// TMW2 scripts.
// Authors:
// Jesusalva
// Crazyfefe
// Description:
// A Sailor from Nard's crew.
// CandorQuest_Sailors
// 0: Not started
// 1: Accepted
// 2: Invite Elmo
// 3: Completed
005-1,102,109,0 script Sailors#005-1 NPC_ELVEN_MAN_TRADER_SITTING,{
.@q = getq(CandorQuest_Sailors);
if (.@q == 1)
goto L_Report;
if (.@q == 2)
goto L_Elmo;
if (.@q == 3)
goto L_Complete;
if ( BaseLevel < 8) { hello; end; }
mesn;
mesq l("Ahoy matey!");
next;
mesq l("Arr, it is always good to be on land after so much time in sea!");
next;
mesq l("We want to party this moment, but can you believe we ran out of beer?");
mes "";
menu
l("If I were you, I would drink water."),L_Water,
l("WHAT? How can you ever do a party without beer?!"),L_Accept;
L_Water:
mes "";
mesn;
mesq l("Ah, it is not the same. Not the same.");
next;
mesq l("When I am drunk I tell myself to stop drinking, but I won't listen the words of a drunkard.");
close;
L_Accept:
mes "";
mesn;
mesq l("We can't, don't you agree?!");
next;
mesq l("However, if we waste the ship's money in beer, Nard will get mad.");
next;
mesq l("We won't be able to pay you in money, but we'll make you one of us if you bring us beer!");
next;
mesq l("Please bring us 5 @@! That should be enough!", getitemlink("Beer"));
setq CandorQuest_Sailors, 1;
close;
L_Report:
mesn;
mesq l("I see you brought @@/5 @@ for us!",countitem("Beer"),getitemlink("Beer"));
mes "";
menu
rif(countitem("Beer") >= 5, l("Indeed, matey! Here they are!")), L_Give,
rif(countitem("Beer") >= 5, l("You're doing the math wrong, matey! I'll bring them later!")), L_Later,
rif(countitem("Beer") < 5, l("Arr, that's not enough! I'll bring more later!")), L_Later;
close;
L_Later:
mes "";
mesn;
mesq l("Arr, we will wait for you then! We still have tasks to complete!");
close;
L_Give:
inventoryplace Bandana, 1;
delitem "Beer", 5;
getitem Bandana, 1;
getexp 35, 5;
setq CandorQuest_Sailors, 2;
mes "";
mesn;
mesq l("Arr, that's some fine ale! We can do the party when we're done with our work!");
next;
mesn;
mesq l("Take this @@ to prove you're one of us! Could you also invite Elmo? Thanks, matey!", getitemlink("Bandana"));
close;
L_Elmo:
mesn;
mesq l("Please invite Elmo for the party, matey! We can't leave our positions!");
close;
L_Complete:
.@q = getq(CandorQuest_SailorCure);
mesn;
mesq l("Thanks for the help! Arr, that was some fine ale, indeed!");
if (.@q == 1)
close;
next;
mesn;
mesq l("A pity a friend of ours drank too much. Juliet knows how to cure. We need to give her a @@ to do a hangover potion.", getitemlink(ScorpionStinger));
L_CureMaster:
if (countitem(ScorpionStinger) < 1)
close;
next;
mesn;
mesq l("...Dealing with scorpion stingers is a gamble, so we may need a few stingers before making a successful potion.");
next;
select
rif(countitem(ScorpionStinger) >= 1, l("I have a Stinger with me. Try it!")),
l("I see.");
mes "";
if (@menu == 1)
goto L_CureLoop;
close;
L_CureLoop:
inventoryplace CandorBoots, 1;
delitem ScorpionStinger,1;
setq2 CandorQuest_SailorCure, getq2(CandorQuest_SailorCure)+1;
if (rand(5) == 2) // Crazyfefe like this number :3
goto L_questCure_success;
goto L_questCure_failure;
L_questCure_success:
if (getq2(CandorQuest_SailorCure) * 30 < 240)
Zeny = Zeny + 240 - getq2(CandorQuest_SailorCure) * 30;
else
Zeny = Zeny + 30;
getitem CandorBoots, 1;
getexp 20, 2;
setq CandorQuest_SailorCure, 1;
mesn;
mesq l("That... It... It worked! This is just the right claw!");
next;
mesn;
mesq lg("We'll bring this one to Juliet at once. Thanks for your help! Savior!");
close;
L_questCure_failure:
if (getq2(CandorQuest_SailorCure) * 30 < 240)
Zeny = Zeny + 60;
else
Zeny = Zeny + 30;
mesn;
mesq l("That... Didn't worked. I'm sorry.");
next;
mesn;
mesq l("Here's some gold for your efforts.");
goto L_CureMaster;
OnInit:
.sex = G_OTHER;
.distance = 7;
end;
}