// TMW2/LoF scripts. // Authors: // TMW-LoF Team // Jesusalva // Description: // Collect every piece of equipment ingame for no real reason // Cannot be completed yet, because not every piece of equipment is available ingame 017-1,135,106,0 script Royal Fairy NPC_FAIRY_B,{ .@n=getq(LoFQuest_Fairy); .@q=getq(General_Collector); mesn; if (.@n == 0) goto L_Busy; if (.@n < 3) goto L_Incomplete; if (.@n >= 3) goto L_Main; L_Busy: mesq l("Hi, I'm too busy to talk right now, please go away. Very pressing matters at hand."); close; L_Incomplete: mesq l("Hello, I noticed my dear friend, Susanne, asked you to help us save my sisters; do not forget to ask Susanne where the Fafi Dragon was last seen."); close; L_Main: if (!(TELEPORTERS & TP_LILIT) && rand2(3) == 2) { mesn; mesq l("Have you ever met our Queen Lilit? She is lovely but hates @@ for some reason...", get_race()); next; mesc l("Do you want a tip? \"It's not suicide if you know how to swim.\""); next; } /* COLLECT_CHESTPLATE: 1 COLLECT_HEADGEAR: 2 COLLECT_PANTS: 4 COLLECT_SHOES: 8 COLLECT_NECKLACES: 16 COLLECT_RINGS: 32 COLLECT_ACESSORIES: 64 COLLECT_SCARFS: 128 COLLECT_GLOVES: 256 COLLECT_SHIELDS: 512 COLLECT_1HSWORDS: 1024 COLLECT_2HSWORDS: 2048 COLLECT_BOWS: 4096 COLLECT_FIREGUNS: 8192 COLLECT_WANDS: 16384 COLLECT_QUIVERS: 32768 COLLECT_MOUNTS: 65536 COLLECT_PETS: 131072 */ do { mesn; mesq l("Are you trying to collect every piece of equipment ingame? Come tell me if you are and I'll give you a collector stamp!"); mesc l("Not every piece of equipment is ingame yet."); mes ""; if (!is_staff() && !debug && !$@GM_OVERRIDE) close; select l("Good bye!"), rif(false && !(.@q & COLLECT_CHESTPLATE), l("Chestplates")), rif(false && !(.@q & COLLECT_HEADGEAR), l("Headgear")), rif(false && !(.@q & COLLECT_PANTS), l("Pants")), rif(false && !(.@q & COLLECT_SHOES), l("Shoes")), rif(false && !(.@q & COLLECT_NECKLACES), l("Necklaces")), rif(false && !(.@q & COLLECT_RINGS), l("Rings")), rif(false && !(.@q & COLLECT_ACESSORIES), l("Accessories")), rif(false && !(.@q & COLLECT_SCARFS), l("Scarfs")), rif(false && !(.@q & COLLECT_GLOVES), l("Gloves")), rif(false && !(.@q & COLLECT_SHIELDS), l("Shields")), rif(false && !(.@q & COLLECT_1HSWORDS), l("1 Hand Swords")), rif(false && !(.@q & COLLECT_2HSWORDS), l("2 Hand Swords")), rif(true && !(.@q & COLLECT_BOWS), l("Bows")), rif(true && !(.@q & COLLECT_FIREGUNS), l("Fire Staves")), rif(true && !(.@q & COLLECT_WANDS), l("Wands")), rif(true && !(.@q & COLLECT_QUIVERS), l("Quivers")), rif(false && !(.@q & COLLECT_MOUNTS), l("Mounts")), rif(false && !(.@q & COLLECT_PETS), l("Pets")), l("Trade stamps"); mes ""; switch (@menu+1) { // Chestplate case 1: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Headgear case 2: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Pants case 3: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Shoes case 4: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Necklaces case 5: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Rings case 6: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Accessories case 7: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Scarfs case 8: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Gloves case 9: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // Shields case 10: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // 1H Swords case 11: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; // 2H Swords case 12: msObjective(countitem(Scythe), "* "+getitemlink(Scythe)); msObjective(countitem(ThunderStaff), "* "+getitemlink(ThunderStaff)); msObjective(countitem(MiereCleaver), "* "+getitemlink(MiereCleaver)); msObjective(countitem(Broadsword), "* "+getitemlink(Broadsword)); msObjective(countitem(Kanabo), "* "+getitemlink(Kanabo)); msObjective(countitem(BlacksmithAxe), "* "+getitemlink(BlacksmithAxe)); msObjective(countitem(CentaurSpear), "* "+getitemlink(CentaurSpear)); msObjective(false, l("* More equipment coming soon...")); next; break; // Bows case 13: msObjective(countitem(TrainingBow), "* "+getitemlink(TrainingBow)); msObjective(countitem(WoodenBow), "* "+getitemlink(WoodenBow)); msObjective(countitem(ShortBow), "* "+getitemlink(ShortBow)); msObjective(countitem(ForestBow), "* "+getitemlink(ForestBow)); msObjective(countitem(ElficBow), "* "+getitemlink(ElficBow)); msObjective(countitem(ChampionshipBow), "* "+getitemlink(ChampionshipBow)); msObjective(countitem(BansheeBow), "* "+getitemlink(BansheeBow)); //msObjective(countitem(ElvishBow), "* "+getitemlink(ElvishBow)); msObjective(false, l("* More equipment coming soon...")); next; break; // Firearms case 14: msObjective(countitem(PynRifle), "* "+getitemlink(PynRifle)); msObjective(countitem(PynGatling), "* "+getitemlink(PynGatling)); msObjective(countitem(PynShotgun), "* "+getitemlink(PynShotgun)); msObjective(countitem(PynRevolver), "* "+getitemlink(PynRevolver)); msObjective(countitem(Dustynator), "* "+getitemlink(Dustynator)); next; if (countitem(PynRifle) && countitem(PynGatling) && countitem(PynShotgun) && countitem(PynRevolver) && countitem(Dustynator)) { setq1 General_Collector, .@q|COLLECT_FIREGUNS; .@q=getq(General_Collector); } next; break; // Wands case 15: msObjective(countitem(TrainingWand), "* "+getitemlink(TrainingWand)); msObjective(countitem(NoviceWand), "* "+getitemlink(NoviceWand)); msObjective(countitem(ReinbooWand), "* "+getitemlink(ReinbooWand)); msObjective(countitem(ApprenticeWand), "* "+getitemlink(ApprenticeWand)); msObjective(countitem(LeaderWand), "* "+getitemlink(LeaderWand)); msObjective(countitem(LegendaryWand), "* "+getitemlink(LegendaryWand)); next; if (countitem(TrainingWand) && countitem(NoviceWand) && countitem(ReinbooWand) && countitem(ApprenticeWand) && countitem(LeaderWand) && countitem(LegendaryWand)) { setq1 General_Collector, .@q|COLLECT_WANDS; .@q=getq(General_Collector); } next; break; // Quivers case 16: msObjective(countitem(LeatherQuiver), "* "+getitemlink(LeatherQuiver)); msObjective(countitem(IronQuiver), "* "+getitemlink(IronQuiver)); msObjective(countitem(BronzeQuiver), "* "+getitemlink(BronzeQuiver)); msObjective(countitem(PlatinumQuiver), "* "+getitemlink(PlatinumQuiver)); next; if (countitem(LeatherQuiver) && countitem(IronQuiver) && countitem(BronzeQuiver) && countitem(PlatinumQuiver)) { setq1 General_Collector, .@q|COLLECT_QUIVERS; .@q=getq(General_Collector); } next; break; // Mounts case 17: msObjective(countitem(LegendaryTortuga), "* "+getitemlink(LegendaryTortuga)); next; break; // Pets case 18: msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt)); next; break; case 19: mesn; mesq l("Sorry! Not yet implemented!"); next; break; } } while (@menu != 0); close; }