//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2013-2015 Hercules Dev Team //= 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 . //========================================================================= //= Morroc Quest NPCs //================= Description =========================================== //= Quest NPCs related to Morroc. //================= Current Version ======================================= //= 1.1 //========================================================================= //== Resurrection of Satan Morroc ========================== - script Continental Guard#man FAKE_NPC,{ mes "[Continental Guard]"; mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected."; next; mes "[Continental Guard]"; mes "If you really want to go to the next area, you'll be responsible for your own safety."; next; switch(select("Nevermind.", "Enter the Field.")) { case 1: mes "[Continental Guard]"; mes "Wise choice."; mes "Have a safe journey."; close; case 2: mes "[Continental Guard]"; mes "I see."; mes "I'll send you to the field shortly."; close2; warp "moc_fild20",208,207; end; } } moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 4_M_EIN_SOLDIER moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 4_M_EIN_SOLDIER prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 4_M_EIN_SOLDIER prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 4_M_EIN_SOLDIER prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 4_M_EIN_SOLDIER moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 4_M_EIN_SOLDIER moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 4_M_EIN_SOLDIER moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 4_M_EIN_SOLDIER moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 4_M_EIN_SOLDIER //== Pyramids Nightmare Mode =============================== moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this...."; next; if(select("Mummy? What happened?", "Pretend not to know anything.") == 2) close; mes "[Suspicious Cat]"; mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this..."; next; mes "[Suspicious Cat]"; mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!"; next; if(select("Strong mummies? Where are they?", "End the conversation.") == 2) { mes "[Suspicious Cat]"; mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!"; close; } mes "[Suspicious Cat]"; mes "Haha, it's a secret."; mes "I found out while I was stealing... No, I mean, just walking through the pyramid."; next; mes "[Suspicious Cat]"; mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!"; next; if(select("I would like to go, too.", "End the conversation.") == 2) close; mes "[Suspicious Cat]"; mes "No way! I spent so much time finding that path!!"; next; mes "[Suspicious Cat]"; mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you."; mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!"; next; mes "[Suspicious Cat]"; mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000"; mes "Well, it's none of my business. But I warned you anyway!"; next; switch(select("Pay 5,000 zeny and set out.", "Forget it.")) { case 1: if (Zeny < 5000) { mes "[Suspicious Cat]"; mes "Where do you think you're going! You're so broke!"; close; } Zeny -= 5000; mes "[Suspicious Cat]"; mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!"; mes "Ahh, just follow me!"; close2; warp "moc_prydn1",93,96; end; case 2: mes "[Suspicious Cat]"; mes "Gosh, you don't even have 5000 Zeny, do you?"; close; } } moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!"; next; switch(select("Go back to Thief Guild", "Eliminate Verit", "Eliminate Ancient Mummy", "It's nothing")) { case 1: mes "[Suspicious Cat]"; mes "Right right... let's go back."; close2; warp "moc_prydb1",100,57; end; case 2: .@playtime = questprogress(2290,PLAYTIME); if (.@playtime == 1) { mes "[Suspicious Cat]"; mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!"; close; } else if (.@playtime == 2) erasequest 2290; .@hunting = questprogress(2289,HUNTING); if (!.@hunting) { mes "[Suspicious Cat]"; mes "Did you know that cats and dogs don't get along?"; next; mes "[Suspicious Cat]"; mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer."; mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!"; next; mes "[Suspicious Cat]"; mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds..."; mes "It's so obvious that he's waiting to attack me from behind."; next; mes "[Suspicious Cat]"; mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!"; mes "Hey, it's not because I'm afraid of Majoruros!"; next; mes "[Suspicious Cat]"; mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!"; next; switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Good, the target number is 20! Good luck!"; setquest 2289; close; case 2: mes "[Suspicious Cat]"; mes "Pah! You don't care about me? Fine, you traitor!"; close; } } else if (.@hunting == 1) { mes "[Suspicious Cat]"; mes "Is Verit's training going well?"; next; switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; close; case 2: mes "[Suspicious Cat]"; mes "What? You're so irresponsible!"; erasequest 2289; close; } } else if (.@hunting == 2) { mes "[Suspicious Cat]"; mes "Hey, you're actually useful! Good job!"; mes "That Verit wouldn't dare come around here for a while, right? Muhahah!"; changequest 2289,2290; getexp 300000,100000; close; } case 3: .@playtime = questprogress(2291,PLAYTIME); if (.@playtime == 1) { mes "[Suspicious Cat]"; mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first....."; close; } else if (.@playtime == 2) erasequest 2291; .@hunting = questprogress(2292,HUNTING); if (!.@hunting) { mes "[Suspicious Cat]"; mes "Precious treasures are supposed to be hidden in the deep secret places here!"; mes "I'm sure the mummy's precious treasures are hidden in the second basement level."; next; mes "[Suspicious Cat]"; mes "But Ancient Mummies caught me off guard and hit my head before I knew it!"; next; mes "[Suspicious Cat]"; mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!"; next; mes "[Suspicious Cat]"; mes "They can't stop me! Let's go get rid of Ancient Mummies!!"; next; mes "[Suspicious Cat]"; mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!"; next; switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Alright, the target number is 20! Good luck!"; setquest 2292; close; case 2: mes "[Suspicious Cat]"; mes "Bah, you're so cold-hearted."; close; } } else if (.@hunting == 1) { mes "[Suspicious Cat]"; mes "Is fighting Ancient Mummies going well?"; next; switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; close; case 2: mes "[Suspicious Cat]"; mes "What? You're so irresponsible!"; erasequest 2292; close; } } else if (.@hunting == 2) { mes "[Suspicious Cat]"; mes "Hey, you're actually useful! Good job!"; mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!"; changequest 2292,2291; getexp 600000,200000; close; } case 4: close; } }