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authorshennetsind <ind@henn.et>2013-10-07 20:26:05 -0300
committershennetsind <ind@henn.et>2013-10-07 20:26:05 -0300
commit3fb824530186a27e6628d89fc847cf29dec4da50 (patch)
tree1809a63586a886c9866161ac1b5358e231ce257f /npc/quests
parentbbaf8692374a82323858c4468f345d03cd05216d (diff)
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Updated tu_acolyte.txt
File Changelog: 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh] 1.8 Updated to match the official script. [Euphy] 1.9 Added GM management function. [Euphy] Closes #176 Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'npc/quests')
-rw-r--r--npc/quests/first_class/tu_acolyte.txt167
1 files changed, 110 insertions, 57 deletions
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index edd9b05c5..f53596cd0 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.6a
+//= 1.9
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
@@ -18,13 +18,16 @@
//= 1.5 Adjusted EXP gains to Renewal values.
//= 1.6 Fixed a wrong placed curly bracket. [Joseph]
//= 1.6a Added 'npcskill' command. [Euphy]
+//= 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh]
+//= 1.8 Updated to match the official script. [Euphy]
+//= 1.9 Added GM management function. [Euphy]
//============================================================
// Priest Praupin
//============================================================
prt_church,179,15,1 script Priest Praupin 110,{
mes "[Priest Praupin]";
- if(BaseClass != Job_Acolyte){
+ if(BaseJob != Job_Acolyte){
if(tu_acolyte01 == 25){
mes "Oh...!";
mes "You're "+strcharinfo(0)+" !";
@@ -290,10 +293,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{
next;
mes "[Asthe]";
mes "HEAL !!";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
set tu_acolyte01, 3;
if(getskilllv("AL_HEAL") == 0){
- getexp 0,10;
+ getexp 0,100;
specialeffect2 EF_CONE;
}
close;
@@ -381,12 +384,15 @@ prt_monk,230,106,3 script Asthe#tu 79,{
emotion e_heh;
set tu_acolyte01, 5;
delitem 1504, 1; //Mace
- if(Class == Job_Acolyte_High)
- getexp 200,100;
- else
- getexp 100,50;
- specialeffect2 EF_CONE;
- close;
+ if(Class == Job_Acolyte_High) {
+ getexp 2000,1000;
+ specialeffect2 EF_CONE;
+ close;
+ } else {
+ getexp 1000,500;
+ specialeffect2 EF_CONE;
+ close;
+ }
} else {
mes "Oh my!";
mes "Welcome back~";
@@ -451,7 +457,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "building nearby.";
close;
case 9:
- mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
+ mes "You went to "+(checkre(0)?"Prontera":"Payon")+" on behalf of the convent for Priest Gardron? That must have been tough...";
next;
mes "[Asthe]";
mes "Blessing!";
@@ -772,7 +778,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
set tu_acolyte01, 25;
- getexp 500,300;
+ if (checkre(3))
+ getexp 1000,1000;
+ else
+ getexp 5000,3000;
specialeffect2 EF_CONE;
close;
}
@@ -826,8 +835,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
close;
}
} else if(tu_acolyte01 == 8){
- if(countitem(939) > 4){
- mes "Oh..!";
+ if(countitem((checkre(0)?939:957)) > 4){
+ mes "Oh...!";
mes "You've returned!";
mes "Let's see... One...";
mes "Two... Three...";
@@ -838,7 +847,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
mes "on behalf of the convent,";
mes "not to mention the fact that";
mes "you've protected the citizens";
- mes "of Prontera from danger.";
+ mes "of "+(checkre(0)?"Prontera":"Payon")+" from danger.";
next;
mes "[Priest Gardron]";
mes "May you always";
@@ -848,45 +857,88 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
mes "Acolyte training.";
set tu_acolyte01, 9;
percentheal 100,100;
- getexp 200,200;
+ if (checkre(3))
+ getexp 1000,1000;
+ else
+ getexp 2000,2000;
specialeffect2 EF_CONE;
//getitem 505,1; //Blue_Potion
close;
} else {
- mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
- mes "the residents of Prontera are being plagued by Hornets.";
-
- next;
- mes "[Priest Gardron]";
- mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
- next;
- mes "[Priest Gardron]";
- mes "....!";
- emotion e_gasp;
- next;
- mes "[Priest Gardron]";
- mes ""+strcharinfo(0)+",";
- mes "may I ask";
- mes "you to take care";
- mes "of this task? Exterminate the Hornets west of Prontera.";
- next;
- mes "[Priest Gardron]";
- mes "Since you're still in basic training, I will give you some";
- mes "help if you return with";
- mes "^3131FF5 Bee Stings^000000.";
- next;
- mes "[Priest Gardron]";
- mes "Now then...";
- mes "Will you go to Prontera?";
- next;
- if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
+ if (checkre(0)) {
+ mes "A few days ago, a sister in Prontera";
+ mes "sent me a telegram that citizens had been harmed";
+ mes "by Hornets in the western field,";
+ mes "so she asked the abbey to help with them.";
+ next;
mes "[Priest Gardron]";
- mes "Good, good.";
- mes "I shall send you";
- mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
- close2;
- warp "prontera",116,72;
- end;
+ mes "But at this time,";
+ mes "we are also short of hands...";
+ mes "so it's a big problem.";
+ next;
+ mes "[Priest Gardron]";
+ mes "....!";
+ emotion e_gasp;
+ next;
+ mes "[Priest Gardron]";
+ mes "May I entrust you, acolyte "+strcharinfo(0)+",";
+ mes "this urgent matter?";
+ mes "Please dispose of Hornets";
+ mes "which are causing trouble on ^FF0000the western field of Prontera^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "I know that you are undergoing the discipline,";
+ mes "So I will give you something to help you";
+ mes "if you bring me ^3131FF 5^000000 ^3131FFBee Sting^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Will you go to Prontera?";
+ next;
+ if(select("Let's go to Prontera!:I'll be back after doing some preparation.") == 1) {
+ mes "[Priest Gardron]";
+ mes "Okay, I will send you to Prontera.";
+ mes "Please dispose of Hornets and bring me 5 Bee Stings for confirmation.";
+ mes "My Lord, please protect this acolyte from evil monsters.";
+ close2;
+ warp "prontera",116,72;
+ end;
+ }
+ } else {
+ mes "A little while ago, the Payon Elder sent me a message. Apparently,";
+ mes "the residents of Payon are being attacked by Zombies.";
+ next;
+ mes "[Priest Gardron]";
+ mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+ next;
+ mes "[Priest Gardron]";
+ mes "....!";
+ emotion e_gasp;
+ next;
+ mes "[Priest Gardron]";
+ mes ""+strcharinfo(0)+",";
+ mes "may I ask";
+ mes "you to take care";
+ mes "of this task? Exterminate the Skeletons and Zombies in the";
+ mes "First Floor of Payon Dungeon.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Since you're still in basic training, I will give you some";
+ mes "help if you return with";
+ mes "^3131FF5 Decayed Nails^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Now then...";
+ mes "Will you go to Payon?";
+ next;
+ if(select("Let's go to Payon!:Um, let me get ready first.")==1) {
+ mes "[Priest Gardron]";
+ mes "Good, good.";
+ mes "I shall send you";
+ mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
+ close2;
+ warp "payon",161,58;
+ end;
+ }
}
close;
}
@@ -908,8 +960,7 @@ prt_monk,235,245,5 script Dog#tu 81,{
mes "Woof woof!^000000";
next;
if(tu_acolyte01 == 10){
- set .@dog_food, 0;
- while((1)){
+ while(1) {
switch(select("Give a treat.:Pet the dog.:End actions.")){
case 1:
set .@dog_food, .@dog_food + 1;
@@ -995,7 +1046,6 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "H-hurts...";
next;
select("Are you alright?");
-
mes "[Angelic]";
mes "My sister...";
mes "She was so beautiful...";
@@ -1023,8 +1073,9 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
next;
mes "["+strcharinfo(0)+"]";
mes "Are you alright?";
+ mes "................";
next;
- specialeffect EF_CURSEATTACK ;
+ specialeffect EF_CURSEATTACK;
soundeffectall "_curse.wav",0;
emotion e_omg;
mes "["+strcharinfo(0)+"]";
@@ -1056,7 +1107,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "["+strcharinfo(0)+"]";
mes "H...";
mes "Heal !!";
- specialeffect EF_HEAL ;
+ specialeffect EF_HEAL;
next;
mes "^3355FFNothing happened.";
mes "It doesn't look like";
@@ -1081,7 +1132,10 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "It seemed that this good";
mes "deed has improved your skills.^000000";
set tu_acolyte01, 13;
- getexp 0,100;
+ if (checkre(3))
+ getexp 0,500;
+ else
+ getexp 0,1000;
specialeffect2 EF_CONE;
next;
break;
@@ -1725,7 +1779,6 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
close;
}
}
-
/*
sec_in02,17,156,3 script 1st Job Quest Reset 726,{
mes "[1st Job Quest]";
@@ -1755,4 +1808,4 @@ sec_in02,17,156,3 script 1st Job Quest Reset 726,{
mes "Completed.";
close;
}
-*/
+*/ \ No newline at end of file