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Diffstat (limited to 'npc/re/quests/newgears')
-rw-r--r-- | npc/re/quests/newgears/2012_headgears.txt | 729 |
1 files changed, 0 insertions, 729 deletions
diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt deleted file mode 100644 index c96c47ede..000000000 --- a/npc/re/quests/newgears/2012_headgears.txt +++ /dev/null @@ -1,729 +0,0 @@ -//===== 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; -} |