// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// NPC obssessed in sending gifts to Demure
001-11,37,25,0 script Soren xd#Valentine NPC_PLAYER,{
mesn;
mesq l("I will harass Demure with so many chocolate that she'll leave this event map rolling!");
if (gettime(GETTIME_YEAR) == 2020)
goto L_Purpose;
next;
L_Main:
mesn;
mesq l("Do you want me to prepare more chocolate box for you? For that I'll need:");
msObjective(countitem(ChocolateBar) >= 12, l("* @@/12 @@", countitem(ChocolateBar), getitemlink(ChocolateBar)));
msObjective(Zeny >= 200, l("* @@/200 GP", format_number(Zeny)));
if (countitem(ChocolateBar) < 12 || Zeny < 200)
close;
next;
if (askyesno() == ASK_NO)
close;
if (Zeny < 200)
warp "001-9", 0, 0;
inventoryplace BoxOfChocolates, 1;
delitem ChocolateBar, 12;
Zeny=Zeny-200;
getitem BoxOfChocolates, 1;
mesn;
mesq l("Here you go!");
if (countitem(ChocolateBar) >= 12) {
mesq l("Anything else?");
next;
goto L_Main;
}
close;
L_Purpose:
next;
select
l("You're creepy."),
l("Reset status"),
l("Change weapons"),
l("Open storage"),
l("Open shop");
mes "";
switch (@menu) {
case 2:
ConfirmStatusReset(1, false);
break;
case 3:
goto L_Swap;
break;
case 4:
closeclientdialog;
openstorage;
break;
case 5:
closeclientdialog;
shop .name$;
break;
}
close;
L_Swap:
// Obtain item ID
if (countitem(Event1HSword))
.@itemid=Event1HSword;
else if (countitem(Event2HSword))
.@itemid=Event2HSword;
else if (countitem(EventBow))
.@itemid=EventBow;
else if (countitem(EventWand))
.@itemid=EventWand;
else
close;
// Item list
delinventorylist();
getinventorylist();
.@idx=array_find(@inventorylist_id, .@itemid);
if (.@idx < 0)
Exception("Invalid index for ("+.@itemid+") "+getitemlink(.@itemid), RB_DEFAULT|RB_ISFATAL);
select
rif(.@itemid != Event1HSword, l("One hand sword (average)")),
rif(.@itemid != Event2HSword, l("Two hands sword (strong, misses)")),
rif(.@itemid != EventBow, l("Bow (strong, slow, no evasion)")),
rif(.@itemid != EventWand, l("Wand (skill boost, pathetically weak)")),
l("Cancel");
mes "";
switch (@menu) {
case 1:
delitem .@itemid, 1;
getitembound2(Event1HSword, 1, 1, @inventorylist_refine[.@idx],
@inventorylist_attribute[.@idx], @inventorylist_card1[.@idx],
@inventorylist_card2[.@idx], @inventorylist_card3[.@idx],
@inventorylist_card4[.@idx], 1);
break;
case 2:
delitem .@itemid, 1;
getitembound2(Event2HSword, 1, 1, @inventorylist_refine[.@idx],
@inventorylist_attribute[.@idx], @inventorylist_card1[.@idx],
@inventorylist_card2[.@idx], @inventorylist_card3[.@idx],
@inventorylist_card4[.@idx], 1);
break;
case 3:
delitem .@itemid, 1;
getitembound2(EventBow, 1, 1, @inventorylist_refine[.@idx],
@inventorylist_attribute[.@idx], @inventorylist_card1[.@idx],
@inventorylist_card2[.@idx], @inventorylist_card3[.@idx],
@inventorylist_card4[.@idx], 1);
break;
case 4:
delitem .@itemid, 1;
getitembound2(EventWand, 1, 1, @inventorylist_refine[.@idx],
@inventorylist_attribute[.@idx], @inventorylist_card1[.@idx],
@inventorylist_card2[.@idx], @inventorylist_card3[.@idx],
@inventorylist_card4[.@idx], 1);
break;
}
close;
OnInit:
.@npcId = getnpcid(.name$);
setunitdata(.@npcId, UDT_HEADTOP, CandorShorts);
setunitdata(.@npcId, UDT_HEADMIDDLE, CandorShirt);
setunitdata(.@npcId, UDT_HAIRSTYLE, 14);
setunitdata(.@npcId, UDT_HAIRCOLOR, 18);
// Soren Shop
sleep(SHOPWAIT);
/*
sellitem AnimalBones, 90;
sellitem Candy, 35;
sellitem Piberries, 25;
sellitem OolongTea;
sellitem ChamomileTea;
sellitem TolchiArrow;
sellitem TolchiAmmoBox;
sellitem TrainingAmmoBox;
sellitem CrazyRum;
sellitem Beer;
sellitem GoldenApple, 7000;
sellitem MercBoxA, 1000;
sellitem Grenade;
sellitem SmokeGrenade;
sellitem LousyMoccasins;
sellitem LeatherQuiver, 3500;
sellitem AgiPotionA, 1000;
sellitem VitPotionA, 1000;
sellitem IntPotionA, 1000;
sellitem DexPotionA, 1000;
sellitem LukPotionA, 1000;
sellitem SacredLifePotion, 2500;
sellitem SacredManaPotion, 2500;
sellitem CandorWarpCrystal, 100;
//sellitem MagicApple;
//sellitem FishingRod;
//sellitem WurtziteOre;
// TODO: LottoBox - Random hat to distinguish players
sellitem DoggyDog;
*/
sellitem LousyMoccasins; // Debug so things don't crash
.sex = G_MALE;
.distance = 5;
end;
}