// TMW2 Script.
// Author:
// Saulc
// Jesusalva
// Description:
// Will be with dye functions for a while... May be wrong. Only Card2 is available per hercules rules
// Original code from evol
// Authors:
// Reid
003-6,33,30,0 script Cyndala NPC_FEMALE,{
function explain_dyes {
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Dyes are a special kind of ink to make certain objects fancier."),
l("Once you have the appropriate colorant for the item, ##bdrag the colorant##b to the material."),
l("Example:"),
l("Drag and drop a @@ in a @@, and you will obtain a @@.", getitemlink(RedDye), getitemlink(ArtisTankTop), getitemlink(ArtisTankTop, RedDye)),
l("Dye cards are not the only thing which exist, but they are the coolest!");
}
function item_is_bleachable
{
.@item_index = getarg(0);
if (.@item_index < 0)
return false;
getinventorylist();
if (is_staff())
mesf "Item Index %d (%s) - ID %d", .@item_index,
getitemlink(@inventorylist_id[.@item_index]),
@inventorylist_id[.@item_index];
if (@inventorylist_card1[.@item_index] != 0)
{
if ((@inventorylist_card1[.@item_index] > YellowDye) ||
(@inventorylist_card1[.@item_index] < CrimsonDye))
{
return false;
}
.@is_bleachable = true;
}
return .@is_bleachable;
}
function remove_cards_from_item
{
.@item_index = -1;
speech S_FIRST_BLANK_LINE,
l("What item would you like to bleach?");
narrator S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("You can drag and drop an item to the NPC window or select an item through your inventory.");
.@item_index = requestitemindex();
if (!item_is_bleachable(.@item_index))
{
speech S_LAST_NEXT,
l("You should know this, an item like this can't be bleached.");
return;
}
speech S_LAST_NEXT,
l("Your mind is set? You will probably lose the color dye during this process.");
switch (askyesno())
{
case 1:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Ok, let me see..."),
l("...");
if (rand2(1, 1000) > readparam2(bLuk))
failedremovecardsindex .@item_index, 1;
else
successremovecardsindex(.@item_index);
// First option slot of weapon: Raises STR in 5
// setequipoption(EQI_HAND_R, 1, VAR_STRAMOUNT, 5);
// This is an option :3
speech S_LAST_NEXT | S_NO_NPC_NAME,
l("..."),
l("Here it is, clean like a whistle!");
break;
case 2:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Is it truly a hard choice to make?");
break;
}
}
mesn;
mesq l("Hello, darling!");
mes "";
do
{
select
l("Excuse me."),
l("Could you bleach my clothes?"),
l("What can you say about dyes?"),
rif(is_staff(), l("Technical problem, gimme info about an item."));
switch (@menu)
{
case 2:
remove_cards_from_item();
break;
case 3:
explain_dyes();
break;
case 4:
.@item = requestitemindex();
mes "Item index selected: " + str(.@item);
mes "slots=" + str(MAX_SLOTS);
for (.@i = 0; .@i < MAX_SLOTS; .@i++)
{
mes "slot " + str(.@i) + " = " + str(getcardbyindex(.@item, .@i));
}
mes str(@inventorylist_card1[.@item]);
mes str(YellowDye);
mes "item options:";
for (.@i = 0; .@i < 5; .@i ++)
{
mes sprintf("%d: Option: %d, Value: %d", .@i, getitemoptionidbyindex(.@item, .@i), getitemoptionvaluebyindex(.@item, .@i));
}
mes "Note named items (Card1 254 and 255) have Card3 and Card4 reserved";
break;
default:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("I wish you a good time in town.");
break;
}
} while (@menu != 1);
closeclientdialog;
goodbye;
close;
OnInit:
.@npcId = getnpcid(.name$);
setunitdata(.@npcId, UDT_HEADTOP, NPCEyes);
setunitdata(.@npcId, UDT_HEADMIDDLE, ValentineDress); //TODO
setunitdata(.@npcId, UDT_HEADBOTTOM, CottonTrousers);
setunitdata(.@npcId, UDT_WEAPON, DeepBlackBoots); // Boots
setunitdata(.@npcId, UDT_HAIRSTYLE, 16);
setunitdata(.@npcId, UDT_HAIRCOLOR, 11);
.sex = G_FEMALE;
.distance = 5;
end;
}