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// TMW2 Scripts.
// Author:
//  Jesusalva
// Description:
//  Magic School special class

027-1,117,131,0	script	Laura	NPC_FEMALE,{
    if (MGQUEST && getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER >= 1) goto L_T3_S0;

    mesn;
    mesq l("Hello, and welcome to the Magic Academy.");
    next;
    mesn;
    mesq l("I love living here, but I wish people weren't locked inside the rooms all time.");
    next;
    switch (getskilllv(TMW2_SKILLPERMIT)) {
        case 0:
            if (MAGIC_LVL >= 1)
                goto L_Tier1;
            break;
        case 1:
            if (MAGIC_LVL >= 2)
                goto L_Tier2;
            break;
        case 2:
            if (MAGIC_LVL >= 3)
                goto L_Tier3;
            break;
        case 3:
            if (MAGIC_LVL >= 4)
                goto L_Tier4;
            break;
    }
    closeclientdialog;
    goodbye;
    close;

////////////////
/* First Tier */
////////////////
L_Tier1:
    mesn;
    mesq l("Also, I see you're a newly registered mage. Am I right?");
    next;
    if (askyesno() == ASK_NO) {
        mesn;
        mesq l("Alright. I wish you good luck in your studies.");
        close;
    }
    mesn;
    mesq l("Good. Did you knew you could register to the Special Class, in order to get an extra skill point?");
    next;
    mesn;
    mesq l("We only require a small fee of %d %s, or %d %s, or %d %s if you are poor adventurer.",
              1, getitemlink(DivineApple),
             30, getitemlink(SnakeEgg),
            400, getitemlink(MaggotSlime));
    next;
    inventoryplace ScholarshipBadge, 1;
    switch(select(
        rif(countitem(DivineApple) >= 1, l("I got the apple.")),
        rif(countitem(SnakeEgg) >= 30, l("I got the eggs.")),
        rif(countitem(MaggotSlime) >= 400, l("I got the maggots slimes.")),
        l("I will apply later."))) {

        case 1:
            delitem DivineApple, 1;
            getexp $MANA_BLVL*100, $MANA_JLVL*10;
            break;
        case 2:
            delitem SnakeEgg, 30;
            getexp $MANA_BLVL*100, $MANA_JLVL*10;
            break;
        case 3:
            delitem MaggotSlime, 400;
            break;
        default:
            close;
            break;
    }
    skill TMW2_SKILLPERMIT, 1, 0;
    getitem ScholarshipBadge, 1;
    mes "";
    mesn;
    mesq l("Many thanks, your help has been invaluable. You now have an extra point, use it wisely.");
    next;
    mesn;
    mesq l("Listen, as you're new here, I'll give you my %s. I won't give it again, understood? This is my personal gratitude. Come again!", getitemlink(ScholarshipBadge));
    close;

/////////////////
/* Second Tier */
/////////////////
L_Tier2:
    mesn;
    mesq l("Maybe you're interested in the Special Class again? An extra magic skill point for a lot of items, what do ya say?");
    next;
    if (askyesno() == ASK_NO) {
        mesn;
        mesq l("Alright. I wish you good luck in your studies.");
        close;
    }
    mesn;
    mesq l("Great news! Then please bring me 1 @@, or 200 @@ @@ 20 @@.", getitemlink(DivineApple), getitemlink(SilkCocoon), b(l("and")), getitemlink(ChocolateMouboo));
    next;
    switch(select(
        rif(countitem(DivineApple) >= 1, l("I got the apple.")),
        rif(countitem(SilkCocoon) >= 200 && countitem(ChocolateMouboo) >= 20, l("I got the silk and chocolate.")),
        l("I will apply later."))) {

        case 1:
            delitem DivineApple, 1;
            break;
        case 2:
            delitem SilkCocoon, 200;
            delitem ChocolateMouboo, 20;
            break;
        default:
            close;
            break;
    }
    skill TMW2_SKILLPERMIT, 2, 0;
    getexp 30000, 1000; // Level cannot be lower than 35, use 40 as ref.
    mes "";
    mesn;
    mes l("Many thanks, and once again, your help has been invaluable.");
    mes l("You now have an extra point, use it wisely.");
    close;

/////////////////
/* Third Tier */
/////////////////
L_Tier3:
    ST_TIER=1;
    mesn;
    mesq l("Maybe you're interested in the Special Class again? An extra magic skill point, but this time in a dangerous journey, what do ya say?");
    next;
    if (nard_reputation() < 8) {
        mesn;
        mesc l("I advise you to do more quests on Tulimshar and Candor, otherwise, you will fail right at the end."), 1;
        next;
    }
    if (askyesno() == ASK_NO) {
        mesn;
        mesq l("Alright. I wish you good luck in your studies.");
        close;
    }
    mesn;
    mesq l("I will prepare you a potion. But beware, that potion will only last 20 minutes. You should assign some intelligence points to succeed.");
    next;
    mesn;
    mes l("If it expires, you'll need to do another. To bake it I need 1 @@, 10 @@ and an @@.", getitemlink(EverburnPowder), getitemlink(MaggotSlime), getitemlink(EmptyBottle));
    mesc l("Have Maggot Slimes, Bug Legs, Mauve Herbs and Money, lots of them."), 1;
    next;
    select
        rif(countitem(MaggotSlime) >= 10 && countitem(EverburnPowder) && countitem(EmptyBottle), l("I have everything.")),
        l("I'm not ready.");
    mes "";
    if (@menu == 2) {
        mesn;
        mesq l("Yes, as you see, the costs are high. Prepare yourself.");
        close;
    }

    delitem EmptyBottle, 1;
    delitem EverburnPowder, 1;
    delitem MaggotSlime, 10;
    ST_TIER=2;
    QUEST_ELEVARTEMPO=gettimetick(2) + (60 * 20);
    getexp 400, 0;
    mesn;
    mesc l("She mix the powder with the slime inside the bottle, and makes some weird mixture.");
    next;
    mesn;
    mesc l("She pours something on it, you're not sure what. And then utters some magic words.");
    next;
    // Reset timer, this is the place where it should really happen.
    QUEST_ELEVARTEMPO=gettimetick(2) + (60 * 20);
    mesn;
    mesq l("The potion is baked, and the time is now running! Read as fast as you can, don't miss details!");
    next;
    mesn;
    mesq l("First thing is to get a @@. One from black market won't do, go to Halinarzo!", getitemlink(SunnyCrystal));
    next;
    mesn;
    mesq l("Speak with ##BBarzil##b. Tell him it is for the Magic Academy. HURRY UP!");
    close;

// Logic handler
L_T3_S0:
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 1) goto L_Tier3;
    if (gettimetick(2) > QUEST_ELEVARTEMPO) goto L_T3_Fail;

    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 2) goto L_T3_S2;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 3) goto L_T3_S3;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 4) goto L_T3_S4;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 5) goto L_T3_S5;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 6) goto L_T3_S6;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER <= 9) goto L_T3_S7;
    if (getskilllv(TMW2_SKILLPERMIT) == 2 && MAGIC_LVL >= 3 && ST_TIER == 10) goto L_T3_Final;
    mesc l("Error, error, L_T3_S0 General Error, REPORT ME");
    close;

L_T3_S2:
    mesn;
    mesq l("Hurry up! Bring a @@ from Barzil in Halinarzo!! You only have @@ left!", getitemlink(SunnyCrystal), FuzzyTime(QUEST_ELEVARTEMPO,2,2));
    close;

L_T3_S3:
    if (countitem(SunnyCrystal) == 0) {
        mesn;
        mesq l("Where's the Sunny Crystal? Hurry up, you only have @@ left!", FuzzyTime(QUEST_ELEVARTEMPO,2,2));
    }
    delitem SunnyCrystal, 1;
    ST_TIER=4;
    getexp 250, 0;
    mesn;
    mesq l("Good, you did it!");
    next;
    mesn;
    mesc l("*chants more words, while the crystal hovers the potion*");
    next;

L_T3_S4:
    mesn;
    mesq l("I will need many Mauve Herbs! Do you have them with you? If you don't have enough, we'll lose everything! You need at most @@!", BaseLevel+40);
    select
        rif(countitem(MauveHerb), l("Yes, I have herbs. I assume the risks.")),
        l("No I don't have herbs. I'll be back.");

    if (@menu == 2)
        close;

    if (gettimetick(2) > QUEST_ELEVARTEMPO) goto L_T3_Fail;
    .@req=rand2(BaseLevel-20, BaseLevel+40);
    // Minimum is 40, max is unknown, defaults to 100

    mesn;
    mesq l("I need @@ Herbs!", .@req);
    //next; // If you comment this next, you'll allow players to logout and prevent penalty.
    mes "";

    if (countitem(MauveHerb) < .@req) goto L_T3_Fail;
    delitem MauveHerb, .@r;
    ST_TIER=5;
    getexp .@r*3, 0;
    //getitem MagicPotion, 1;

    mesc l("You quickly give her the herbs, and she skillfully mix them on a potion.");
    next;
    // You'll get a random amount of time, based on spent herbs
    // Usually, 10~73 sec, being 73 sec = 1m13s
    QUEST_ELEVARTEMPO=QUEST_ELEVARTEMPO+rand2(10,.@r-27);

L_T3_S5:
    mesn;
    mesq l("Good! Last step! West of Hurnscald, there is a magic fountain.");
    next;
    mesn;
    mesq l("Talk to the Fountain. Pour the potion on it. I advise you to put all your points on int if possible.");
    next;
    mesn;
    mesq l("Hurry up, you'll run out of time in @@!", FuzzyTime(QUEST_ELEVARTEMPO,2,2));
    close;

L_T3_S6:
    ST_TIER=7;
    mesn;
    mesq l("You did it! You're now on the last stage of this BORING and LONG quest!");
    next;

L_T3_S7:
    mesn;
    mesq l("Jesusaves wrote a grimorie, with ancient secrets of our world.");
    next;
    mesn;
    mesq l("Captain Nard have it. Fetch it with him! Quick, you only have @@ left!", FuzzyTime(QUEST_ELEVARTEMPO,2,2));
    close;

L_T3_Final:
    skill TMW2_SKILLPERMIT, 3, 0;
    getexp 40000, 0; // Yes, 40k experience points. Waw.
    mesc l(".:: Congratulations! ::."), 2;
    mesc l("You have completed the Jesusaves Grimorium Quest!"), 2;
    next;
    mesn;
    mesq l("Keep the Grimorie with you. It's a rare book which holds data from all others. The book shall guide your advances!");
    next;
    mesn;
    mesq lg("Yes, courageous and worthy adventurer. You did well!");
    next;
    mesn;
    mesc l("*sigh*");
    mesq l("Now I can turn in my report to Professor Volrtaw... I should not have stayed behind the classes.");
    close;

/// Fail handlers
L_T3_Fail:
    if (ST_TIER == 3) {
        if (countitem(SunnyCrystal) > 0) {
            delitem SunnyCrystal, 1;
        } else {
            mesn;
            mesc l("WARNING. YOU ARE CHEATING THE SUNNY CRYSTAL QUEST."), 1;
            next;
            mesn;
            mesc l("YOU WILL BE PENALIZED WITH 60% OF HEALTH."), 1;
            mesc l("IF YOU DIE, YOU'LL SUFFER THE EXP PENALTY."), 1;
            percentheal -60, -100;
            close;
        }
    }

    if (ST_TIER == 10) {
        if (countitem(JesusalvaGrimorium) > 0) {
            delitem JesusalvaGrimorium, 1;
        } else {
            mesn;
            mesc l("WARNING. YOU ARE CHEATING THE GRIMORIE QUEST."), 1;
            next;
            mesn;
            mesc l("YOU WILL BE PENALIZED WITH 70% OF HEALTH."), 1;
            mesc l("IF YOU DIE, YOU'LL SUFFER THE EXP PENALTY."), 1;
            percentheal -70, -100;
            close;
        }
    }

    mesc l(".:: Mission Failed ::."), 1;
    mesc l("You ran out of time."), 1;
    mes "";
    mes l("You should have gotten here @@.", FuzzyTime(QUEST_ELEVARTEMPO,0,2));
    ST_TIER=1;
    close;

L_Tier4:
    if (!ACADEMIC_RANK) {
        mesn;
        mesq l("Oh hello again. This time I need you to be enrolled here, for this, you need to either get a good rank at the Magic Olympics or by contributing to the world's knowledge. Talk to headmaster if you need help.");
        close;
    }
    mesn;
    mesq l("%s! I see you are a(n) %s here, very good!", strcharinfo(0), academicrank());
    next;
    mesn;
    mesq l("Still interested in extra credit? Now that you're a(n) %s, you can sign this perfectly normal and standard %s, and by helping us out, we'll give you the extra credit. What do you say? Not a bad deal, right?", academicrank(), b(l("Non Disclosure Agreemeent")));
    next;
    mesc l("Sign the non-disclosure agreement?");
    if (askyesno() == ASK_NO) close;
    mesn;
    mesq l("Perfect! So now that you swore secrecy, you can now help me! Thing is... there have been... a %s!", col(l("murder"), 1));
    next;
    mesn;
    mesq l("You have access to the storehouse now, right? Well, that's where it happened!");
    next;
    mesn;
    mesq l("You will find a statue different from the others. It is where the game was murdered and bugs added instead! No, not really - this is just a placeholder. Not cool!");
    close;

/// Core code
OnInit:
    .@npcId = getnpcid(.name$);
    setunitdata(.@npcId, UDT_HEADTOP, FancyHat);
    setunitdata(.@npcId, UDT_HEADMIDDLE, SorcererRobe);
    //setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes);
    //setunitdata(.@npcId, UDT_WEAPON, JeansShorts);
    setunitdata(.@npcId, UDT_HAIRSTYLE, any(8,11,20));
    setunitdata(.@npcId, UDT_HAIRCOLOR, 5);

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