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author | Ridley8819 <ridley8819@gmail.com> | 2016-09-10 22:10:54 +0200 |
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committer | hemagx <ibrahem.h.basyone@gmail.com> | 2016-09-11 16:50:38 +0200 |
commit | b437c7382e6d0ca1339427ddbc3e20ca3c6cdf57 (patch) | |
tree | 7b6bf06e3c256f5a1eb577a807d19b9d01cca397 /npc/re/quests/quests_aldebaran.txt | |
parent | 2b30a403f03c91b119e2f3ba1491d308cccba924 (diff) | |
download | hercules-b437c7382e6d0ca1339427ddbc3e20ca3c6cdf57.tar.gz hercules-b437c7382e6d0ca1339427ddbc3e20ca3c6cdf57.tar.bz2 hercules-b437c7382e6d0ca1339427ddbc3e20ca3c6cdf57.tar.xz hercules-b437c7382e6d0ca1339427ddbc3e20ca3c6cdf57.zip |
removed unnecessary lines (thx to Aleos)
added missing mapflags for c_tower2_ and c_tower3_
Diffstat (limited to 'npc/re/quests/quests_aldebaran.txt')
-rw-r--r-- | npc/re/quests/quests_aldebaran.txt | 59 |
1 files changed, 20 insertions, 39 deletions
diff --git a/npc/re/quests/quests_aldebaran.txt b/npc/re/quests/quests_aldebaran.txt index 017421258..336ddb1c7 100644 --- a/npc/re/quests/quests_aldebaran.txt +++ b/npc/re/quests/quests_aldebaran.txt @@ -11,6 +11,7 @@ //= //= Copyright (C) 2016 Hercules Dev Team //= Copyright (C) 2016 Ridley +//= Copyright (C) 2016 Aleos //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -29,7 +30,7 @@ //================= Description =========================================== //= NPCs related to Aldebaran Clock Tower (Nightmare) //================= Current Version ======================================= -//= 1.0 +//= 1.1 //========================================================================= c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ mes("[Belljamin Button]"); @@ -43,43 +44,21 @@ c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ mes("[Belljamin Button]"); mes("I'm begging you not to ask more about it. It might put your life in danger."); next; - switch (select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower")) { + .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower"); + switch (.@menu) { case 1: - mes("[Belljamin Button]"); - mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); - close; - case 2: - mes("[Belljamin Button]"); - mes("Be careful with your choice."); - next; - mes("[Belljamin Button]"); - mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be."); - next; - switch (select("Quit", "Pay 10,000z", "Why do you need money?")) { - case 1: - mes("[Belljamin Button]"); - mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); - close; - case 2: - if (Zeny < 10000) { - mes("[Belljamin Button]"); - mes("Really? You don't have money and asked me to take you there?"); - close; - } - Zeny -= 10000; - mes("[Belljamin Button]"); - mes("I'm not sure how you'll keep track of time in there but be as careful as you can."); - close2; - warp "c_tower2_", 268, 26; - end; - case 3: - mes("[Belljamin Button]"); - mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay."); - emotion e_swt; - close; - } break; + case 2: case 3: + if (.@menu == 2) { + .@map$ = "c_tower2_"; + .@x = 268; + .@y = 26; + } else { + .@map$ = "c_tower3_"; + .@x = 65; + .@y = 147; + } mes("[Belljamin Button]"); mes("Be careful with your choice."); next; @@ -88,9 +67,7 @@ c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ next; switch (select("Quit", "Pay 10,000z", "Why do you need money?")) { case 1: - mes("[Belljamin Button]"); - mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); - close; + break; case 2: if (Zeny < 10000) { mes("[Belljamin Button]"); @@ -101,7 +78,7 @@ c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ mes("[Belljamin Button]"); mes("I'm not sure how you'll keep track of time in there but be as careful as you can."); close2; - warp "c_tower3_", 65, 147; + warp .@map$, .@x, .@y; end; break; case 3: @@ -110,7 +87,11 @@ c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ emotion e_swt; close; } + break; } + mes("[Belljamin Button]"); + mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); + close; } c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{ |