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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Halloween (2009)
-//================= Description ===========================================
-//= iRO Halloween (2009)
-//= Quest for Weird Pumpkin Hat.
-//= Exchange treats for buffs.
-//= Summon event monsters in towns.
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= You must enable the event items in item_db2.
-//= You must enable the event mobs in mob_db2, mob_avail, and their skills
-//= in mob_skill_db2.
-//=========================================================================
-
-//== Headgear Quest - Pumpkin Hat ==========================
-prontera,152,192,5 script Pumpkin Hat Researcher 4_M_05,{
- if(BaseLevel < 45) {
- mes "[Pumpkin Hat Researcher]";
- mes "Shoo, I don't need a child. Shoo! I don't talk to novices.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "Go reach a level that can fight with stronger monsters and come back.";
- close;
- }
- mes "[Pumpkin Hat Researcher]";
- mes "Say do you like Pumpkin Pies?";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "I'm a Pumpkin Hat researcher, Why don't you listen to my story?";
- next;
- while(1) {
- switch(select("Listen to the story.", "Ask about Pumpkin Hat.", "Get a Pumpkin Hat.", "Stop the conversation.")) {
- case 1:
- mes "[Pumpkin Hat Researcher]";
- mes "I've been studying about an upgraded Pumpkin Hat.";
- mes "I have discovered that it is a very simple process.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "The process is quite simple.";
- mes "If you bring me ^4a4aff20 Jack o' Pumpkin^000000 I can show you.";
- mes "Isn't that a tempting proposal?";
- next;
- break;
- case 2:
- mes "[Pumpkin Hat Researcher]";
- mes "This upgraded pumpkin hat is powerful stuff!";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "It can make a Pumpkin Pie that restores a large percentage of HP & SP using condensed energy to the person who wears it.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "All you need is ^4a4aff20 Jack o' Pumpkin^000000s.";
- next;
- break;
- case 3:
- mes "[Pumpkin Hat Researcher]";
- mes "Do you want to get Pumpkin Pies? Okay, let me count the Jack o' Pumpkins you've brought.";
- next;
- if(countitem(Pumpkin_Head) < 20) {
- mes "[Pumpkin Hat Researcher]";
- mes "I need ^4a4aff20 Jack o' Pumpkin^000000.";
- mes "I'm not an alchemist or a wizard to create something from nothing.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "Okay, go hunting monsters and come back.";
- mes "I'm going to stay here for a while so take your time.";
- next;
- break;
- }else{
- mes "[Pumpkin Hat Researcher]";
- mes "I hope this will be useful to you. Don't forget to wear it while fighting to get your Pumpkin Pies.";
- delitem Pumpkin_Head,20; // Jack o' Pumpkin
- getitem Weird_Pumpkin_Hat,1; // Weird Pumpkin Hat
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "I guess that I should get back to my research.";
- close;
- }
- case 4:
- mes "[Pumpkin Hat Researcher]";
- mes "Bye, until we'll see each other again.";
- mes "I wish you well...";
- close;
- }
- }
-}
-
-//== Buffs - Trick or Treaters =============================
-- script Trick or Treater::09Treats 4_M_KID1,2,2,{
-OnTouch:
- hideoffnpc strnpcinfo(NPC_NAME_UNIQUE);
- initnpctimer;
- mes "[Trick or Treater]";
- mes "Hooray! hooray! Hooray!";
- mes "Trick or Treat?";
- next;
- if(select("Trick.", "Treat.") == 1) {
- mes "[Trick or Treater]";
- mes "!!!!";
- mes "Fine. I have no choice but to trick you back!";
- sc_start SC_STUN,5000,0;
- close;
- }
- mes "[Trick or Treater]";
- mes "Oh yay! What kind of treat do you have?";
- next;
- switch(select("Candy", "Candy Cane", "Well-baked Cookie", "Nothing")) {
- case 1:
- if(countitem(Candy) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Candy,1; // Candy
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 2:
- if(countitem(Candy_Striper) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Candy_Striper,1; // Candy Cane
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 3:
- if(countitem(Well_Baked_Cookie) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Well_Baked_Cookie,1; // Well-baked Cookie
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 4:
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
-OnInit:
- hideonnpc "Trick or Treater#iRO1";
- hideonnpc "Trick or Treater#iRO2";
- hideonnpc "Trick or Treater#iRO3";
- hideonnpc "Trick or Treater#iRO4";
- hideonnpc "Trick or Treater#iRO5";
- hideonnpc "Trick or Treater#iRO6";
- hideonnpc "Trick or Treater#iRO7";
- hideonnpc "Trick or Treater#iRO8";
- end;
-
-OnEnableTreat:
- enablenpc strnpcinfo(NPC_NAME_UNIQUE);
- hideonnpc strnpcinfo(NPC_NAME_UNIQUE);
- end;
-
-OnTimer15000:
- hideonnpc strnpcinfo(NPC_NAME_UNIQUE);
- disablenpc strnpcinfo(NPC_NAME_UNIQUE);
- end;
-
-OnTimer300000:
- donpcevent strnpcinfo(NPC_NAME_UNIQUE)+"::OnEnableTreat";
- stopnpctimer;
- end;
-}
-prontera,151,173,5 duplicate(09Treats) Trick or Treater#iRO1 4_M_KID1,2,2
-prontera,270,350,5 duplicate(09Treats) Trick or Treater#iRO2 4_M_KID1,2,2
-prontera,234,310,5 duplicate(09Treats) Trick or Treater#iRO3 4_M_KID1,2,2
-prontera,156,321,5 duplicate(09Treats) Trick or Treater#iRO4 4_M_KID1,2,2
-prontera,156,283,5 duplicate(09Treats) Trick or Treater#iRO5 4_M_KID1,2,2
-prontera,142,214,5 duplicate(09Treats) Trick or Treater#iRO6 4_M_KID1,2,2
-prontera,134,125,5 duplicate(09Treats) Trick or Treater#iRO7 4_M_KID1,2,2
-prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2
-
-//== Monster Summoning - Halloween Wizard ==================
-- script Halloween Wizard#iRO09::09HallowWiz 4_DARKLORD,{
- mes "[Halloween Wizard]";
- mes "...";
- mes "Do you want to play a trick on someone?";
- next;
- while(1) {
- switch(select("What trick?", "Sure", "No.")) {
- case 1:
- mes "[Halloween Wizard]";
- mes "I can summon monsters in other parts of the world with just a few materials.";
- next;
- mes "[Halloween Wizard]";
- mes "Sounds interesting huh?";
- next;
- mes "[Halloween Wizard]";
- mes "If you bring me Fabric, Jack o' Pumpkins, Worn Fabric, or Crushed Pumpkins I can summon the monsters.";
- next;
- break;
- case 2:
- mes "[Halloween Wizard]";
- mes "Which town do you want to play a trick on?";
- next;
- getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(PC_NAME));
- if (.@mapname$ == "prontera") {
- switch(select("Geffen", "Payon", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 3;
- break;
- case 2:
- .@HallowTown = 2;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "payon") {
- switch(select("Prontera", "Geffen", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "geffen") {
- switch(select("Prontera", "Payon", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 2;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "alberta") {
- switch(select("Prontera", "Geffen", "Payon", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 2;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "aldebaran") {
- switch(select("Prontera", "Geffen", "Payon", "Alberta")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 2;
- break;
- case 4:
- .@HallowTown = 4;
- break;
- }
- }
- setarray .@HallowTowns$[1],"prontera","payon","geffen","alberta","aldebaran";
- mes "[Halloween Wizard]";
- mes "Ok then let's go to the next step.";
- next;
- mes "[Halloween Wizard]";
- mes "How many Fabrics or Jack o' Pumpkins do you want to use? Don't go over 100 because that is the max amount that I can use.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Halloween Wizard]";
- mes "You have no definite idea.";
- mes "It's not a big deal.";
- mes "Let me know.";
- next;
- break;
- }
- else if (.@input > 100) {
- mes "[Halloween Wizard]";
- mes "I told you that it must be between 1 to 100!";
- mes "You didn't pay attention!";
- next;
- break;
- }
- else {
- .@fabric = countitem(Transparent_Cloth);
- .@jack = countitem(Pumpkin_Head);
- .@worn = countitem(Worn_Cloth_Piece);
- .@crushed = countitem(Pumpkin_Head_Crushed);
- .@whispers = 0;
- .@darklords = 0;
-
- .@total = .@fabric + .@jack + .@worn + .@crushed;
-
- if(.@total < .@input) {
- mes "[Halloween Wizard]";
- mes "Recount the number of items you have and tell me the total.";
- mes "Huhuhuhuhuhu...";
- next;
- break;
- }
-
- if(.@fabric > 0) {
- if(.@fabric >= .@input) {
- delitem 1059,.@input;
- .@whispers += .@input;
- .@input = 0;
- }
- else{
- delitem 1059,.@fabric;
- .@input -= .@fabric;
- .@whispers += .@fabric;
- }
- }
- if(.@worn > 0 && .@input != 0) {
- if(.@worn >= .@input) {
- delitem 6299,.@input;
- .@whispers += .@input;
- .@input = 0;
- }
- else{
- delitem 6299,.@worn;
- .@input -= .@worn;
- .@whispers += .@worn;
- }
- }
- if(.@jack > 0 && .@input != 0) {
- if(.@jack >= .@input) {
- delitem 1062,.@input;
- .@darklords += .@input;
- .@input = 0;
- }
- else{
- delitem 1062,.@jack;
- .@input -= .@jack;
- .@darklords += .@jack;
- }
- }
- if(.@crushed > 0 && .@input != 0) {
- if(.@crushed >= .@input) {
- delitem 6298,.@input;
- .@darklords += .@input;
- .@input = 0;
- }
- else{
- delitem 6298,.@crushed;
- .@input -= .@crushed;
- .@darklords += .@crushed;
- }
- }
- if (.@input > 0) {
- mes "Theres a problem.";
- close;
- }
- monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Whisper",3014,.@whispers;
- monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Dark Lord",3015,.@darklords;
- mes "[Halloween Wizard]";
- mes "Here's what you wanted.";
- mes "Imagine what the people must be thinking in the other villages?";
- mes "Muahahaha";
- close;
- }
- case 3:
- mes "[Halloween Wizard]";
- mes "If you change your mind, come back here...";
- mes "I'll stay here for a while...";
- mes "Kkkk...";
- close;
- }
- }
-}
-prontera,156,195,5 duplicate(09HallowWiz) Halloween Wizard#1 4_DARKLORD
-geffen,133,122,5 duplicate(09HallowWiz) Halloween Wizard#2 4_DARKLORD
-payon,156,196,5 duplicate(09HallowWiz) Halloween Wizard#3 4_DARKLORD
-alberta,96,57,5 duplicate(09HallowWiz) Halloween Wizard#4 4_DARKLORD
-aldebaran,146,122,5 duplicate(09HallowWiz) Halloween Wizard#5 4_DARKLORD