1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
|
// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Heremit
// Variables:
// $ARKIM_ST
// How many Bat Teeth/Wings were given
// q1
// Controls your own progress helping Arkim - Unused, might give place to some real quest later.
// q2
// Controls your own progress helping Arkim - Items today
// q3
// Controls your own progress helping Arkim - Your timer
015-3,170,169,0 script Arkim NPC_TERRY,{
function pmap_intro;
function pmap_wrong;
function pmap_right;
mesn;
mesq lg("Hello, young girl...", "Hello, young boy...");
next;
L_Loop:
.@q1=getq(HurnscaldQuest_Arkim);
.@q3=getq3(HurnscaldQuest_Arkim);
mesn;
mesq l("I am doing a great research with Bats, and thus far I collected @@ Bat Wings and Teeths.", $ARKIM_ST);
next;
// It was yesterday
if (.@q3 < $@ARKIM_QTIMER) {
setq2 HurnscaldQuest_Arkim, 0;
setq3 HurnscaldQuest_Arkim, $@ARKIM_QTIMER;
}
// Daily limit reached
.@q2=getq2(HurnscaldQuest_Arkim);
if (.@q2 >= (BaseLevel-17)/3) goto L_Timer;
select
rif(countitem(BatWing) >= 1, l("Donate a Bat Wing")),
rif(countitem(BatTeeth) >= 1, l("Donate a Bat Teeth")),
l("I better leave this crazy man to his ordeals..."),
l("Had you any breakthrough?");
mes "";
switch (@menu) {
case 1:
delitem BatWing, 1;
getexp 25, 0;
Zeny=Zeny+50;
break;
case 2:
delitem BatTeeth, 1;
getexp 36, 0;
Zeny=Zeny+70;
break;
case 3:
goto L_Assign;
close; // Will never reach.
break;
case 4:
goto L_Research;
break;
}
$ARKIM_ST=$ARKIM_ST+1;
setq2 HurnscaldQuest_Arkim, .@q2+1;
goto L_Loop;
L_Timer:
if (BaseLevel < 20)
mesc l("You need at least level 20 to help.");
mesn;
mesq l("You've helped me plenty. Please come back in @@", FuzzyTime($@ARKIM_TIMER+(60*60*24),2,2));
goto L_Assign;
close; // Will never reach.
// TODO
L_Research:
mesn;
mesq l("Let me see... The more Wings and Teethes I collect, the more my research shall advance.");
next;
select
l("Thanks."),
rif($ARKIM_ST >= 1400, l("Cursed Arrows")),
rif($ARKIM_ST >= 2800, l("Poison Arrows")),
rif($ARKIM_ST >= 1200, l("Piberries Infusion")),
rif($ARKIM_ST >= 2600, l("Fate's Potion")),
rif($ARKIM_ST >= 4000, l("Clotho Liquor")),
rif($ARKIM_ST >= 4700, l("Lachesis Brew")),
rif($ARKIM_ST >= 6600, l("Atropos Mixture")),
rif($ARKIM_ST >= 7500, l("Dark Desert Mushroom"));
mes "";
mesn;
switch (@menu) {
case 1:
mesq l("Good bye!");
goto L_Assign;
close; // Will never reach.
break;
case 2:
mesq l("The @@ are specially dangerous, and archers love them.", getitemlink(CursedArrow));
next;
mesn;
mesq l("These are being crafted by Alan.");
break;
case 3:
mesq l("The @@ are specially dangerous, and archers love them.", getitemlink(PoisonArrow));
next;
mesn;
mesq l("These are being crafted by Alan.");
break;
case 4:
case 5:
case 6:
case 7:
case 8:
mesq l("The @@ is a powerful healing drink.", getitemlink(PiberriesInfusion-4+@menu));
next;
mesn;
switch (@menu) {
case 4:
mesq l("@@ is developing these potions.", "Wyara"); break;
case 5:
mesq l("@@ is developing these potions.", "Fate, in Nivalis,"); break; // TODO: Missing NPC
case 6:
mesq l("@@ is developing these potions.", "Frostia Dwarves"); break;
case 7:
mesq l("@@ is developing these potions.", "Frostia Dwarves"); break;
default:
mesq l("@@ is developing these potions.", "Jesusalva"); // TODO: Lachesis and Atropos
break;
}
break;
case 9:
mesq l("Ah! @@. A very rare drop!", getitemlink(DarkDesertMushrooom));
next;
mesn;
mesq l("You can find it in the bandit market, but it is EXPENSIVE.");
break;
}
next;
goto L_Research;
L_Assign:
// NOTE: Map will be destroyed after first time, MAKE SURE TO MEMORIZE.
// Or you'll need to find ANOTHER copy, but this one won't be burned.
if (getq(HurnscaldQuest_PirateCave) >= 2 && countitem(PirateTreasureMap)) {
mesc l("Should we ask about the %s before leaving?", getitemlink(PirateTreasureMap));
select
l("Ask."),
l("Don't ask.");
mes "";
if (@menu == 1) goto L_PirateMap;
}
GHQ_Assign(Bat, "Bat");
end;
L_PirateMap:
.@q = getq(HurnscaldQuest_PirateCave);
if (.@q == 2) pmap_intro();
else if (.@q == 3) pmap_intro();
else if (.@q == 4) pmap_wrong();
// IMPLICIT FALLTHROUGH
.@q = getq(HurnscaldQuest_PirateCave);
if (.@q == 5) pmap_right();
close;
function pmap_intro {
mesn;
mesq l("There's no one who knows Butterfly Caves better than me, child. These are MY caves, after all.");
next;
mesn;
mesc l("%s makes a confused face.", .name$);
mesq l("But your silly map must be wrong. These passages do not connect themselves like this, but this should not be an issue, as they're not relevant.");
next;
mesn;
mesq l("To reach this place... You just need to follow the path after the waterfall. Come back to me after that.");
compareandsetq HurnscaldQuest_PirateCave, 2, 3;
close;
}
function pmap_wrong {
mesn;
mesq l("Welcome back, children. So, how was your treasure hunt? Did you manage to find the path?");
next;
mesn strcharinfo(0);
select
l("NO!"),
l("Not at all!"),
l("You barely know these caves."),
l("You send me the wrong way.");
mes "";
mesn;
mesq l("Calm down, don't get mad! I was wrong in trusting this map, it is definitely faulty. Lemme see it again...");
if (!countitem(PirateTreasureMap)) close; // Last chance...
next;
mesn;
mesc l("%s eyebrow furrows, as he brings the map closer to a torch.", .name$);
mesq l("These paths are all wrong! What is the problem with this map?!");
next;
mesc l("The map starts getting darker with the heat of the flame, and curiously, new shapes starts to form...");
next;
mesn;
mesq l("Aha! So that's what it was! The map was hiding its secrets in drawings made with acid. An old technique... But a very useful one.");
next;
delitem PirateTreasureMap, 1;
setq HurnscaldQuest_PirateCave, 5;
getexp 0, 600;
mesc l("Suddenly, the map %s!", col(l("burst up in flames"), 1));
mesc l("Seems like Arkim held it too close to the flame...");
next;
mesn;
mes "\""+l("I have some good and some bad news for you.");
mes l("The good one, is that now I know the right path.");
mes l("The bad one, is that you'll have to guide yourself without the map.")+"\"";
next;
return;
}
function pmap_right {
mes ".:: " + l("Direction for Pirate Caves") + " ::.";
mes "1. "+l("Go through the waterfall path.");
mes "2. "+l("Use the abandoned passage to the north... Usually, no one uses it.");
mes "3. "+l("After that, follow the path until you reach a great chamber...");
mes "4. "+l("Then take the middle entrance.");
next;
mesn;
mesq l("I wish you good luck. I remember these caves... They're dangerous. Make sure to be prepared before venturing further.");
close;
}
OnInit:
.sex=G_MALE;
.distance=5;
// No end; on purpose
OnHour00:
$@ARKIM_QTIMER=gettimeparam(GETTIME_DAYOFMONTH);
$@ARKIM_TIMER=gettimetick(2);
end;
}
|