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author | Ben Longbons <b.r.longbons@gmail.com> | 2011-06-18 21:58:47 -0700 |
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committer | Ben Longbons <b.r.longbons@gmail.com> | 2011-06-19 14:19:55 -0700 |
commit | bae4b92e560c2694eaaf0e8b4d9e95e56204471b (patch) | |
tree | 4acc120f6a94cfbf9694bf344658493de5aaa67b /world/map/npc/009-2/airlia.txt | |
parent | 319f80526f8585ecadaec986e37c9bd326f4d363 (diff) | |
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-rw-r--r-- | world/map/npc/009-2/airlia.txt | 268 |
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diff --git a/world/map/npc/009-2/airlia.txt b/world/map/npc/009-2/airlia.txt new file mode 100644 index 00000000..5ccaea3f --- /dev/null +++ b/world/map/npc/009-2/airlia.txt @@ -0,0 +1,268 @@ +// Airlia, daughter of the cemetary caretaker + +// Future extensions: +// * Add banter and random replies for the unlimited subquests +// * Airlia quest = 2 unlocks options with Fighters of the Undead NPCs (in Cemetery), such as the 'Kill Sir Truk' quest +// * Airlia quest = 2 unlocks other options, perhaps with future Warrior Guild prospects (this is long term) + + +009-2.gat,123,71,0 script Airlia 108,{ + // Subquest 1a: Caretaker's daughter (initial, once) + set @LETTER_REWARD_GOLD_INITIAL, 1000; + set @LETTER_REWARD_EXP_INITIAL, 2000; + + set @Q_STATUS_RECIEVED_FIRST_LETTER, 2; + set @Q_STATUS_DELIVERED_FIRST_LETTER, 3; + + // Subquest 1b: Continued delivery of letters (unlimited) + set @LETTER_REWARD_GOLD, 42; + set @LETTER_REWARD_EXP, 500; + + set @Q_STATUS_HAS_NO_NEW_LETTER, 4; + set @Q_STATUS_HAS_NEW_LETTER, 5; + + // Subquest 2a: Fetch those undead drops (initial, once) + // TODO: Set sane values below + set @FETCH_AMOUNT_INITIAL, 50; + set @FETCH_LABEL_INITIAL$, "Bone"; + set @FETCH_REWARD_GOLD_INITIAL, 5000; + set @FETCH_REWARD_EXP_INITIAL, 50000; + + set @Q_STATUS_HELP_AIRLIA, 1; + set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; + + // Subquest 2b: Fetch those undead drops (unlimited) + // TODO: Set sane values below + set @FETCH_AMOUNT, 10; + set @FETCH_LABEL$, "DiseasedHeart"; + set @FETCH_REWARD_GOLD, 6000; + set @FETCH_REWARD_EXP, 40000; + + + if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded; + if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch; + if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro; + +L_Caretaker: + mes "[Airlia]"; + mes "\"Greetings. Do you need a housing permit, or to license your mount?\""; + next; + + if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "My what?", L_Caretaker_mount; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "I have a letter from your father.", L_Caretaker_first_reward, + "My what?", L_Caretaker_mount; + + mes "[Airlia]"; + mes "\"Nobody ever does...\""; + close; + +L_Caretaker_mount: + // The mention of mounts will certainly gather some interest from players, + // this section may be extended. + close; + +L_Caretaker_first_reward: + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD_INITIAL > 0) + mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]"; + if (@LETTER_REWARD_EXP_INITIAL > 0) + mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]"; + + set zeny, zeny + @LETTER_REWARD_GOLD_INITIAL; + getexp @LETTER_REWARD_EXP_INITIAL, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER; + close; + +L_Caretaker_later_rewards: + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD > 0) + mes "[" + @LETTER_REWARD_GOLD + " GP]"; + if (@LETTER_REWARD_EXP > 0) + mes "[" + @LETTER_REWARD_EXP + " experience points]"; + + set zeny, zeny + @LETTER_REWARD_GOLD; + getexp @LETTER_REWARD_EXP, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER; + close; + +L_Airlia_intro: + mes "[Airlia]"; + mes "\"My poor father, doomed to that awful cemetery.\""; + next; + + // CASE REMOVED: + // This step is pointless and just forces the player to make a selection that doesn't effect anything. + // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks + // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4 + // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned + // + //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER) + // menu + // "...", -; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "...", -, + "Oh, I have a letter from him.", L_Caretaker_later_rewards; + + mes "[Airlia]"; + mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana."; + mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\""; + next; + + menu + "I believe so, yes.", L_Airlia_intro_mana_loss, + "Maybe...", L_Airlia_intro_mana_loss, + "No, that is not proven.", -; + + mes "[Airlia]"; + mes "\"Oh...\""; + close; + +L_Airlia_intro_mana_loss: + mes "[Airlia]"; + mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU."; + mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\""; + next; + + menu + "...", L_Airlia_intro_fou, + "I have heard of them.", L_Airlia_intro_fou, + "Keep up the good work. I have to go now, bye.", -; + close; + +L_Airlia_intro_fou: + mes "[Airlia]"; + mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\""; + next; + + menu + "Of course I will.", L_Airlia_intro_fight, + "Sure, I guess.", L_Airlia_intro_fight, + "Thanks, but no thanks. I have other business to attend to.", -; + close; + +L_Airlia_intro_fight: + mes "[Airlia]"; + mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\""; + next; + + menu + "I'm on it.", -, + "What sort of proof?", L_Airlia_intro_proof; + + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; + +L_Airlia_intro_proof: + mes "[Airlia]"; + mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\""; + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; + +L_Fetch: + mes "[Airlia]"; + mes "\"Thank you for helping my father.\""; + next; + + // Make sure to check if the player has a letter to deliver. + // If the check is not made then there is a bug, where the player + // has a letter but has not completed the initial fetch + // and is prevented from turing in the letter until the fetch is completed. + // + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + + // The following checks are REDUNDANT + // The only way to get to this lable is after a check for QUEST_Airlia == @Q_STATUS_HELP_AIRLIA + // Incase you weren't paying attention: @Q_STATUS_HELP_AIRLIA = 1 < @Q_STATUS_INITIAL_FETCH_REWARDED + // Note: proper handling of the first case is done above. + // The second case never gets executed anyway and not handled. + // + //if (QUEST_Airlia < @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + // + //if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + + close; + +L_Fetch_initial_reward: + if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough; + + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\""; + if (@FETCH_REWARD_GOLD_INITIAL > 0) + mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]"; + if (@FETCH_REWARD_EXP_INITIAL > 0) + mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]"; + delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL; + set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; + getexp @FETCH_REWARD_EXP_INITIAL, 0; + set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; + next; + + mes "[Airlia]"; + // TODO: Write the dialogue when I'm not tired... + mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; + mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; + close; + +L_Fetch_later_rewards: + if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT) goto L_Fetch_not_enough; + + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior.\""; + if (@FETCH_REWARD_GOLD > 0) + mes "[" + @FETCH_REWARD_GOLD + " GP]"; + if (@FETCH_REWARD_EXP > 0) + mes "[" + @FETCH_REWARD_EXP + " experience points]"; + delitem @FETCH_LABEL$, @FETCH_AMOUNT; + set zeny, zeny + @FETCH_REWARD_GOLD; + getexp @FETCH_REWARD_EXP, 0; + close; + +L_Fetch_not_enough: + mes "[Airlia]"; + mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; + close; + +L_Rewarded: + mes "[Airlia]"; + mes "\"Thank you for your help.\""; + next; + + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + + close; +} |