//WoonRo Script
//by Ridley
//Version 1.0 each line starting with // is ignored so you can use it for notes
//Usage is dangerous
//random text
//is not read
prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{ //notes, this is the npc basic
mapname,x,y,v<tab>script<tab>npc name<tab>sprite,{
t4 aihis would mean:
prontera,150,193 //npc is in prontera at 150 193
4 script Reset Girl //4 is the direction where the npc looks to (to the right),
//script says its a script, Reset Girl the npc name players can see
4_F_TELEPORTER,{ //sprite name, you can also use the numeric ID, { opens the npc's content
view direction is [0][7][6]
[1][8][5]
[2][3][4]
prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{
set .@ResetStat,5000; // Zeny for stat reset
set .@ResetSkill,5000; // Zeny for skill reset
set .@ResetBoth,9000; // Zeny for resetting both together
// set is creating a variable, here i call the variable .@resetstat/skill/both (you can name it however
// you want it, but its easier to understand this way
// there are different types of variables:
// with this, we made .@ResetStat is = 5000, .@ResetSkill is 5000 and .@ResetBoth is 9000
name - permanent character integer variable
name$ - permanent character string variable
@name - temporary character integer variable
@name$ - temporary character string variable
$name - permanent global integer variable
$name$ - permanent global string variable
$@name - temporary global integer variable
$@name$ - temporary global string variable
.name - NPC integer variable
.name$ - NPC string variable
.@name - scope integer variable //we use this one
.@name$ - scope string variable
#name - permanent local account integer variable
#name$ - permanent local account string variable
##name - permanent global account integer variable
##name$ - permanent global account string variable
mes "[Reset Girl]"; //mes "Content"; is displayed in a text box
mes "I am the Reset Girl.";
next; //next would make a button to the next text box
close; //close button
so lets continue:
prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{
set .@ResetStat,5000; // Zeny for stat reset
set .@ResetSkill,5000; // Zeny for skill reset
set .@ResetBoth,9000; // Zeny for resetting both together
mes "[Reset Girl]";
mes "I am the Reset Girl.";
mes "Reset Stats: "+ .@ResetStat +"z"; //it takes the .@Reset Variables (5000) and
mes "Reset Skills: "+ .@ResetSkill +"z"; //displays the costs for each action
mes "Reset Both: "+ .@ResetBoth +"z"; // instead of writing the costs over and over agian
mes "Please select the service you want:"; //we simply call the variable we set
next;
//Now lets open the menu/switch for what service you want:
switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Cancel")) {
//switch opens a switch, select gives you the oportunity to choose
//^FF3355 is Hex code color. Everything written behind is in this color.
//^000000 is changing it back to black
//Reset Skills:Reset Stats:Reset Both are the choices you have, they are all colored in ^FF3355
// { opens the content of that switch
prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{
set .@ResetStat,5000; // Zeny for stat reset
set .@ResetSkill,5000; // Zeny for skill reset
set .@ResetBoth,9000; // Zeny for resetting both together
mes "[Reset Girl]";
mes "I am the Reset Girl.";
mes "Reset Stats: "+ .@ResetStat +"z";
mes "Reset Skills: "+ .@ResetSkill +"z";
mes "Reset Both: "+ .@ResetBoth +"z";
mes "Please select the service you want:";
next;
switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Cancel")) {
case 1: //case 1, Reset Skills
mes "[Reset Girl]";
if (Zeny < .@ResetSkill) { //if zeny < than 5000 (variable set) then condition{
mes "Sorry, you don't have enough Zeny.";
close; //close
} // if conditin close
Zeny -= .@ResetSkill; //if you have enough zeny, make zeny - 5000 (variable)
sc_end SC_ALL; //remove all debuffs or buffs
resetskill; //as name says
mes "There you go!";
close; //end
case 2: //case 2, Reset stats
mes "[Reset Girl]";
if (Zeny < .@ResetStat) { //same as above, checking variable, if not then {
mes "Sorry, you don't have enough Zeny.";
close;
} // and closing } condition
Zeny -= .@ResetStat;
resetstatus;
mes "There you go!";
close;
case 3:
mes "[Reset Girl]";
if (Zeny < .@ResetBoth) {
mes "Sorry, you don't have enough Zeny.";
close;
}
Zeny -= .@ResetBoth;
sc_end SC_ALL;
resetskill;
resetstatus;
mes "There you go!";
close;
case 4:
close;
} //this closes the switch we opened
} //this is the end of the script
And again: