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author | Euphy <euphy@rathena.org> | 2013-06-22 21:46:36 -0400 |
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committer | Euphy <euphy@rathena.org> | 2013-06-22 21:46:36 -0400 |
commit | 294067e15bf2d85fe9ef848c472979be637223f7 (patch) | |
tree | f015b168f4fb20206a5d1111914c8a544e2da7b4 /npc/re/quests | |
parent | 4bf9ae53f5a95a959621a6bf79b1b958e491f283 (diff) | |
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Port Malay MVP Armors [by DeadlySilence]
Diffstat (limited to 'npc/re/quests')
-rw-r--r-- | npc/re/quests/quests_malaya.txt | 507 |
1 files changed, 507 insertions, 0 deletions
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt new file mode 100644 index 000000000..9bab65bea --- /dev/null +++ b/npc/re/quests/quests_malaya.txt @@ -0,0 +1,507 @@ +//===== rAthena Script ======================================= +//= Port Malaya Quest NPCs +//===== By: ================================================== +//= Euphy +//===== Current Version: ===================================== +//= 0.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Quest NPCs related to Port Malaya. +//===== Additional Comments: ================================= +//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] +//= 0.2 Added Tribe Blacksmith [DeadlySilence] +//============================================================ + +// Traders +//============================================================ +ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{ + if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + mes "[Old Man in Dilemma]"; + mes "Oh! Demons are gaining more and more power in this world."; + next; + switch(select("We need to gather items to fight them off.:Ignore.")) { + case 1: + if (countitem(6497) >= 3 && Zeny >= 1000) { + mes "[Old Man in Dilemma]"; + mes "You don't seem to be strong enough to fight off demons."; + next; + mes "[Old Man in Dilemma]"; + mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; + next; + if(select("Create.:No, thank you.") == 1) { + if (countitem(6497) >= 3 && Zeny >= 1000) { + specialeffect2 EF_CONE; + specialeffect EF_FORESTLIGHT2; + set Zeny, Zeny-1000; + getitem 12775,1; //Ancient_Spirit_Agimat + } else { + mes "[Old Man in Dilemma]"; + mes "Short on materials."; + close; + } + } + mes "[Old Man in Dilemma]"; + mes "Hope you win the fight with the demon."; + close; + } + mes "[Old Man in Dilemma]"; + mes "Can't make it now but there is an old way of making it handed down by generations."; + next; + mes "[Old Man in Dilemma]"; + mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first."; + next; + select("What are they?"); + mes "[Old Man in Dilemma]"; + mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; + next; + mes "[Old Man in Dilemma]"; + mes "But nobody can get this special item anymore."; + next; + select("Something money cannot buy?"); + mes "[Old Man in Dilemma]"; + mes "No, no... It's this round little thing, you see?"; + next; + select("Are you talking about Zeny?"); + mes "[Old Man in Dilemma]"; + mes "Looks similar to the special items handed down from generations."; + next; + mes "[Old Man in Dilemma]"; + mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; + next; + select("Sounds good."); + mes "[Old Man in Dilemma]"; + mes "In case you are too weary to take on the demons..."; + next; + mes "[Old Man in Dilemma]"; + mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny."; + next; + mes "[Old Man in Dilemma]"; + mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; + close; + case 2: + mes "[Old Man in Dilemma]"; + mes "Hope you win the fight with the demon."; + close; + } +} + +ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{ + if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + mes "[Tikbalang Expert]"; + mes "I spent 90% of my life studying Tikbalang."; + next; + switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { + case 1: + mes "[Tikbalang Expert]"; + mes "What! I might be imagining things."; + next; + mes "[Tikbalang Expert]"; + mes "I look younger than I am because of my baby face. Ha ha ha~"; + next; + select("... ... ..."); + mes "[Tikbalang Expert]"; + mes "Trust!! They say faith will bring you luck."; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "Ha ha... You ask the right question."; + mes "I'm a specialist in that field. Ask me anything."; + next; + select("Why won't you answer me?"); + mes "[Tikbalang Expert]"; + mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; + next; + while(1) { + switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { + case 1: + mes "[Tikbalang Expert]"; + mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; + next; + mes "[Tikbalang Expert]"; + mes "Oh! Do you have any other questions?"; + next; + mes "[Tikbalang Expert]"; + mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; + next; + mes "[Tikbalang Expert]"; + mes "They are mischievous creatures."; + next; + mes "[Tikbalang Expert]"; + mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; + next; + mes "[Tikbalang Expert]"; + mes "Or go on your way quietly without disrupting the Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?"; + next; + mes "[Tikbalang Expert]"; + mes "Never..."; + break; + case 3: + mes "[Tikbalang Expert]"; + mes "They say Tikbalangs have several distinctions."; + next; + mes "[Tikbalang Expert]"; + mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down."; + next; + mes "[Tikbalang Expert]"; + mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse."; + next; + mes "[Tikbalang Expert]"; + mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell."; + break; + case 4: + mes "[Tikbalang Expert]"; + mes "There are several fun rumors about Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; + next; + mes "[Tikbalang Expert]"; + mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; + next; + mes "[Tikbalang Expert]"; + mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; + next; + mes "[Tikbalang Expert]"; + mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying."; + next; + mes "[Tikbalang Expert]"; + mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet."; + break; + case 5: + mes "[Tikbalang Expert]"; + mes "Tikbalangs usually live in dark, busy places where there aren't many people around."; + next; + mes "[Tikbalang Expert]"; + mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; + next; + mes "[Tikbalang Expert]"; + mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?"; + break; + } + next; + } + case 3: + mes "[Tikbalang Expert]"; + mes "Ha ha ha. Do you now know how great I am?"; + next; + if (countitem(6496) >= 3 && countitem(6497) >= 5) { + mes "[Tikbalang Expert]"; + mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; + next; + mes "[Tikbalang Expert]"; + mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; + next; + switch(select("Yes, Im interested.:No, I can capture one myself.")) { + case 1: + delitem 6496,3; //Tikbalang_Thick_Spine + getitem 12699,1; //Tikbalang_Belt + mes "[Tikbalang Expert]"; + mes "Yiiiiiiiiiiii! Yap!"; + next; + specialeffect EF_SONICBLOW2; + select("Huh?"); + mes "[Tikbalang Expert]"; + mes "The '^F80835Tikbalang Belt^000000' is already created."; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "You? Ha... You can try if you want to."; + close; + } + } + mes "[Tikbalang Expert]"; + mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; + next; + switch(select("Easy way.:Hard way.")) { + case 1: + mes "[Tikbalang Expert]"; + mes "Ha ha. I've come up with the easy way myself."; + next; + mes "[Tikbalang Expert]"; + mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "Ha ha ha ha ha!"; + mes "I will say it again."; + mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "It's easy for me but I don't know about you."; + next; + mes "[Tikbalang Expert]"; + mes "Tikbalangs have a sharp, pointy mane behind their neck."; + next; + mes "[Tikbalang Expert]"; + mes "Of course! There are several of them but you must get the three thickest ones."; + next; + mes "[Tikbalang Expert]"; + mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; + next; + mes "[Tikbalang Expert]"; + mes "Now let me explain how to pull these manes out."; + next; + mes "[Tikbalang Expert]"; + mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; + next; + mes "[Tikbalang Expert]"; + mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; + next; + mes "[Tikbalang Expert]"; + mes "All you have to do is hold on until the Tikbalang gets exhausted."; + next; + mes "[Tikbalang Expert]"; + mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details."; + next; + mes "[Tikbalang Expert]"; + mes "Which means!! The Tikbalang is already tamed."; + close; + } + } +} + +// MVP Armors :: mvpitem +// ============================================================ +ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{ + + mes "[Bayani]"; + mes "I will upgrade your armor if you bring one that holds enormous power."; + next; + switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { + case 1: + mes "[Bayani]"; + mes "Your questions are too simple, but!"; + next; + mes "[Bayani]"; + mes "Are also important."; + next; + mes "[Bayani]"; + mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon."; + next; + mes "[Bayani]"; + mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya."; + next; + mes "[Bayani]"; + mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya."; + next; + mes "[Bayani]"; + mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot."; + next; + mes "[Bayani]"; + mes "As just mentioned."; + next; + mes "[Bayani]"; + mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters."; + close; + case 2: + mes "[Bayani]"; + mes "Learned well."; + mes "Seems you learned that there is no such thing as free in life."; + next; + mes "[Bayani]"; + mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000."; + next; + mes "[Bayani]"; + mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining."; + next; + mes "[Bayani]"; + mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!"; + next; + mes "[Bayani]"; + mes "You get a completely new and improved armor from old scraps."; + next; + mes "[Bayani]"; + mes "Always look forward to this."; + close; + case 3: + mes "[Bayani]"; + mes "Listen, because this is a very important question."; + next; + mes "[Bayani]"; + mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful."; + next; + mes "[Bayani]"; + mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; + next; + while (1) { + switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + case 1: + mes "[Bayani]"; + mes "Looks like you ran out of questions."; + mes "Don't forget. You'll have to give up something to gain something."; + close; + case 2: + mes "[Bayani]"; + mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone."; + next; + mes "[Bayani]"; + mes "But I'm sure the inner you thinks this isn't enough."; + next; + mes "[Bayani]"; + mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded."; + next; + break; + case 3: + mes "[Bayani]"; + mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements."; + next; + mes "[Bayani]"; + mes "But not enough. Can't believe that a shield doesnt have a place to equip a card."; + next; + mes "[Bayani]"; + mes "That is why I can add an extra slot for a card to your socket if upgraded."; + next; + break; + case 4: + mes "[Bayani]"; + mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters."; + next; + mes "[Bayani]"; + mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!"; + next; + mes "[Bayani]"; + mes "Don't worry! I can add an extra slot for a card to your socket if upgraded."; + next; + break; + case 5: + mes "[Bayani]"; + mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above."; + next; + mes "[Bayani]"; + mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people."; + next; + mes "[Bayani]"; + mes "But of course, +14 refinement isn't easy but there is an easy way to get it."; + next; + mes "[Bayani]"; + mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!"; + next; + mes "[Bayani]"; + mes "And it doesn't end there!!"; + mes "I will also put in an extra slot in your socket to add a card."; + next; + break; + } + mes "[Bayani]"; + mes "However, you'll have to give up something to gain something."; + next; + mes "[Bayani]"; + mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; + next; + mes "[Bayani]"; + mes "Think it through. Next question?"; + next; + } + } + mes "[Bayani]"; + mes "Ha ha ha ha ha ha ha! Good!"; + mes "You've brought the materials, right?"; + next; + if (select("Oh... sorry...:Preparations are complete!!") == 1) { + mes "[Bayani]"; + mes "Oh no!!"; + mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; + close; + } + if (countitem(6499) < 20) { + mes "[Bayani]"; + mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item."; + close; + } + mes "[Bayani]"; + mes "So what armor will it be?"; + next; + switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + case 1: + .@part = EQI_ARMOR; + .@item = 15051; + .@newItem = 15052; + break; + case 2: + .@part = EQI_HAND_L; + .@item = 2169; + .@newItem = 2170; + break; + case 3: + .@part = EQI_GARMENT; + .@item = 2590; + .@newItem = 2591; + break; + case 4: + .@part = EQI_SHOES; + .@item = 2491; + .@newItem = 2492; + break; + } + + if (!(.@item)) { + mes "[Bayani]"; + mes "You should wear the equipment to upgrade and not come without it on you."; + close; + } else if (getequipid(.@part) != .@item) { + mes "[Bayani]"; + mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + "."; + close; + } else if (getequiprefinerycnt(.@part) < 9) { + mes "[Bayani]"; + mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor."; + close; + } + + mes "[Bayani]"; + mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement."; + next; + mes "[Bayani]"; + mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Bayani]"; + mes "What? You didn't know this? Then, read through my instructions and come back again."; + close; + } + mes "[Bayani]"; + mes "Good. Next question. Once refinement is done,"; + mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; + mes "Do you understand this point?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Bayani]"; + mes "What? You didn't know this? Then, read through my instructions and come back again."; + close; + } + mes "[Bayani]"; + mes "Awesome! Then let's start refining " + getitemname(.@item) + "."; + next; + specialeffect EF_SONICBLOW; + mes "[Bayani]"; + mes "Pow!! Wow!! Flip... flop!"; + next; + specialeffect2 EF_TRIPLEATTACK; + mes "[Bayani]"; + mes "BAM!!"; + next; + + delitem 6499,20; //Ancient_Grudge + delequip .@part; + getitem .@newItem, 1; + + mes "[Bayani]"; + mes "Ha ha. Perfect."; + mes "Congratulations. Your armor is better than ever."; + close; +}
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