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// TMW2 scripts.
// Authors:
//    Jesusalva
// Description:
//    Leader of the SAGE class

003-0,34,37,0	script	Sage Master	NPC_PLAYER,{
    /*
    if (!is_staff())
        goto L_Close;
    */
    if (!(MAGIC_SUBCLASS & CL_SAGE))
        goto L_SignUp;
    goto L_Member;

// Sign Up
L_SignUp:
    // Not allowed if subclass filled or not from main class
    if (total_subclass() >= max_subclass() || getskilllv(WIZARD_MAGE) < 2)
        goto L_Close;
    mesn;
    mesq l("Hey there! Do you want to join the Sage Class?");
    mesc l("Warning: If you join a subclass, you can't leave it later!"), 1;
    next;
    if (askyesno() != ASK_YES)
        close;
    // TODO: Requeriment for signing up to a subclass? Or is the tier + skill quest hard enough?
    MAGIC_SUBCLASS=MAGIC_SUBCLASS|CL_SAGE;
    mesn;
    mesq l("Welcome to the sage guild!");
    close;

// Close
L_Close:
    goodbye;
    closedialog;
    close;

L_Missing:
    mesn;
    mesq l("Hey hey! You don't have that stuff, CAN'T YOU READ?!");
    percentheal 0, -10;
    next;
    goto L_Member;

// Membership area
// Sage
//  CR_TRUST (raise Max HP in 200 and Holy Resistance in 5%, passive)
//  AL_ANGELUS (DEF Increase 5% for	15s/LVL, 14x14 area for PARTY)
//  PR_REDEMPTIO (suicide with death penalty. Revive dead party members on a 29x29 area. Min. 1% xp. 0.01% xp penalty reduction per revive)
//  MER_INCAGI (raise agi and move speed for 20s/LVL. Have an HP cost.)
//  SM_BASH up to level 4 (+220% dmg and +20% acc). PS. If you have MP, SM_BASH is very powerful.

L_Member:
    mesn;
    mesq l("Hey there! Do you want to learn new skills for a very small teaching fee?");
    select
        rif(sk_intcost(SA_FREECAST) && !getskilllv(SA_FREECAST), l("Learn Action Casting")),
        rif(sk_intcost(SA_DRAGONOLOGY) && getskilllv(SA_DRAGONOLOGY) < (1+degree_subclass()/2), l("Improve Dragon Slayer")),
        rif(sk_intcost(TMW2_SAGE) && sk_canlvup(TMW2_SAGE), l("Improve Mana Exp Gain")),
        rif(sk_intcost(SA_FLAMELAUNCHER) && sk_canlvup(SA_FLAMELAUNCHER), l("Improve Fire Weapon")),
        rif(sk_intcost(SA_FROSTWEAPON) && sk_canlvup(SA_FROSTWEAPON), l("Improve Ice Weapon")),
        rif(sk_intcost(SA_LIGHTNINGLOADER) && sk_canlvup(SA_LIGHTNINGLOADER), l("Improve Wind Weapon")),
        rif(sk_intcost(SA_SEISMICWEAPON) && sk_canlvup(SA_SEISMICWEAPON), l("Improve Earth Weapon")),
        l("Leave Subclass"),
        l("Nothing at the moment.");
    mes "";
    switch (@menu) {
        // SA_FREECAST, SA_DRAGONOLOGY, TMW2_SAGE
        case 1:
        case 2:
        case 3:
            mesc l("[Party Area Defense]");
            mesc l("Raises defense of the whole party in 5% for a while.");
            mes "";
            mesn;
            mesq l("This useful skill will only require:");
            mesc l("@@/@@ @@", countitem(PiberriesInfusion), (getskilllv(AL_ANGELUS)+1)*10, getitemlink(PiberriesInfusion));
            mesc l("@@/@@ @@", countitem(BlackMambaEgg),     (getskilllv(AL_ANGELUS)+1)*2,  getitemlink(BlackMambaEgg));
            mesc l("@@/@@ @@", countitem(MoubooSteak),       (getskilllv(AL_ANGELUS)+1)*4,  getitemlink(MoubooSteak));
            mesc l("@@/@@ @@", countitem(IronIngot),         (getskilllv(AL_ANGELUS)+1)*1,  getitemlink(IronIngot));
            next;
            if (askyesno() == ASK_YES) {
                if (
                    countitem(PiberriesInfusion) < (getskilllv(AL_ANGELUS)+1)*10 ||
                    countitem(BlackMambaEgg)     < (getskilllv(AL_ANGELUS)+1)*2 ||
                    countitem(MoubooSteak)       < (getskilllv(AL_ANGELUS)+1)*4 ||
                    countitem(IronIngot)         < (getskilllv(AL_ANGELUS)+1)*1) goto L_Missing;

                delitem PiberriesInfusion, (getskilllv(AL_ANGELUS)+1)*10;
                delitem BlackMambaEgg,     (getskilllv(AL_ANGELUS)+1)*2;
                delitem MoubooSteak,       (getskilllv(AL_ANGELUS)+1)*4;
                delitem IronIngot,         (getskilllv(AL_ANGELUS)+1)*1;

                sk_lvup(AL_ANGELUS);

                next;
            }
            break;
        // Weapon Enhance
        case 4:
        case 5:
        case 6:
        case 7:
            setarray .@ASkill, SA_FLAMELAUNCHER, SA_FROSTWEAPON, SA_LIGHTNINGLOADER, SA_SEISMICWEAPON;
            setarray .@AItem, Curshroom, Coral, BatWing, PileOfAsh;
            setarray .@BItem, Ruby, Sapphire, Emerald, Topaz;
            setarray .@ASkill$, "Fire", "Ice", "Wind", "Earth";

            .@index=@menu-4;

            .@Skill$=.@ASkill$[.@index];
            .@Skill=.@ASkill[.@index];
            .@Item=.@AItem[.@index];
            .@ItemB=.@BItem[.@index];

        	deletearray(.@ASkill);
        	deletearray(.@AItem);
        	deletearray(.@BItem);
        	deletearray(.@ASkill$);

            mesc l("[@@ Weapon]", .@Skill$);
            mesc l("Temporaly switch weapon element to @@. Success rate is fixed at 70%.", .@Skill$);
            mes "";
            mesn;
            mesq l("This useful skill will only require:");
            mesc l("@@/@@ @@", countitem(.@Item),       (getskilllv(.@Skill)+1)*30, getitemlink(.@Item));
            mesc l("@@/@@ @@", countitem(FluoPowder),   (getskilllv(.@Skill)+1)*15, getitemlink(FluoPowder));
            mesc l("@@/@@ @@", countitem(HerbalTea),    (getskilllv(.@Skill)+1)*3, getitemlink(HastePotion));
            mesc l("@@/@@ @@", countitem(WoodenLog),    (getskilllv(.@Skill)+1)*2,  getitemlink(DiamondPowder));
            mesc l("@@/@@ @@", countitem(.@ItemB),      (getskilllv(.@Skill)+1)*1,  getitemlink(.@ItemB));
            next;
            if (askyesno() == ASK_YES) {
                if (
                    countitem(.@Item)           < (getskilllv(.@Skill)+1)*30 ||
                    countitem(FluoPowder)       < (getskilllv(.@Skill)+1)*15 ||
                    countitem(HerbalTea)        < (getskilllv(.@Skill)+1)*3 ||
                    countitem(WoodenLog)        < (getskilllv(.@Skill)+1)*2 ||
                    countitem(.@ItemB)          < (getskilllv(.@Skill)+1)*1) goto L_Missing;

                delitem .@Item,         (getskilllv(.@Skill)+1)*30;
                delitem FluoPowder,     (getskilllv(.@Skill)+1)*15;
                delitem HerbalTea,      (getskilllv(.@Skill)+1)*3;
                delitem WoodenLog,      (getskilllv(.@Skill)+1)*2;
                delitem .@ItemB,        (getskilllv(.@Skill)+1)*1;

                sk_lvup(.@Skill);

                next;
            }
            break;
        case 8:
            // All skills related may include the basic class skills if they're related.
            mesc l("WARNING: If you leave the subclass, you'll lose all skills related to it!"), 1;
            mesc l("This cannot be undone. Are you sure?"), 1;
            mes "";
            if (askyesno() == ASK_YES) {
                mes "";
                if (validatepin()) {
                    skill SA_FREECAST, 0, 0;
                    skill SA_DRAGONOLOGY, 0, 0;
                    skill TMW2_SAGE, 0, 0;
                    skill SA_FLAMELAUNCHER, 0, 0;
                    skill SA_FROSTWEAPON, 0, 0;
                    skill SA_LIGHTNINGLOADER, 0, 0;
                    skill SA_SEISMICWEAPON, 0, 0;
                    MAGIC_SUBCLASS=MAGIC_SUBCLASS^CL_SAGE;
                    mesc l("You abandoned the SAGE class!"), 1;
                    close;
                } else {
                    mesc l("Failed to validate pin. Aborting.");
                    next;
                }
            } else {
                mes "";
                mesc l("Operation aborted. Phew!");
                next;
            }
            break;
        default:
            goto L_Close;
    }

    goto L_Member;

OnInit:
    .@npcId = getnpcid(0, .name$);
    //setunitdata(.@npcId, UDT_HEADTOP, WarlordHelmet); // TODO: wizard hat
    setunitdata(.@npcId, UDT_HEADMIDDLE, SorcererRobe);
    setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes);
    setunitdata(.@npcId, UDT_WEAPON, JeansChaps);
    setunitdata(.@npcId, UDT_HAIRSTYLE, 2);
    setunitdata(.@npcId, UDT_HAIRCOLOR, 4);

    .sex=G_MALE;
    .distance=5;
    end;
}