// TMW2 scripts. // Authors: // Jesusalva // Description: // Leader of the WIZARD class // TODO: Improve Fireball 003-0,55,25,0 script Wizard Master NPC_PLAYER,{ if (!(MAGIC_SUBCLASS & CL_WIZARD)) 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 Wizard 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_WIZARD; mesn; mesq l("Welcome to the wizard 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 // Wizard // MG_COLDBOLT (ice) // MG_LIGHTNINGBOLT (wind) // WZ_EARTHSPIKE (earth) // MG_NAPALMBEAT (ghost) // MG_ENERGYCOAT (For 5 minutes, raise damage reduction, but that eats MP) // TODO: We have many other cool skills for Wizard (more AoE skills, more damage, etc) // I will worry with that later, as that also means providing extra skills for Sage & Priest // Note: the number of hits of bolts is the same as the skill level :D L_Member: mesn; mesq l("Hey there! Do you want to learn new skills for a very small teaching fee?"); select rif(sk_intcost(MG_ENERGYCOAT) && !getskilllv(MG_ENERGYCOAT), l("Learn Energy Coating")), rif(sk_intcost(MG_NAPALMBEAT) && sk_canlvup(MG_NAPALMBEAT), l("Improve Napalm Beat")), rif(sk_intcost(MG_COLDBOLT) && sk_canlvup(MG_COLDBOLT), l("Improve Cold Bolt")), rif(sk_intcost(MG_LIGHTNINGBOLT) && sk_canlvup(MG_LIGHTNINGBOLT), l("Improve Thunder Bolt")), rif(sk_intcost(WZ_EARTHSPIKE) && sk_canlvup(WZ_EARTHSPIKE), l("Improve Earth Spike")), rif(sk_intcost(MG_FIREBOLT) && sk_canlvup(MG_FIREBOLT), l("Improve Fire Bolt")), l("Leave Subclass"), l("Nothing at the moment."); mes ""; switch (@menu) { case 1: mesc l("[Energy Coating]"); mesc l("Drains Mana to reduce damage taken. The only defensive skill from wizards."); mes ""; mesn; mesq l("This useful skill will only require:"); mesc l("@@/@@ @@", countitem(Tentacle), (getskilllv(MG_ENERGYCOAT)+1)*10, getitemlink(Tentacle)); mesc l("@@/@@ @@", countitem(MushroomSpores), (getskilllv(MG_ENERGYCOAT)+1)*5, getitemlink(MushroomSpores)); mesc l("@@/@@ @@", countitem(WolvernTooth), (getskilllv(MG_ENERGYCOAT)+1)*3, getitemlink(WolvernTooth)); mesc l("@@/@@ @@", countitem(RedScorpionClaw), (getskilllv(MG_ENERGYCOAT)+1)*1, getitemlink(RedScorpionClaw)); next; if (askyesno() == ASK_YES) { if ( countitem(Tentacle) < (getskilllv(MG_ENERGYCOAT)+1)*10 || countitem(MushroomSpores) < (getskilllv(MG_ENERGYCOAT)+1)*5 || countitem(WolvernTooth) < (getskilllv(MG_ENERGYCOAT)+1)*3 || countitem(RedScorpionClaw) < (getskilllv(MG_ENERGYCOAT)+1)*1) goto L_Missing; delitem Tentacle, (getskilllv(MG_ENERGYCOAT)+1)*10; delitem MushroomSpores, (getskilllv(MG_ENERGYCOAT)+1)*5; delitem WolvernTooth, (getskilllv(MG_ENERGYCOAT)+1)*3; delitem RedScorpionClaw, (getskilllv(MG_ENERGYCOAT)+1)*1; sk_lvup(MG_ENERGYCOAT); next; } break; case 2: mesc l("[Napalm Beat]"); mesc l("Astral attack with low damage value, but which can send ghosts to rest."); mesc l("Useful in PvP when your enemy have equipped a @@", getitemlink(AstralCube)); mes ""; mesn; mesq l("This useful skill will only require:"); mesc l("@@/@@ @@", countitem(Acorn), (getskilllv(MG_NAPALMBEAT)+1)*60, getitemlink(Acorn)); mesc l("@@/@@ @@", countitem(Bread), (getskilllv(MG_NAPALMBEAT)+1)*30, getitemlink(Bread)); mesc l("@@/@@ @@", countitem(SmallMushroom), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(SmallMushroom)); mesc l("@@/@@ @@", countitem(PinkBlobime), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(PinkBlobime)); mesc l("@@/@@ @@", countitem(RedApple), (getskilllv(MG_NAPALMBEAT)+1)*15, getitemlink(RedApple)); next; if (askyesno() == ASK_YES) { if ( countitem(Acorn) < (getskilllv(MG_NAPALMBEAT)+1)*60 || countitem(Bread) < (getskilllv(MG_NAPALMBEAT)+1)*30 || countitem(SmallMushroom) < (getskilllv(MG_NAPALMBEAT)+1)*20 || countitem(PinkBlobime) < (getskilllv(MG_NAPALMBEAT)+1)*20 || countitem(RedApple) < (getskilllv(MG_NAPALMBEAT)+1)*15) goto L_Missing; delitem Acorn, (getskilllv(MG_NAPALMBEAT)+1)*60; delitem Bread, (getskilllv(MG_NAPALMBEAT)+1)*30; delitem SmallMushroom, (getskilllv(MG_NAPALMBEAT)+1)*20; delitem PinkBlobime, (getskilllv(MG_NAPALMBEAT)+1)*20; delitem RedApple, (getskilllv(MG_NAPALMBEAT)+1)*15; sk_lvup(MG_NAPALMBEAT); next; } break; // Magic Bolts case 3: case 4: case 5: case 6: setarray .@ASkill, MG_COLDBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE, MG_FIREBOLT; setarray .@AItem, Coral, BatWing, PileOfAsh, Curshroom; setarray .@BItem, Sapphire, Emerald, Topaz, Ruby; setarray .@ASkill$, "Ice", "Wind", "Earth", "Fire"; .@index=@menu-4; .@Skill$=.@ASkill$[.@index]; .@Skill=.@ASkill[.@index]; .@Item=.@AItem[.@index]; .@ItemB=.@BItem[.@index]; deletearray(.@ASkill); deletearray(.@AItem); deletearray(.@BItem); deletearray(.@ASkill$); mesc l("[@@ Bolt]", .@Skill$); mesc l("Causes a @@ bolt on the enemy. Number of hits is the skill level.", .@Skill$); 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 7: // 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 MG_ENERGYCOAT, 0, 0; skill SA_DRAGONOLOGY, 0, 0; skill MG_NAPALMBEAT, 0, 0; skill MG_COLDBOLT, 0, 0; skill MG_LIGHTNINGBOLT, 0, 0; skill WZ_EARTHSPIKE, 0, 0; skill MG_FIREBOLT, 0, 0; MAGIC_SUBCLASS=MAGIC_SUBCLASS^CL_WIZARD; mesc l("You abandoned the WIZARD 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(.name$); setunitdata(.@npcId, UDT_HEADTOP, FancyHat); // TODO: wizard hat setunitdata(.@npcId, UDT_HEADMIDDLE, SorcererRobe); setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes); setunitdata(.@npcId, UDT_WEAPON, JeansShorts); setunitdata(.@npcId, UDT_HAIRSTYLE, 2); setunitdata(.@npcId, UDT_HAIRCOLOR, 5); .sex=G_MALE; .distance=5; end; }