// 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 celebrate 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 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 work. I'm sorry."); next; mesn; mesq l("Here's some gold for your efforts."); goto L_CureMaster; OnInit: .sex = G_OTHER; .distance = 7; end; }