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// TMW-2 Script
// Author:
//    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 (.@q == 0) goto L_Busy;
    if (.@q < 3) goto L_Incomplete;
    if (.@q >= 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:
    /*
	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 "";
    select
        l("Good bye!"),
        rif(!(.@q & COLLECT_CHESTPLATE), l("Chestplates")),
        rif(!(.@q & COLLECT_HEADGEAR), l("Headgear")),
        rif(!(.@q & COLLECT_PANTS), l("Pants")),
        rif(!(.@q & COLLECT_SHOES), l("Shoes")),
        rif(!(.@q & COLLECT_NECKLACES), l("Necklaces")),
        rif(!(.@q & COLLECT_RINGS), l("Rings")),
        rif(!(.@q & COLLECT_ACESSORIES), l("Accessories")),
        rif(!(.@q & COLLECT_SCARFS), l("Scarfs")),
        rif(!(.@q & COLLECT_GLOVES), l("Gloves")),
        rif(!(.@q & COLLECT_SHIELDS), l("Shields")),
        rif(!(.@q & COLLECT_1HSWORDS), l("1 Hand Swords")),
        rif(!(.@q & COLLECT_2HSWORDS), l("2 Hand Swords")),
        rif(!(.@q & COLLECT_BOWS), l("Bows")),
        rif(!(.@q & COLLECT_FIREGUNS), l("Fire Staves")),
        rif(!(.@q & COLLECT_WANDS), l("Wands")),
        rif(!(.@q & COLLECT_QUIVERS), l("Quivers")),
        rif(!(.@q & COLLECT_MOUNTS), l("Mounts")),
        rif(!(.@q & COLLECT_PETS), l("Pets")),
    mes "";
    switch (@menu) {
        // 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(CreasedShirt), "* "+getitemlink(CreasedShirt));
        next;
        break;
        // Bows
        case 13:
        msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt));
        next;
        break;
        // Firearms
        case 14:
        msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt));
        next;
        break;
        // Wands
        case 15:
        msObjective(countitem(CreasedShirt), "* "+getitemlink(CreasedShirt));
        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;

    }

    } while (@menu != 0);
    close;
}