summaryrefslogtreecommitdiff
path: root/world/map/npc/009-2/airlia.txt
diff options
context:
space:
mode:
Diffstat (limited to 'world/map/npc/009-2/airlia.txt')
-rw-r--r--world/map/npc/009-2/airlia.txt268
1 files changed, 268 insertions, 0 deletions
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;
+}