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Diffstat (limited to 'npc/re/quests/newgears/2012_headgears.txt')
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diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt new file mode 100644 index 000000000..c96c47ede --- /dev/null +++ b/npc/re/quests/newgears/2012_headgears.txt @@ -0,0 +1,729 @@ +//===== Hercules Script ====================================== +//= 2012 Headgear Quests +//===== By: ================================================== +//= Euphy, -SkittleNugget- +//===== Current Version: ===================================== +//= 1.0 +//===== Description: ========================================= +//= [Official Conversion] +//= Enhance gears by synthesizing them with Energy Crystals. +//===== Additional Comments: ================================= +//= 1.0 First version. [Euphy] +//= Script is a little messy, could use some cleaning. +//============================================================ + +// Main NPC :: 2012_hat_quest +//============================================================ +moc_para01,41,169,3 script Reno#2012hat 64,{ + // 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; + specialeffect2 EF_BASH3D; + 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_, + Angel's_Protection, 1, 100, Im_Angel's_Protection, + Angel's_Safeguard, 1, 100, Impr_Angel's_Safeguard, + Angel's_Arrival, 1, 100, Impr_Angel's_Arrival, + Angel's_Warmth, 1, 100, Impr_Angel's_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, 100, 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, + Angel's_Protection, 1, 20, Im_Angel's_Protection, + Angel's_Safeguard, 1, 20, Impr_Angel's_Safeguard, + Angel's_Arrival, 1, 20, Impr_Angel's_Arrival, + Angel's_Warmth, 1, 20, Impr_Angel's_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; + } + } + specialeffect2 EF_REPAIRWEAPON; + 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_Angel's_Protection,1; + else if (.@r <= 15) getitem Impr_Angel's_Safeguard,1; + else if (.@r <= 16) getitem Impr_Angel's_Arrival,1; + else if (.@r <= 17) getitem Impr_Angel's_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; +} |