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author | shennetsind <ind@henn.et> | 2013-10-07 20:26:05 -0300 |
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committer | shennetsind <ind@henn.et> | 2013-10-07 20:26:05 -0300 |
commit | 3fb824530186a27e6628d89fc847cf29dec4da50 (patch) | |
tree | 1809a63586a886c9866161ac1b5358e231ce257f /npc | |
parent | bbaf8692374a82323858c4468f345d03cd05216d (diff) | |
download | hercules-3fb824530186a27e6628d89fc847cf29dec4da50.tar.gz hercules-3fb824530186a27e6628d89fc847cf29dec4da50.tar.bz2 hercules-3fb824530186a27e6628d89fc847cf29dec4da50.tar.xz hercules-3fb824530186a27e6628d89fc847cf29dec4da50.zip |
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')
-rw-r--r-- | npc/quests/first_class/tu_acolyte.txt | 167 |
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; } -*/ +*/
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