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author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
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committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/quests/skills/swordman_skills.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/skills/swordman_skills.txt')
-rw-r--r-- | npc/quests/skills/swordman_skills.txt | 488 |
1 files changed, 488 insertions, 0 deletions
diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt new file mode 100644 index 000000000..295291a16 --- /dev/null +++ b/npc/quests/skills/swordman_skills.txt @@ -0,0 +1,488 @@ +//===== rAthena Script ======================================= +//= Swordsman Skills Quests +//===== By: ================================================== +//= kobra_k88 +//===== Current Version: ===================================== +//= 1.8 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Quests for skills: Fatal Blow, Mobile HP Recovery, +// Auto-Berserk +//===== Additional Comments: ================================= +//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= 1.7 Updated to latest available official file. [Masao] +//= 1.8 Fixed JobLevel requirements. [Euphy] +//============================================================ + +izlude_in,175,130,2 script Knight De Thomas 98,4,4,{ + if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) { + mes "[De Thomas]"; + mes "Oh, no! You must have been hurt! Are you ok?"; + mes "You must have fought hard to get such serious injuries.."; + mes "Being a swordsman must come with a lot of responsibility and sacrifice."; + next; + mes "[De Thomas]"; + if (Sex == 0) { + mes "For these swordsmen and knights, there is a wonderful skill."; + } + else { + mes "For these swordswomen and knights, there is a wonderful skill young lady."; + } + mes "I present to you - HP Recovery While Moving!"; + mes "Body moving is a splendid skill"; + mes "that allows you to regain strength(HP)"; + mes "while you are moving!"; + next; + mes "[De Thomas]"; + mes "It is currently under development"; + mes "so it may not recover that much,"; + mes "but it will help a little."; + mes "What do you think? Would you like to learn this skill?"; + next; + switch (select("What a nice skill! I want to learn it!:No, thank you.")) { + case 1: + mes "[De Thomas]"; + mes "Very well. I will tell you what you need to learn this skill."; + mes "First, your job level must be higher than ^00880035^000000."; + mes "You will also need ^008800200 empty bottles^000000."; + mes "Why? Because it is proof that you fought fiercely to have used that many potions."; + next; + mes "[De Thomas]"; + mes "Also, the armor you used in battle."; + mes "This is also proof of an experienced fighter."; + mes "For the armor... your armor is perfect!"; + mes "Bring your armor!"; + mes "Last but not least... bring me one ^008800Moth Wing^000000."; + next; + menu "Eh? You need that, too?",-; + mes "[De Thomas]"; + mes "Not really.. I don't really NEED it."; + mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation."; + mes "Of course! It would be much easier for me to get it myself."; + mes "but I must work here all the time so I don't exactly have the time to go out and get it."; + next; + mes "[De Thomas]"; + mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?"; + mes "Please, find me one...*sniffsniff*"; + mes "If you don't..."; + set sm_movingrecovery_x,1; + mes "You won't get anything! Muahahaha."; + close; + case 2: + mes "[De Thomas]"; + mes "..."; + close; + } + } + else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) { + mes "[De Thomas]"; + mes "Oh, it's you?"; + mes "Long time no see!"; + mes "You seem healthier than before."; + mes "Hahahaha!"; + mes "Take care! See you again!"; + close; + } + else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) { + mes "[De Thomas]"; + mes "Welcome back..."; + mes "are you ready to learn Body Movin'?"; + next; + switch (select("Yes.:No, I'm not ready yet.")) { + case 1: + if ((JobLevel > 34 || (BaseJob == Job_Knight || BaseJob == Job_Crusader)) && (countitem(713) > 199) && (countitem(1058) > 0)) { + mes "[De Thomas]"; + mes "Let's see....."; + next; + mes "[De Thomas]"; + mes "Ok! I shall now teach you..."; + mes "...The Body Movin' skill!"; + next; + delitem 713,200; //Empty_Bottle + delitem 1058,1; //Wing_Of_Moth + skill "SM_MOVINGRECOVERY",1,0; + set sm_movingrecovery_x,2; + mes "[De Thomas]"; + mes "There you go!"; + mes "Try it yourself."; + mes "But don't overdo it."; + next; + mes "[De Thomas]"; + mes "Oh yeah, I won't be needing your"; + mes "armor so you can keep it."; + mes "Good luck now!"; + close; + } + else if (JobLevel < 35 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) { + mes "[De Thomas]"; + mes "Wait a second, your Job level isn't above ^00880035^000000!"; + mes "Come back when it is."; + close; + } + else if ((countitem(713) < 200) || (countitem(1058) < 1)) { + mes "[De Thomas]"; + mes "You do not have all the items I asked for."; + next; + mes "[De Thomas]"; + mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all."; + close; + } + mes "[De Thomas]"; + mes "You do not have all the items I asked for."; + next; + mes "[De Thomas]"; + mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all."; + close; + case 2: + mes "[De Thomas]"; + mes "Is that so?"; + mes "Then come when you are prepared."; + close; + } + } + mes "[De Thomas]"; + mes "My name is De Thomas Carlos."; + mes "Knight of Prontera's 3rd Calvary."; + mes "I have a certain duty these days."; + mes "Ehem! Need I say more."; + close; +} + +prt_in,75,88,5 script Leon Von Frich 85,3,3,{ + + if ((BaseClass == Job_Swordman) && (JobLevel >= 25 || (BaseJob == Job_Knight || BaseJob == Job_Crusader))) { + if (getskilllv("SM_FATALBLOW") == 1) { + mes "[Leon]"; + mes "Eh?"; + mes "I was wondering who that was!"; + mes "Why it's you from before!"; + mes "Nice to see you again! How are you?"; + mes "Be careful! Hahaha!"; + close; + } + else if ((countitem(1752) > 9) && (countitem(1751) > 9) && (countitem(532) > 0) && (countitem(962) > 29) && (countitem(526) > 4)) { + mes "[Leon]"; + mes "Ooh! You are more than ready"; + mes "to learn Fatal Blow!"; + mes "So how about it? Would you like to learn?"; + next; + switch (select("Yes!:No, I don't want to.:But, what is Fatal Blow?")) { + case 1: + mes "[Leon]"; + mes "OK, lets begin!"; + next; + delitem 1752,10; //Fire_Arrow + delitem 1751,10; //Silver_Arrow + delitem 532,1; //Banana_Juice + delitem 962,30; //Tentacle + delitem 526,5; //Royal_Jelly + skill "SM_FATALBLOW",1,0; + mes "[Leon]"; + mes "Success!"; + mes "Go use your new skill to its full potential."; + mes "Hahahahahahahaha!"; + close; + case 2: + mes "[Leon]"; + mes "I don't like you!!!"; + close; + case 3: + mes "[Leon]"; + mes "I developed this skill recently."; + mes "When you use bash, depending "; + mes "on your level, you can stun "; + mes "your opponent. ."; + mes "You have learned bash, haven't you?"; + next; + mes "[Leon]"; + mes "What do you think. Stun is"; + mes "a very useful technique. Don't you find this skill attractive?"; + mes "When you think you do, just come right back to me!"; + close; + } + } + mes "[Leon]"; + mes "Ooh! A young and strong swordsman!"; + next; + mes "[Leon]"; + mes "Wow, seeing your arm, you must enjoy using bash?"; + next; + menu "Eh, I.. just...",-; + mes "[Leon]"; + if (Sex == 0) { + mes "No need to be surprised."; + mes "If you use a sword, of course you ought to have a good arm!"; + } + else { + mes "Nothing to be embarrassed about."; + mes "Even if you are a female you need a strong arm to use a sword!"; + } + mes "In times of only useless and lazy youngsters,"; + mes "I'm glad I met someone strong like you."; + next; + mes "[Leon]"; + mes "Yes, I would like to give a present to an awesome swordsman like you."; + next; + switch (select("What present?:It's ok.")) { + case 1: + mes "[Leon]"; + mes "Haha nothing special, but a skill to attack the vital point!"; + next; + case 2: + mes "[Leon]"; + mes "...Haha nothing special, just a skill that aims at the vital spot!"; + next; + } + mes "[Leon]"; + mes "It's a skill I developed recently."; + mes "When you use bash, depending on"; + mes "your level, your opponent can"; + mes "become stunned."; + mes "You have learned bash, haven't you?"; + next; + mes "[Leon]"; + mes "When I was a swordsman like you,"; + mes "I used to enjoy using Bash. Every time, I thought"; + mes "- maybe the attack would be more powerful"; + mes "if I use stun at the same time."; + next; + mes "[Leon]"; + mes "I drew back from the battlefield to do research"; + mes "and finally, I developed this wonderful new skill!"; + mes "Would you like to learn this skill?"; + next; + switch (select("Yes.:No.:Do you have any advice on how to eat sushi?")) { + case 1: + mes "[Leon]"; + mes "Ok. I'll tell you the requirements."; + mes "First you need to have level 5 Bash."; + mes "You will also need to prepare 10 Fire Arrows, 10 Silver Arrows, 1 bottle of Banana Juice, 30 Tentacles, and 5 bottles of Royal Jelly."; + mes "They are.. somewhat like ingredients."; + next; + mes "[Leon]"; + mes "come to me again once you have all the materials."; + mes "We shall talk then."; + close; + case 2: + mes "[Leon]"; + mes "Hahahahahahahahahaha!"; + mes "... "; + mes " ... "; + mes " ..."; + mes "I'm at a loss of words!?"; + close; + case 3: + mes "[Sushi King Leon]"; + mes "The best way to eat sushi is"; + mes "with your hands."; + mes "That is the basic."; + mes "And dip the fish, not the rice,"; + mes "in the soy sauce."; + next; + mes "[Sushi King Leon]"; + mes "That way you get a richer flavor."; + mes "Also, always eat the kind that is in season."; + mes "Eating in the order of white fish then"; + mes "blue fish will make it taste better!"; + mes "Mmm! I like sushi~~!"; + close; + } + } + mes "[Leon]"; + mes "Oh, no! I have nothing to offer you!"; + mes "I can't say nice and fun things to anyone"; + mes "other than swordsmen!"; + mes "See you in a better world!"; + close; + +OnTouch: + mes "[Leon]"; + mes "Hahahahahahaha!"; + mes "Hahahahahahaha!"; + close; +} + +prt_in,94,57,3 script Juan 85,4,4,{ + if (BaseClass == Job_Swordman) { + if (getskilllv("SM_AUTOBERSERK") == 1) { + mes "[Juan]"; + mes "Mmm? Long time no see!"; + mes "How are you?"; + mes "You got stronger than before."; + mes "Many expect great things from you."; + mes "You can do it."; + close; + } + else if (JobLevel < 10 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) { + mes "[?]"; + mes "What are you?"; + mes "Eh, still a beginner."; + mes "I'm busy, so go train a little more"; + mes "before coming back."; + close; + } + else if (JobLevel < 30 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) { + mes "[Juan]"; + mes "Oh, nice to meet you."; + mes "You can be on your way. (smiley~)"; + close; + } + else if ((countitem(924) > 34) && (countitem(958) > 9) && (countitem(957) > 9) && (countitem(518) > 9)) { + mes "[Juan]"; + mes "Ooh. Young swordsman!"; + mes "You are ready to learn the"; + mes "newest skill, Auto Berserk?!"; + next; + switch (select("Hoho, I would like to learn it now.:What is that?")) { + case 1: + mes "[Juan]"; + mes "Ok. Then..."; + next; + delitem 924,35; //Powder_Of_Butterfly + delitem 958,10; //Horrendous_Mouth + delitem 957,10; //Decayed_Nail + delitem 518,10; //Honey + skill "SM_AUTOBERSERK",1,0; + mes "[Juan]"; + mes "You have just become a swordsman"; + mes "that can use Auto Berserk."; + mes "You can go about "; + mes "and achieve great things!"; + next; + mes "[Juan]"; + mes "Good luck!"; + next; + mes "[Juan]"; + mes "....................................oh yeah."; + mes "I forgot to say something."; + mes "There are some things you must keep in mind."; + next; + mes "[Juan]"; + mes "Once you regain health,"; + mes "this skill will subside."; + mes "Also, there isn't really a time limit"; + mes "but it can still disappear when"; + mes "it is attacked with a skill that can"; + mes "nullify provoke."; + next; + mes "[Juan]"; + mes "If you don't remember these characteristics,"; + mes "you may run into some problems on the battlefield"; + mes "when the skill disappears all of a sudden."; + next; + mes "[Juan]"; + mes "Then... bye for real~"; + close; + case 2: + mes "[Juan]"; + mes "Auto Berserk?"; + mes "It's a skill crucial on the battlefield."; + mes "When your health is in red,"; + mes "your hidden potential provokes yourself"; + mes "to help you in battle."; + next; + mes "[Juan]"; + mes "It is perfect for those that"; + mes "fight on the battlefield like fire!"; + mes "With your ability, you can learn"; + mes "this skill right now."; + mes "Then, I shall tell you the necessary materials."; + next; + mes "[Juan]"; + mes "You need 35 Powder of Butterfly."; + mes "The energy from the magnificent"; + mes "wings of a butterfly will"; + mes "help you gather your strength!"; + mes "And 10 Horrendous Mouth."; + mes "10 Decayed Nail."; + mes "and last but not least..."; + mes "10 Honey!"; + next; + mes "[Juan]"; + mes "Did you get all that down?"; + mes "As always, please come back"; + mes "when you are ready."; + mes "I look forward to seeing you again."; + close; + } + } + mes "[Juan]"; + mes "Oh no, you have more injuries"; + mes "since the last time I saw you."; + mes "You went into battle like this?"; + mes "Seems like you are straining yourself."; + next; + mes "[Juan]"; + mes "Even though you may have a lot of strength"; + mes "you can't do much when you reach your limits so"; + mes "don't overestimate your powers."; + mes "Of course you could always use the"; + mes "skill we developed to overcome these limits."; + next; + switch (select("Eh! What are you talking about?:Haha, there can't be such a thing.:Keuuuuuuuh!")) { + case 1: + mes "[Juan]"; + mes "The skill is called Berserk."; + mes "It is deemed the flower of a battlefield."; + mes "When your health is red,"; + mes "your hidden potential is provokes yourself"; + mes "to help you in battle."; + next; + mes "[Juan]"; + mes "It is perfect for those that"; + mes "fight on the battlefield like fire!"; + mes "With your ability, you can learn"; + mes "this skill right now."; + mes "Then, I shall tell you the necessary materials."; + next; + mes "[Juan]"; + mes "You need 35 Powder of Butterfly."; + mes "The energy from the magnificent"; + mes "wings of a butterfly will"; + mes "help you gather your strength!"; + mes "And 10 Horrendous Mouth."; + mes "10 Decayed Nail."; + mes "and last but not least..."; + mes "10 Honeys!"; + next; + mes "[Juan]"; + mes "Did you get all that down?"; + mes "As always, please come back"; + mes "when you are ready."; + mes "I look forward to seeing you again."; + close; + case 2: + mes "[Juan]"; + mes "Bleh, were you fooled all your life."; + mes "I don't know. Don't talk to me."; + close; + case 3: + mes "[Juan]"; + mes "Keuuuuuuuuuuuuuh!"; + mes "Ooowwwwwuuuuuuuuuuuuuhhh!"; + mes "Keuaaaaaaaaaaah!"; + close; + } + } + mes "[Juan]"; + mes "Are you enjoying your trip?"; + mes "I hope you have nice days ahead of you."; + mes "Ah, I am just a kind knight Juan."; + mes "Don't worry about me too much. Hahaha..."; + close; +} + +//============================================================ +// Old changelog +//============================================================ +//= Fully working +//= 1.0a Now using functions found in "Global_Functions.txt" +//= for class checks. +//= 1.1 Added missing delitem [Lupus] +//= 1.2 Added Baby Class Support [Lupus] +//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon] +//= 1.4 Updated the NPC to allow subclasses of swordsman to learn the skills, [MasterOfMuppets] +//= 1.5 Fixed exploits [Lupus] +//= 1.5a Fixed some typos [IVBela] +//============================================================ |