summaryrefslogblamecommitdiff
path: root/npc/020-4/henry.txt
blob: c0854189d8388883e30532844a6149e5cf237b86 (plain) (tree)
1
2
3
4
5
6
7
8
9








                                           





































                                                                                                                                                                                                                                          






























                                                                                                                  








                                 







































































                                                                                                                                      
// TMW2 Script.
// Author:
//    Jesusalva
// Description:
//    Questmaker Handbook 14.0

020-4,24,38,0	script	Henry	NPC_HENRY,{
    function newQuest;
    function checkQuest;

    // The EPISODE
    if (getq(LoFQuest_EPISODE) == 8 &&
        countitem(DeathPotion)) {
        mesc l("Should we give this shady looking 'fella a %s?", getitemlink(DeathPotion));
        select
            l("No, who knows what they might do with it!"),
            l("Sure, what could go wrong?");
        mes "";
        if (@menu != 2) {
            clear;
            mesc l("*whistles*");
        } else {
            mesn strcharinfo(0);
            mesq l("The Shadow Tortuga won the race against the Panthom Lord.");
            next;
            mesn;
            mesq l("Oooh, I see, I see! So you're working with ##Bthem##b... This is most appreciated.");
            next;
            mesn;
            mesq l("So, you have fulfilled this part of the misssion. Bring %d %s and a %s to Pachua in the Desert Canyon, and say the same thing to him so he knows you're with us.", 10, getitemlink(Honey), getitemlink(ElixirOfLife));
            next;
            mesn;
            mesq l("Once you done so, come back and report the new passcode... Then I'll disclose to you the real mission.");
            delitem DeathPotion, 1;
            getexp 35000, 0;
            setq LoFQuest_EPISODE, 9, 0;
            close;
        }
    }
    // Also part of The EPISODE
    if (getq(LoFQuest_EPISODE) == 10) {
        mesn strcharinfo(0);
        mesq l("The crow took off to his last flight.");
        next;
        mesn;
        mesq "...";
        next;
        if (BaseLevel < 47) {
            mesn;
            mesq l("Alright. Now to give your quest. But not now, you're still weak. Come back later, will you.");
            close; // Next quest is Level 70 so.
        } else {
            mesn;
            mesq l("West of here, north of here, is a cabin. Investigate. That's all.");
            next;
            mesn;
            mesq l("...Oh, right! We locked it. Uhm, we'll open it for you. Be careful.");
            setq LoFQuest_EPISODE, 11;
            close;
        }
    }
    // Also part of The EPISODE
    if (getq(LoFQuest_EPISODE) == 12) {
        if (BaseLevel < 50) {
            mesn;
            mesq l("Before you give me your report, acquire level %d.", 50);
            close; // Next quest is Level 70 so.
        } else {
            mesn;
            mesq l("Hm, thanks for your report. This is most useful. Here, drink this.");
            next;
            mesc l("You start feeling dizzy.");
            mesn;
            mesq l("%s? You don't look so well. You should see a doctor immediately!", strcharinfo(0));
            setq LoFQuest_EPISODE, 13;
            SC_Bonus(86400, SC_POISON, 1);
            close;
        }
    }

    // Level requeriment
    if (BaseLevel < 70) {
        npctalk3 l("*whistles*");
        close;
    }

    // Main Quest
    .@q=getq(NivalisQuest_Henry);
    switch (.@q) {
    case 0:
        newQuest(); break;
    case 1:
        checkQuest(); break;
    default:
        npctalk3 l("*whistles*");
    }
    close;

function newQuest {
    mesn;
    mesq l("Hey, psst! Come over here!");
    next;
    mesn;
    mesq l("I need a favor! For certain... reasons... I ran out of poison! And For certain... reasons... I am in dire need of them!");
    next;
    mesn;
    mesq l("So if you bring me %d %s, I'll pay you awesomely! Whaddaya say?!", 24, getitemlink(NymphPoison));
    next;
    select
        l("Sure, I'll be right back."),
        l("Erm, for certain... reasons... I cannot help you right now!");
    mes "";
    if (@menu == 2) {
        closeclientdialog;
        return;
    }
    mesn;
    mesq l("Thanks, I knew I could count on you!");
    setq NivalisQuest_Henry, 1;
    return;
}

function checkQuest {
    mesn;
    mesq l("Did you brought me the %d/%d %s?", countitem(NymphPoison), 24, getitemlink(NymphPoison));
    select
        l("Yes, here!"),
        l("Sorry, I'll be back.");
    mes "";
    if (@menu == 2) {
        closeclientdialog;
        return;
    }
    if (countitem(NymphPoison) < 24) {
        mesn;
        mesq l("Ooh, many thanks! Lemme just grab something for you...");
        next;
        mesc l("%s stabs you to the chest!", l("Henry")), 1;
        mesn;
        mesq l("Foolish kid, thinking they can fool me, Henry S., from all the people...!");
        die();
        return;
    }
    delitem NymphPoison, 24;
    Mobpt+=10000;
    getexp 100000, 0;
    setq NivalisQuest_Henry, 2;
    mesn;
    mesq l("Hehehe... Thanks. Here, take these %s Monster Points... This exchange has never happened.", fnum(10000));
    return;
}


OnInit:
    .sex = G_MALE;
    .distance = 5;
    end;
}