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|
// TMW2 Script
// Author:
// Saulc
// Vasily_Makarov (original from Evol)
// Jesusalva
// Description:
// Status Reset
009-3,39,48,0 script Kevin NPC_PLAYER,{
speech S_LAST_NEXT,
l("I am @@, an alchemist specialized in reset potions.", .name$);
L_Menu:
.@plush_count = BaseLevel*210-(9*210);
// Lv 10: 210 GP
if (BaseLevel > 10)
.@plush_count = .@plush_count/(BaseLevel/10);
select
l("Can you reset my stats please?"),
l("Can you mix Gem Powder?"),
lg("You are weird, I have to go sorry.");
switch (@menu)
{
case 1:
goto L_ResetStats;
case 2:
goto L_Powder;
case 3:
goto L_Quit;
}
L_ResetStats:
mesn;
mesq l("Status point reset can't be undone. Do you really want this?");
L_ConfirmReset:
select
lg("Yes, I am sure."),
lg("I need to think about it...");
switch (@menu)
{
case 1:
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Let me just have a quick look at you. Hm... I will need @@ GP to reset your stats.", .@plush_count);
select
rif(Zeny >= .@plush_count, l("Here, take as much as you need, I have plenty!")),
rif(Zeny > 0 && Zeny < .@plush_count, l("I don't have enough money...")),
rif(Zeny == 0, l("Oh no, I don't have any money on me right now.")),
l("I have to go, sorry.");
if (@menu > 1) {
goto L_Quit;
}
// TODO: I think there were functions to deal with GP
set Zeny, Zeny-.@plush_count;
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("Thank you."),
l("Now stand still... It should not take much time...");
.@wasSP = StatusPoint;
resetstatus;
if (StatusPoint == .@wasSP) {
speech S_LAST_NEXT,
l("It seems that you have no status points to reset!"),
l("But the money you brought was really awesome you know."),
l("Come back when you will really need me.");
} else {
speech S_LAST_NEXT,
l("Let's see... @@ of your status points have just been reset!", StatusPoint - .@wasSP),
l("Spend it wisely this time."),
l("But you are welcome to reset your stats again! I need the money.");
}
}
goto L_Quit;
L_Powder:
mes "";
mesn;
mesq l("To make @@ I need one from each gem powders, and 800 GP for commission.", getitemlink(GemPowder));
next;
select
l("Yeah, I need one."),
l("Thanks for the help, but no."),
l("Actually, nevermind. Good bye!");
if (@menu == 2)
goto L_Menu;
if (@menu == 3)
goto L_Quit;
if (
countitem(DiamondPowder) &&
countitem(RubyPowder) &&
countitem(EmeraldPowder) &&
countitem(SapphirePowder) &&
countitem(TopazPowder) &&
countitem(AmethystPowder) &&
Zeny >= 800) {
inventoryplace GemPowder, 1;
delitem DiamondPowder, 1;
delitem RubyPowder, 1;
delitem EmeraldPowder, 1;
delitem SapphirePowder, 1;
delitem TopazPowder, 1;
delitem AmethystPowder, 1;
Zeny=Zeny-800;
getitem GemPowder, 1;
getexp rand(6,18), rand(6,18);
mesn;
mesq l("Thanks! Here you go. Perhaps you need another one?");
next;
goto L_Powder;
} else {
mesn;
mesq l("Sorry, but I need one of each gem powder, and 800 GP.");
next;
}
goto L_Menu;
L_Quit:
closedialog;
goodbye;
close;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, FancyHat);
setunitdata(.@npcId, UDT_HEADMIDDLE, SailorShirt);
setunitdata(.@npcId, UDT_HEADBOTTOM, BromenalPants);
setunitdata(.@npcId, UDT_WEAPON, LousyMoccasins); // Boots
setunitdata(.@npcId, UDT_HAIRSTYLE, 7);
setunitdata(.@npcId, UDT_HAIRCOLOR, 17);
.sex = G_MALE;
.distance = 4;
end;
}
|