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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) -SkittleNugget-
-//= Copyright (C) Euphy
-//=
-//= 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/>.
-//=========================================================================
-//= 2012 Headgear Quests
-//================= Description ===========================================
-//= Enhance gears by synthesizing them with Energy Crystals.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Main NPC :: 2012_hat_quest ============================
-moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{
- // iRO has (very) minor differences in dialogue from the original script.
- // To use iRO's version, uncomment the line below.
- //.@features_iRO = 1;
-
- //custom translation - all checks below
- if (checkweight(Axe,1) == 0 || MaxWeight - Weight < 800) {
- mes "- Carrying too many items, cannot proceed. -";
- close;
- }
-
- setarray .@type$,"lower","intermediate","advanced","highest";
- setarray .@crystal$,"Rough","Purified","High";
-
- // playtime checks
- setarray .@quests,
- // base, first, count
- 5161, 5162, 7, // Lower
- 5169, 5170, 4, // Intermediate
- 5174, 5175, 8; // High
- setarray .@crystal_quests, 5225,5226,5227;
-
- setarray .@min_level,60,80,90,100;
-
- // hunting quest wait time
- for (.@i = 0; .@i < getarraysize(.@quests); .@i += 3) {
- if (questprogress(.@quests[.@i],PLAYTIME) == 2) {
- erasequest .@quests[.@i];
- mes "[Reno]";
- mes "The waiting time for a "+.@type$[.@i]+" collection quest has expired."
- " You can now take another request.";
- close;
- }
- }
- // buff wait time
- for (.@i = 0; .@i < getarraysize(.@crystal_quests); ++.@i) {
- if (questprogress(.@crystal_quests[.@i],PLAYTIME) == 2) {
- erasequest .@crystal_quests[.@i];
- mes "[Reno]";
- mes "The waiting time for storing "+.@crystal$[.@i]+" Energy Crystals has expired."
- " You can now store them again.";
- close;
- }
- }
-
- // hunting quest checks
- callsub(S_CheckHunting, 5161, 5162, 7, .@type$[0], Rough_Energy_Crystal, 10);
- callsub(S_CheckHunting, 5169, 5170, 4, .@type$[1], Purified_Energy_Crystal, 10);
- callsub(S_CheckHunting, 5174, 5175, 4, .@type$[2], High_Purity_Energy_Xtal, 5);
- callsub(S_CheckHunting, 5174, 5179, 4, .@type$[3], High_Purity_Energy_Xtal, 10);
-
- // buff checks
- .@energy_buf00 = (getstatus(SC_QUEST_BUFF1) || getstatus(SC_QUEST_BUFF2) || getstatus(SC_QUEST_BUFF3));
- if (!.@energy_buf00) {
- for (.@i = 0; .@i < 3; ++.@i) {
- if (questprogress(5222 + .@i)) {
- .@item = Rough_Energy_Crystal + .@i;
- .@amount = 2 + rand(3);
- mes "[Reno]";
- mes getitemname(.@item)+" storage is now complete.";
- next;
- setquest .@crystal_quests[.@i];
- erasequest 5222 + .@i;
- getitem .@item, .@amount;
- mes "[Reno]";
- mes "^0000FF"+.@amount+" "+getitemname(.@item)+"s^000000 were extracted.";
- close;
- }
- }
- }
-
- mes "[Reno]";
- mes "Hi? I am Reno from the Energy Crystal Research Association, or ECRA.";
- next;
- .@opt$ = "ECRA?"
- ":Quest to get Energy Crystals"
- ":Energy Crystal Buffs"
- ":Compress Energy Crystals"
- ":Exchange Crystals for Headgear"
- ":Random Gear for Crystals";
- if (.@features_iRO)
- .@opt$ += ":See Equipment List";
- switch (select(.@opt$)) {
- case 1:
- mes "[Reno]";
- mes "ECRA is the institute that researches '^0000FFEnergy Crystals^000000' that"
- " shall be used as an alternative energy source in the Rune Midgart"
- " Kingdom, which suffers from a shortage of energy.";
- next;
- select("The reason for doing this?");
- mes "[Reno]";
- mes "I would like to explain that we are not trying to make an excuse to get away"
- " from facing problem before I explain the reason. Never! So please let me"
- " finish.";
- next;
- mes "[Reno]";
- mes "The Research Team has sent me the results they found.";
- next;
- mes "[Reno]";
- mes "Energy Crystals turned out to be ^0000FFgenerated inside the bodies of some"
- " monsters^000000, and according to the research, stronger monsters"
- " generate higher-class energy crystals in their bodies.";
- next;
- mes "[Reno]";
- mes "The Research Team decided to collect Energy Crystals by giving requests to"
- " adventurers, with appropriate rewards. That enables us to collect better"
- " and be more ^FF0000efficient^000000.";
- next;
- mes "[Reno]";
- mes "Energy Crystals, accumulated through hunting monsters by my request, shall be"
- " used for my research. ^0000FFSome of them are planned to be returned to"
- " adventurers.^000000";
- next;
- mes "[Reno]";
- mes "Adventurers can use collected Energy Crystals for ^FF0000upgrading"
- " equipments^000000 through me.";
- next;
- mes "[Reno]";
- mes "If it works well, it seems to be good for both ECRA and adventurers.";
- close;
- case 2:
- mes "[Reno]";
- mes "The hunting quests are ranked by monster level and difficulty. The ranges are"
- " lower, intermediate, high quests and can only be taken once per day.";
- next;
-
- .@opt$ = "Lower level hunting [61-80]"
- ":Intermediate level hunting [80-99]"
- ":High level hunting [90 and up]"
- ":Cancel my current quest.";
- .@choice = select(.@opt$) - 1;
- if (.@choice < 3) {
- if (BaseLevel < .@min_level[.@choice]) {
- mes "[Reno]";
- mes "I am sorry but the request for the "+.@type$[.@choice]
- + " collection is only available for those level "
- + .@min_level[.@choice] + " and higher. You do not seem to"
- " be capable of carrying out this request.";
- close;
- }
- if (callsub(S_CheckQuestStatus, .@quests[.@choice*3], .@quests[.@choice*3+1], .@quests[.@choice*3+2])) {
- mes "[Reno]";
- mes "You seem to be under the other request of "+.@type$[.@choice]
- + " collection. If the quest seems to be too hard... how"
- " about you ^FF0000give up on the request^000000?";
- close;
- }
- if (questprogress(.@quests[.@choice*3], PLAYTIME) == 1) {
- mes "[Reno]";
- mes "Currently waiting for the "+.@type$[.@choice]+" collection"
- " commission. Tasks in each collection can only be"
- " completed once per day."; //custom translation
- close;
- }
- mes "[Reno]";
- mes "You selected to hunt a monster from the "+.@type$[.@choice]
- + " collection. After hunting these monsters you will receive "
- + ((.@features_iRO)?"10 ":"")+"^0000FF"+.@crystal$[.@choice]
- + " Energy Crystals^000000 when you return to me.";
- next;
- mes "[Reno]";
- mes "Please select the monster that you think you can easily hunt from the list.";
- next;
- switch (.@choice) {
- case 0:
- .@quest = select(
- "[Lower class] Requiem",
- "[Lower class] Bathory",
- "[Lower class] Spring Rabbit",
- "[Lower class] Sleeper",
- "[Lower class] Evil Druid",
- "[Lower class] Ground Petite",
- "[Lower class] Clock"
- );
- break;
- case 1:
- .@quest = select(
- "[Intermediate class] Siroma",
- "[Intermediate class] Dark Priest",
- "[Intermediate class] Stapo",
- "[Intermediate class] Solider"
- );
- break;
- case 2:
- .@quest = select(
- "[Advanced] Desert Wolf",
- "[Advanced] Medusa",
- "[Advanced] Pinguicula",
- "[Advanced] Majoruros",
- "[Highest] Raydric",
- "[Highest] Naga",
- "[Highest] Ancient Mummy",
- "[Highest] Ancient Mimic"
- );
- if (.@quest > 4 && BaseLevel < .@min_level[3]) {
- mes "[Reno]";
- mes "I am sorry but the request for the most advanced"
- " collection is only available for those level "
- + .@min_level[3]+" and higher. You do not seem to"
- " be capable of carrying out this request.";
- close;
- }
- break;
- }
- setquest .@quests[.@choice*3+1] + .@quest - 1;
- mes "[Reno]";
- mes "The request for "+.@type$[.@choice]+" collection monsters has been"
- " issued. Please check the details on the issued document.";
- close;
- }
- // else: Cancel
- for (.@i = 0; .@i<3; ++.@i) {
- if (callsub(S_CheckQuestStatus, .@quests[.@i*3], .@quests[.@i*3+1], .@quests[.@i*3+2])) {
- mes "[Reno]";
- mes "You are currently under the request of the "
- +.@type$[.@i]+" collection. If you give up now,"
- " all your history will be lost. Do you really"
- " want to give up?";
- next;
- if (select("Yes", "No") != 1) {
- .@erase_quest = 2;
- continue;
- }
- .@erase_quest = 1;
- for (.@quest = .@quests[.@i*3+1]; .@quest < .@quests[.@i*3+1]+.@quests[.@i*3+2]; ++.@quest) {
- if (questprogress(.@quest))
- erasequest .@quest;
- }
- }
- }
- switch (.@erase_quest) {
- case 0:
- mes "[Reno]";
- mes "You are not under any request.";
- case 1:
- mes "[Reno]";
- mes "The written request for you has been withdrawn.";
- case 2:
- mes "[Reno]";
- mes "Please keep up on it.";
- }
- close;
- case 3:
- mes "[Reno]";
- mes "Do you want to accumulate Energy Crystals inside of your body to receive a buff?";
- next;
- .@choice = select("Accumulating Energy Crystals?"
- ":Accumulate Rough Energy Crystal"
- ":Accumulate Purified Energy Crystal"
- ":Accumulate High Energy Crystal") - 1;
- if (!.@choice) {
- mes "[Reno]";
- mes "Energy Crystals are accumulated in your body when you hunt the"
- " monsters we ask you to.";
- next;
- mes "[Reno]";
- mes "Our research shows that some methods enable humans to accumulate the"
- " energy crystals inside of the body in the form of a buff.";
- next;
- mes "[Reno]";
- mes "If you spend about 3 hours, you will be able to gain a small amount"
- " of Energy Crystals. So do you want to receive the buff?";
- close;
- }
- .@quest = 5222 + .@choice;
- .@rate = 1 + .@choice;
- setarray .@buffs, SC_QUEST_BUFF1, SC_QUEST_BUFF2, SC_QUEST_BUFF3;
- if (questprogress(.@crystal_quests[.@choice], PLAYTIME) == 1) {
- mes "[Reno]";
- mes "Were you successful? While storing other Energy Crystals will not have"
- " much effect on your body, storing the same one may cause you harm."; //custom translation
- close;
- }
- if (BaseLevel < .@min_level[.@choice]) {
- mes "[Reno]";
- mes "With a body like that, you can't accumulate "+.@crystal$[.@choice]
- +" Energy Crystals. You must be level "+.@min_level[.@choice]+" or"
- " your body will be harmed in the process."; //custom translation
- close;
- }
- if (.@energy_buf00) {
- mes "[Reno]";
- mes "Accumulating Energy Crystal has already begun. I am sorry but it is"
- " impossible to accumulate two different types of Energy Crystals"
- " at a time.";
- close;
- }
- if (questprogress(.@quest) > 0) {
- erasequest .@quest;
- mes "[Reno]";
- mes "An error has occurred. Please forgive me for the inconvenience."; //custom translation
- close;
- }
- mes "[Reno]";
- mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@choice]
- +" Energy Crystals. Do you want to start?";
- next;
- if (select("Cancel", "Start") == 1) {
- mes "[Reno]";
- mes "I recommend that you try to accumulate Energy Crystal when you have time.";
- close;
- }
- mes "[Reno]";
- mes "You might feel a slight tingle.";
- next;
- specialeffect(EF_BASH3D, AREA, playerattached());
- percentheal .@rate * -5,0;
- //consumeitem ??; //Keep_Connection_[.@rate]
- sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15)
- setquest .@quest;
- mes "[Reno]";
- mes "- Puck -";
- next;
- mes "[Reno]";
- mes "Everything seems to be in order. Let's start accumulating "+.@crystal$[.@choice]
- +" Energy Crystals. Remember to come back to me after 3 hours to get the "
- +.@crystal$[.@choice]+" Energy Crystals.";
- close;
- case 4:
- mes "[Reno]";
- mes "Do you want to compress the Energy Crystals?";
- next;
- switch(select("What does compressing do?"
- ":Compress Rough to Purified Crystal"
- ":Compress Purified to High Crystal")) {
- case 1:
- mes "[Reno]";
- mes "Are you curious about Energy Crystal compression? I can compress"
- " lower level Energy Crystals into higher ones.";
- next;
- mes "[Reno]";
- mes "Here is what I can make.";
- mes "^FF000010 Rough Energy Crystals^000000 = ^FF00001 Purified Energy Crystal^000000";
- mes "^FF00005 Purified Energy Crystals^000000 = ^FF00001 High Energy Crystal^000000";
- next;
- mes "[Reno]";
- mes "If you need higher grade Energy Crystals, this is a good way to get"
- " them since the lower ones are easier to get.";
- close;
- case 2:
- .@crystal = Rough_Energy_Crystal;
- .@crystal_ = Purified_Energy_Crystal;
- .@rate = 10;
- break;
- case 3:
- .@crystal = Purified_Energy_Crystal;
- .@crystal_ = High_Purity_Energy_Xtal;
- .@rate = 5;
- break;
- }
- .@crystal_count = countitem(.@crystal);
- .@crystal_get = .@crystal_count / .@rate;
- mes "[Reno]";
- mes sprintf("^FF0000%d %s^000000 = ^FF00001 %s^000000",.@rate,getitemname(.@crystal),getitemname(.@crystal_));
- next;
- mes "[Reno]";
- mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_));
- mes "Do you want to compress?";
- next;
- if (select("Compress", "Stop") == 2) {
- mes "[Reno]";
- mes "Okay, please contact if you need me in the future.";
- close;
- }
- while (true) {
- //custom translation
- if (countitem(.@crystal) < .@rate) {
- mes "[Reno]";
- mes "You don't have enough "+getitemname(.@crystal)+".";
- next;
- break;
- }
- delitem .@crystal,.@rate;
- getitem .@crystal_,1;
- .@crystal_count = countitem(.@crystal);
- .@crystal_get = .@crystal_count / .@rate;
- mes "[Reno]";
- mes "The compression was very successful.";
- mes "There are "+.@crystal_count+" Energy Crystals left, which can"
- " compress into "+.@crystal_get+" Energy Crystals. Do you"
- " want to continue?";
- next;
- if (select("Compress", "Stop") == 2)
- break;
- }
- mes "[Reno]";
- mes "Compression completed.";
- close;
- case 5:
- disable_items;
- mes "[Reno]";
- mes "Do you want to exchange Energy Crystals for equipment? Please select the type"
- " of Energy Crystal that you wish to exchange.";
- next;
- switch (select("See Equipment List"
- ":["+countitem(Rough_Energy_Crystal)+"] Rough Energy Crystal"
- ":["+countitem(Purified_Energy_Crystal)+"] Purified Energy Crystal"
- ":["+countitem(High_Purity_Energy_Xtal)+"] High Energy Crystal")) {
- case 1:
- mes "[Reno]";
- mes "This is the brochure regarding the equipment upgrade that our Energy"
- " Crystal research association provides. Please take a look around.";
- close2;
- readbook Energy_Xtal_Combi_Book,1;
- end;
-
- // Variable descriptions
- // .@crystal: Energy Crystal used
- // .@items: Array of tuples <material, showslot, cost, reward>, where:
- // material: equipment to upgrade
- // showslot: display slots with equipment name (-1 to disable)
- // cost: amount of Energy Crystals needed
- // rewards: upgraded equipment
- case 2:
- .@crystal = Rough_Energy_Crystal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Wizardry_Hat, -1, 100, Remodel_Wizardry_Hat,
- Magician_Hat, -1, 100, Remodel_Magician_Hat,
- Mask_Of_Fox, -1, 100, Remodel_Mask_Of_Fox,
- Joker_Jester, -1, 100, Remodel_Joker_Jester,
- Bunny_Band, -1, 100, Remodel_Bunny_Band,
- Munak_Turban_, -1, 100, Remodel_Munak_Turban,
- Bongun_Hat_, -1, 100, Remodel_Bongun_Hat,
- Opera_Ghost_Mask, -1, 100, Remodel_Opera_Mask;
- break;
- case 3:
- .@crystal = Purified_Energy_Crystal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Binoculars, -1, 200, Improved_Binoculars,
- Fin_Helm, -1, 200, Improved_Fin_Helm,
- Assassin_Mask_, -1, 200, Improved_Assassin_Mask,
- Welding_Mask, -1, 200, Improved_Welding_Mask,
- Safety_Ring, -1, 200, Safety_Ring_,
- Angels_Protection, 1, 100, Im_Angels_Protection,
- Angels_Safeguard, 1, 100, Impr_Angels_Safeguard,
- Angels_Arrival, 1, 100, Impr_Angels_Arrival,
- Angels_Warmth, 1, 100, Impr_Angels_Warmth,
- Kiss_Of_Angel, 1, 100, Improved_Kiss_Of_Angel;
- break;
- case 4:
- .@crystal = High_Purity_Energy_Xtal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Corsair, -1, 300, Enhanced_Corsair,
- Bone_Helm_, 1, 300, Enhanced_Bone_Helm,
- Helm_Of_Angel, -1, 300, Enhanced_Helm_Of_Angel,
- // Helm_Of_Sun, 0, 1000, Enhanced_Helm_Of_Sun,
- Helm_Of_Sun_, 1, 300, Enhanced_Helm_Of_Sun,
- Variant_Shoes, -1, 300, Enhanced_Variant_Shoes,
- Ring_Of_Flame_Lord,-1, 300, Good_Ring_Of_Flame_Lord,
- Ring_Of_Resonance, -1, 300, Good_Ring_Of_Resonance,
- Angels_Protection, 1, 20, Im_Angels_Protection,
- Angels_Safeguard, 1, 20, Impr_Angels_Safeguard,
- Angels_Arrival, 1, 20, Impr_Angels_Arrival,
- Angels_Warmth, 1, 20, Impr_Angels_Warmth,
- Kiss_Of_Angel, 1, 20, Improved_Kiss_Of_Angel;
- break;
- }
-
- mes "[Reno]";
- mes "Please select the equipment to exchange for "+getitemname(.@crystal)+"s.";
- next;
- .@crystal_count = countitem(.@crystal);
- .@opt$ = "";
- for (.@i = 0; .@i < getarraysize(.@items); .@i += 4) {
- .@item_name$ = getitemname(.@items[.@i]) + ((.@items[.@i+1] > -1)?"["+.@items[.@i+1]+"]":"");
- .@opt$ += sprintf("%s (%d/%d):",.@item_name$,.@crystal_count,.@items[.@i+2]);
- }
- .@index = select(.@opt$) - 1;
- .@material = .@items[.@index*4];
- .@item_name$ = getitemname(.@material) + ((.@items[.@index*4+1] > -1)?"["+.@items[.@index*4+1]+"]":"");
- .@cost = .@items[.@index*4+2];
- .@reward = .@items[.@index*4+3];
-
- //custom translations
- if (.@material == Safety_Ring) {
- // Special case: Safety Ring
- if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
- || countitem(Earring_) < 1 || countitem(Glove_) < 1
- || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
- || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials to make a Safety Ring[1] are insufficient."
- " Please check your inventory.";
- close;
- }
- mes "[Reno]";
- mes "Before upgrading your Safety Ring, please listen to these"
- " ^FF0000precautions^000000.";
- next;
- mes "[Reno]";
- mes "^FF0000In addition to the Safety Ring, all refinements and cards of"
- " the required materials will also disappear.^000000";
- next;
- } else {
- if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials are insufficient. Please check your materials.";
- close;
- }
- mes "[Reno]";
- mes "Before upgrading your equipment, please listen to these"
- " ^FF0000precautions^000000.";
- next;
- mes "[Reno]";
- mes "^FF0000When using Energy Crystals to upgrade equipment, all previous"
- " refinements, enchantments, and cards will be lost.^000000";
- next;
- }
- mes "[Reno]";
- mes "Are you familiar with the ^FF0000precautions^000000?";
- next;
- if (select("I am.", "No.") == 2) {
- mes "[Reno]";
- mes "Okay. Next time, then.";
- close;
- }
- mes "[Reno]";
- mes "Then let's begin to upgrade "+.@item_name$+".";
- next;
- if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials are insufficient. Please check your materials.";
- close;
- }
- if (.@material == Safety_Ring) {
- // Special case: Safety Ring
- if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
- || countitem(Earring_) < 1 || countitem(Glove_) < 1
- || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
- || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials to make a Safety Ring[1] are insufficient."
- " Please check your inventory.";
- close;
- }
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",2;
- delitem .@material,1;
- if (.@material == Safety_Ring) {
- delitem Ring_,1;
- delitem Earring_,1;
- delitem Glove_,1;
- delitem Brooch_,1;
- delitem Necklace_,1;
- delitem Rosary_,1;
- }
- delitem .@crystal,.@cost;
- getitem .@reward,1;
- mes "[Reno]";
- mes "The upgrade was successful. Your Energy Crystals will help our research greatly.";
- close;
- case 6:
- mes "[Reno]";
- mes "Do you want to donate Energy Crystals to get a random new headgear?";
- next;
- switch (select("Donate Energy Crystals?"
- ":Donate 300 Rough Energy Crystals."
- ":Donate 600 Purified Energy Crystals."
- ":Donate 900 High Energy Crystals.")) {
- case 1:
- mes "[Reno]";
- mes "We are collecting Energy Crystals so that we can research more"
- " combinations of headgears for adventurers.";
- next;
- mes "[Reno]";
- mes "Thanks to the support of adventurers we can use these Energy"
- " Crystals to further our research.";
- next;
- mes "[Reno]";
- mes "So we receive a minimum of 300 Rough Energy Crystals, 600 Purified"
- " Energy Crystals, and 900 High Energy Crystals.";
- if (!.@features_iRO) {
- next;
- mes "[Reno]";
- mes "You may feel that this is a burden, but for the sake of our"
- " research, please continue."; //custom translation
- close;
- }
- mes "For the donation, I'll give you a random new headgear.";
- next;
- mes "[Reno]";
- mes "300 Rough Energy Crystals";
- mes "- New Mage Hat";
- mes "- New Magician Hat";
- mes "- New Kitsune Mask";
- mes "- New Joker Jester";
- mes "- New Bunny Band";
- mes "- New Munak Hat";
- mes "- New Bongun Hat";
- mes "- New Phantom Opera Mask";
- next;
- mes "[Reno]";
- mes "600 Purified Energy Crystals";
- mes "- Good Binoculars";
- mes "- Good Fin Helm";
- mes "- Good Assassin Mask";
- mes "- Good Welding Mask";
- mes "- Good Safety Ring";
- mes "- Good Angelic Protection";
- mes "- Good Angelic Guard";
- mes "- Good Angelic Cardigan";
- mes "- Good Angel's Reincarnation";
- next;
- mes "[Reno]";
- mes "900 High Energy Crystals";
- mes "- Enhanced Corsair";
- mes "- Enhanced Bone Helm";
- mes "- Enhanced Helm of Angel";
- mes "- Enhanced Variant Shoes";
- mes "- Enhanced Ring of Flame Lord";
- mes "- Enhanced Ring of Resonance";
- close;
- case 2:
- if (countitem(Rough_Energy_Crystal) < 300) {
- mes "[Reno]";
- mes "Thank for your support, but we need 300 Rough Energy Crystals.";
- close;
- }
- delitem Rough_Energy_Crystal,300;
- .@r = rand(1,17);
- if (.@r <= 2) getitem Remodel_Wizardry_Hat,1;
- else if (.@r <= 4) getitem Remodel_Magician_Hat,1;
- else if (.@r <= 6) getitem Remodel_Mask_Of_Fox,1;
- else if (.@r <= 8) getitem Remodel_Joker_Jester,1;
- else if (.@r <= 10) getitem Remodel_Bunny_Band,1;
- else if (.@r <= 13) getitem Remodel_Munak_Turban,1;
- else if (.@r <= 16) getitem Remodel_Bongun_Hat,1;
- else getitem Remodel_Opera_Mask,1;
- break;
- case 3:
- if (countitem(Purified_Energy_Crystal) < 600) {
- mes "[Reno]";
- mes "Thank for your support, but we need 600 Purified Energy Crystals.";
- close;
- }
- delitem Purified_Energy_Crystal,600;
- .@r = rand(1,18);
- if (.@r <= 3) getitem Improved_Binoculars,1;
- else if (.@r <= 6) getitem Improved_Fin_Helm,1;
- else if (.@r <= 9) getitem Improved_Assassin_Mask,1;
- else if (.@r <= 12) getitem Improved_Welding_Mask,1;
- else if (.@r <= 13) getitem Safety_Ring_,1;
- else if (.@r <= 14) getitem Im_Angels_Protection,1;
- else if (.@r <= 15) getitem Impr_Angels_Safeguard,1;
- else if (.@r <= 16) getitem Impr_Angels_Arrival,1;
- else if (.@r <= 17) getitem Impr_Angels_Warmth,1;
- else getitem Improved_Kiss_Of_Angel,1;
- break;
- case 4:
- if (countitem(High_Purity_Energy_Xtal) < 900) {
- mes "[Reno]";
- mes "Thank for your support, but we need 900 High Energy Crystals.";
- close;
- }
- delitem High_Purity_Energy_Xtal,900;
- .@r = rand(1,33);
- if (.@r <= 10) getitem Enhanced_Corsair,1;
- else if (.@r <= 20) getitem Enhanced_Bone_Helm,1;
- else if (.@r <= 25) getitem Enhanced_Helm_Of_Angel,1;
- else if (.@r <= 30) getitem Enhanced_Variant_Shoes,1;
- else if (.@r <= 31) getitem Good_Ring_Of_Flame_Lord,1;
- else getitem Good_Ring_Of_Resonance,1;
- break;
- }
- mes "[Reno]";
- mes "Thank you very much. The Energy Crystals you donated will be greatly helpful"
- " for our research. This is your reward for your donation."; //custom translation
- close;
- case 7: // iRO only
- mes "[Reno]";
- mes "This is the brochure regarding the equipment upgrade that our Energy Crystal"
- " research association provides. Please take a look around.";
- close2;
- readbook Energy_Xtal_Combi_Book,1;
- end;
- }
- end;
-
-// callsub(S_CheckHunting, <quest index>, <start quest>, <number of quests>, "<type>", <reward id>, <reward amount>);
-S_CheckHunting:
- .@basequest = getarg(0);
- .@first = getarg(1);
- .@last = .@first + getarg(2) - 1;
- for (.@i = .@first; .@i <= .@last; ++.@i) {
- if (questprogress(.@i, HUNTING) == 2) {
- mes "[Reno]";
- mes "Finished "+ getarg(3) +" collection hunting quest.";
- next;
- setquest .@basequest;
- erasequest .@i;
- getitem getarg(4), getarg(5);
- mes "You receive "+ getarg(5) +" "+ getitemname(getarg(4)) +" as the "+ getarg(3) +" collection reward.";
- close;
- }
- }
- return;
-
-// callsub(S_CheckQuestStatus, <quest index>, <start quest>, <number of quests>
-S_CheckQuestStatus:
- .@basequest = getarg(0);
- .@first = getarg(1);
- .@last = .@first + getarg(2) - 1;
- .@status = false;
- for (.@i = .@first; .@i <= .@last; ++.@i) {
- if (questprogress(.@i))
- return true;
- }
- return false;
-}