("There you go!");
break;
}
close;
L_SaggyHome:
mesn;
mesq l("She probably just went out for a walk. Nothing to worry, I hope.");
next;
if (.@n < 11) {
mesn;
mesq l("It's impossible to know when she'll be back, so you should prioritize something else for now.");
close;
}
select
l("Yeah, she might be back soon."),
l("I don't think so. There have been... Incidents.");
if (@menu == 1)
close;
mes "";
mesn;
mesq l("...Incidents?");
next;
mesn strcharinfo(0);
mesc l("You tell her about the incident at the Blue Sage's residence and how they were aiming at sages.");
next;
mesn;
mesq l("Well, this is very disturbing, indeed. I hope my good friend Sagratha is fine.");
next;
mesn;
mesq l("Can you, perhaps, do me a favor? Please... Check her house for any signs of battle.");
next;
mesn;
mesq l("She should be safe as she is a strong woman, but... You never know.");
setq1 HurnscaldQuest_Sagratha, 2;
setq3 HurnscaldQuest_Sagratha, 0;
close;
L_SaggyMain:
mesn;
mesq l("Yes? Have you looked her house for signs of battle?");
next;
select
l("Yes, and there was no signs of a fight."),
l("...Not yet.");
if (@menu == 2)
close;
mes "";
mesn;
mesq l("Are you sure? Like, really really sure?");
next;
if (!.@s3) {
mesn strcharinfo(0);
mesq l("Hmm... Thinking well...");
next;
mesn;
mesq l("THEN DON'T WASTE MY TIME! My friend could be in danger!");
next;
mesn;
mesq l("Go do what I told you to do and examine the house thoroughly!");
close;
}
mesn strcharinfo(0);
mesq l("Yes, I did. There was only an unlocked secret window.");
next;
mesn;
mesq l("Good, this must mean that Sagratha managed to flee in time.");
next;
mesn;
mesq l("Eh, I don't think you'll be brave enough to go after her. If even she decided to flee, I doubt you wouldn't do the same.");
next;
select
l("Yeah you're right, I'm a noob anyway, and Sagratha is a skilled mage. She should be fine on her own."),
l("Two still fight better than one. I have the courage of a dustman in me!");
mes "";
if (@menu == 1)
close;
mesn;
mesq l("Heh. Foolish. That's what adventurers are, I guess...");
next;
mesn;
mesq l("If you leave by the secret window, you'll notice a small cave entrance. Enter it.");
next;
mesn;
mesq l("It seems to be the ruins of some sort of Mouboo Temple or whatever, from a millenia ago. There may be traps, so be careful.");
next;
inventoryplace MercCard_Jesusalva, 1;
mesn;
mesq l("I'll give you a @@. It should aid you out there.", getitemlink(MercCard_Jesusalva));
next;
mesn;
mesq l("...Good luck, @@. And be careful. If Sagratha decided to flee... It might be too strong for you.", strcharinfo(0));
setq1 HurnscaldQuest_Sagratha, 3;
setq3 HurnscaldQuest_Sagratha, 0;
getitem MercCard_Jesusalva, 1;
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;
}