//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,vscriptnpc namesprite,{ 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: