// TMW2 Script.
// Author:
// Jesusalva
// Description:
// Lena
// Variables:
// $HELENA_ST
// Tracks how many set of Treasure Keys were given by all players thus far.
// Affects beer prices on Hurnscald.
// HurnscaldQuest_Bandits
// q1 -> Current status
// q2 -> Treasure Key Timer
// q3 -> Bandit Hood Timer
012-2,47,40,0 script Helena NPC_FEMALE,{
.@q=getq(HurnscaldQuest_Bandits);
// Stage 1: Level 30, collect Treasure Key
if (BaseLevel < 30) goto L_TooWeak;
if (.@q == 0) goto L_Start;
if (.@q == 1) goto L_Return;
// Stage 2: Level 40, collect Bandit Hood
if (BaseLevel < 40) goto L_Weak;
if (.@q == 2) goto L_Quest;
if (.@q == 3) goto L_Hood;
// Stage 3: Level 45, defeat Bandit Lord
if (BaseLevel < 45) goto L_Busy;
if (.@q == 4) goto L_BanditLord;
if (.@q == 5) goto L_Busy;
if (.@q == 6) goto L_Busy;
if (.@q == 7) goto L_Finish;
goto L_Daily;
L_Daily:
.@k=getq2(HurnscaldQuest_Bandits);
.@h=getq3(HurnscaldQuest_Bandits);
mesn;
mesq l("Ah, @@, my friend! Are you here to help us with 5 @@? Or perhaps you have 5 more @@ to show that Hurnscald is getting safer?", strcharinfo(0), getitemlink(TreasureKey), getitemlink(BanditHood));
mes "";
select
rif(.@k < gettimetick(2) && countitem(TreasureKey) >= 5, l("I have 5 Treasure keys with me.")),
rif(.@h < gettimetick(2) && countitem(BanditHood) >= 5, l("I have 5 Bandit Hoods with me.")),
l("Nothing at the moment.");
mes "";
switch (@menu) {
case 1:
setq2 HurnscaldQuest_Bandits, gettimetick(2)+(60*60*24);
delitem TreasureKey, 5;
Zeny=Zeny+600; // 600/550 = 9.09% bonus
//Zeny=Zeny+800; // 800/550 = 45.45% bonus
getexp 100, 0;
$HELENA_ST=$HELENA_ST+1;
mesn;
mesq l("Many thanks! %%s");
next;
goto L_Daily;
case 2:
setq3 HurnscaldQuest_Bandits, gettimetick(2)+(60*60*24);
delitem BanditHood, 5;
Zeny=Zeny+250; // 250/155 = 61.29% bonus
getexp 300, 5;
mesn;
mesq l("Many thanks! %%s");
next;
goto L_Daily;
}
close;
L_TooWeak:
mesn;
mesq lg("Hello, madam!", "Hello, sir!");
next;
mesn;
mesq l("Ah, we have serious problems of robbery. I need someone really strong to help me, and you don't qualify.");
close;
L_Weak:
mesn;
mesq l("You still need to grow a few levels more before being able to help me out again.");
close;
L_Busy:
mesn;
mesq l("Ah, @@! I'm busy now, can we talk again later?", strcharinfo(0));
close;
L_DoIt:
mesn;
mesq l("@@, we are counting on you! We, the whole Hurnscald town!", strcharinfo(0));
close;
///////////////////////// Stage 1
L_Start:
mesn;
mesq l("Ah, hello.");
next;
mesn;
mesq l("We actually have a problem. Bandits ransacked this tavern, and took a huge loot.");
next;
mesn;
mesq l("We pursued them until the mines, slayed them, and took the chests where they locked our stuff into.");
next;
mesn;
mesq l("The problem is... The slimes ate the keys for the chests. This is not the first time such thing happens.");
next;
// 5 ÷ 4.5% = 112 Copper Slimes. You can kill Yellow Slimes too
mesn;
mesq l("If you bring us 5 @@, we'll be forever grateful.", getitemlink(TreasureKey));
select
l("Don't worry ma'm, I'll recover the Treasure Keys at once."),
l("Ah... Slimes... Sorry, not my cup of tea...");
mes "";
if (@menu == 2)
close;
setq HurnscaldQuest_Bandits, 1;
mesn;
mesq l("Wonderful! I'll be expecting you back.");
close;
L_Return:
mesn;
mesq lg("Adventurer, did you brought me what I asked? I see you have @@/5 @@.","Adventurer, did you brought me what I asked? I see you have @@/5 @@.", countitem(TreasureKey), getitemlink(TreasureKey));
mes "";
select
rif(countitem(TreasureKey) >= 5, l("Yes, take it.")),
rif(countitem(TreasureKey) < 5, l("No, I'll be back with them.")),
l("Hm, can we talk again later?");
mes "";
if (@menu != 1)
close;
delitem TreasureKey, 5;
Zeny=Zeny+1000;
getexp 6842,0; // 20% from needed exp
setq HurnscaldQuest_Bandits, 2;
mesn;
mesq l("Hey hey... Good job! We can now use again the stuff we recovered from the bandits.");
next;
mesn;
mesq l("Here is 1000 GP for your efforts. Thanks for making Hurnscald a better place to live.");
next;
mesn;
mesq l("This happens quite often, too. My friends and I are always collecting keys to reduce beer price on Hurnscald. %%2");
close;
///////////////////////// Stage 2
L_Quest:
mesn;
mesq l("Ah, @@, good thing you are here.", strcharinfo(0));
next;
mesn;
mesq l("Bandits are a huge threat to Hurnscald. We're just a small farming town, and they're countless.");
next;
mesn;
mesq l("I did a travel to their cave, I wondered why their faces are never seen. Reason is that they're monsters.");
next;
mesn;
mesq l("Well, perhaps a few of them are rebels, I mean, people like us, but many of them are monsters.");
next;
mesn;
mesq l("Unfortunately, I was cursed to never enter their cave again. They used a @@ to do that!", getitemlink(BlueManaPearl));
next;
mesn;
mesq l("Thankfully that item is too rare. I want somebody to slay the bandit leader, but if you want to do it, you must prove yourself.");
next;
mesn;
mesq l("I will reward whoever kills the current bandit leader, of course.");
select
l("I would gladly aid you to get rid of that scourge."),
l("Sorry, I forgot my courage on my other set of pants.");
mes "";
if (@menu == 2)
close;
setq HurnscaldQuest_Bandits, 3;
mesn;
mesq l("Wonderful! So, how about a warm up?");
next;
// 8% drop. 10 / 8% = avg. 125 bandits to kill
// And for once, I won't require these bandits to be from Hurnscald Bandit Cave.
mesn;
mesq l("Bring me 10 @@. I'll pay you some money for that, of course.", getitemlink(BanditHood));
close;
L_Hood:
mesn;
mesq lg("Adventurer, did you brought me what I asked? I see you have @@/10 @@.","Adventurer, did you brought me what I asked? I see you have @@/10 @@.", countitem(BanditHood), getitemlink(BanditHood));
mes "";
select
rif(countitem(BanditHood) >= 10, l("Yes, take it.")),
rif(countitem(BanditHood) < 10, l("No, I'll be back with them.")),
l("Hm, can we talk again later?");
mes "";
if (@menu != 1)
close;
inventoryplace LeatherPatch, 1;
delitem BanditHood, 10;
Zeny=Zeny+2000;
getexp 1599,0; // 20% from needed exp
getitem LeatherPatch, 1;
setq HurnscaldQuest_Bandits, 4;
mesn;
mesq l("Hey hey... Good job! I was worried you would ruin their hoods before being able to take them.");
next;
mesn;
mesq l("Here is 2000 GP for your efforts. Thanks for making Hurnscald a better place to live.");
next;
mes col(l("You also gained a @@. Bows are very slow, so you should talk to the Blacksmith to make a Quiver.", getitemlink(LeatherPatch)), 9);
close;
///////////////////////// Stage 3
L_BanditLord:
mesn;
mesq l("So... I won't say you can't do it, @@. I will just say killing the Bandit Lord is no easy task.", strcharinfo(0));
next;
mesn;
mesq l("The @@ is not only a fearsome and ruthless leader. He is strong, and he have tricks on his sleeve.", getmonsterlink(BanditLord));
next;
mesn;
mesq l("He will summon allies if he think you have the upper hand. So take care if you are going ranged.");
next;
mesn;
mesq l("I know another Bandit Lord will take up his place, but the loss of their leader will make bandits scatter long enough.");
next;
mesn;
mesq l("Will you help me- no, I mean, will you help us, the whole town of Hurnscald?");
next;
select
l("Sorry, I need to better prepare myself."),
l("I would gladly give my life for such noble goal.");
mes "";
if (@menu == 1)
close;
setq HurnscaldQuest_Bandits, 5;
mesn;
mesq l("...You have courage. Many people tried and failed.");
next;
mesn;
mesq l("I know where the Bandit Lord room is, and I have a guard stationed not far from there. Ask him for the key.");
next;
mesn;
mesq l("One last thing... Good luck. This is a long shot, so don't hesit in running away.");
close;
L_Finish:
mesn;
mesq l("Ah... You did it!");
next;
mesn;
mesq l("That's easy to know, because the bandits are less coordinated. Perhaps we will be able to sleep in peace this night!");
next;
inventoryplace ForestArmor, 1;
getitem ForestArmor, 1;
getexp 5842,93; // 10% from needed exp + JExp level 6
setq HurnscaldQuest_Bandits, 8;
mesn;
mesq l("Here is the @@, like my armor, and one of the best for rangers.", getitemlink(ForestArmor));
next;
mesn;
mesq l("Any friend of Hurnscald is my friend too. Come to me again, if you want to do daily quests!");
close;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, FairyHat);
setunitdata(.@npcId, UDT_HEADMIDDLE, ForestArmor);
setunitdata(.@npcId, UDT_HEADBOTTOM, CottonSkirt);
setunitdata(.@npcId, UDT_WEAPON, LousyMoccasins);
setunitdata(.@npcId, UDT_HAIRSTYLE, 17);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
.sex = G_FEMALE;
.distance = 5;
end;
}