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|
//===== Hercules Script ======================================
//= Easter Event (2010)
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
//= Lift Lina's curse for an Easter Egg Shell.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//============================================================
prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{
disable_items;
if (BaseLevel < 40) {
mes "[Rina]";
mes "Hi~!";
mes "You are an adventurer like me.";
next;
mes "[Rina]";
mes "I am put under a curse.";
mes "I know you want to help me,";
mes "but your experience is not enough.";
next;
consumeitem 607; //Yggdrasilberry
consumeitem 12068; //Luk_Dish03
consumeitem 12063; //Dex_Dish03
consumeitem 12053; //Vit_Dish03
npcskill "AL_INCAGI",1,0,0;
npcskill "AL_BLESSING",1,0,0;
mes "[Rina]";
mes "I am not in the good condition,";
mes "so what I can do for you";
mes "is just like this.";
mes "Then, good bye.";
mes "Take care~!";
close;
}
set .@quest1, checkquest(9117);
if (.@quest1 == -1) {
playbgm "30.mp3"; // One Step Closer
mes "[Rina]";
mes "Hi~!";
mes "You are an adventurer like me.";
mes "Well... In fact, I am";
mes "put under a strange curse.";
next;
mes "[Rina]";
mes "To release this curse,";
mes "somebody needs to do ^800080Oath-taking ceremony^000000";
mes "with me,";
mes "and then needs to solve";
mes "several problems instead of me.";
next;
if (select("Let's help ^800080Rina^000000.:Just skip it.") == 2) {
emotion e_sigh;
mes "[Rina]";
mes "To help me,";
mes "I need a competent adventurer.";
mes "If you know those people,";
mes "I hope you to introduce them to me later.";
close;
}
emotion e_awsm;
mes "[Rina]";
mes "Are you really going to help me?";
mes "Thank you.";
mes "You are so brave.";
next;
playbgm "01.mp3"; // Title
mes "[Rina]";
mes "Then I'll start ^800080Oath-taking ceremony^000000.";
mes " ";
mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
next;
specialeffect2 EF_COUPLECASTING;
next;
mes "[Rina]";
mes "Blah blah blah...";
mes " ";
mes "Blah blah blah...";
mes " ";
mes "^787878( ... This is a strange spell. )^000000";
next;
specialeffect2 EF_SIGNUM;
mes "[Rina]";
mes "Haaaaah~";
mes "^800080Oath-taking ceremony^000000 is done enough now.";
mes "Isn't that so simple?";
next;
emotion e_dum;
mes "[Rina]";
mes "Okay, from no on,";
mes "you need to go on ^006400a real adventure";
mes "to release my curse^000000.";
mes "Let me know when you are ready.";
setquest 9117;
close;
} else if (.@quest1 == 0 || .@quest1 == 1) {
L_HuntingInfo:
mes "[Rina]";
mes "What you need to do is";
mes "to choose one monster among";
mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000";
mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000";
mes "and then kill ^0000FF50^000000 monsters";
mes "and come back to me.";
next;
mes "[Rina]";
mes "It must be a tough task,";
mes "but you are the right person";
mes "who did the oath-taking ceremony.";
mes "I hope you succeed.";
if (.@quest1 < 2) {
completequest 9117;
setquest 9118;
setquest 9119;
setquest 9120;
setquest 9121;
}
close2;
npcskill "AL_INCAGI",1,0,0;
npcskill "AL_BLESSING",1,0,0;
end;
} else if (.@quest1 == 2) {
if (checkquest(9118) < 2 || checkquest(9119) < 2 || checkquest(9120) < 2 || checkquest(9121) < 2) {
if (checkquest(9118,HUNTING) == 2 || checkquest(9119,HUNTING) == 2 || checkquest(9120,HUNTING) == 2 || checkquest(9121,HUNTING) == 2) {
mes "[Rina]";
mes "You did it.";
mes "I can feel that my body is recovering.";
mes "But it is not enough.";
next;
mes "[Rina]";
mes "^006400You have one more thing to do.^000000";
mes "Let me know when you're ready.";
close2;
completequest 9118;
completequest 9119;
completequest 9120;
completequest 9121;
setquest 9122;
} else
goto L_HuntingInfo;
end;
}
}
set .@quest2, checkquest(9122);
if (.@quest2 == 0 || .@quest2 == 1) {
mes "[Rina]";
mes "I will check one thing.";
mes "For this task,";
mes "You need to feel the music.";
next;
mes "[Rina]";
mes "You cannot complete the task";
mes "without the music.";
mes "do you have any problem?";
next;
mes "- Check! -";
mes "^787878- BGM option should be turned on -^000000";
mes "^787878- in the game option menu. -^000000";
mes "^787878- Please check -^000000";
mes "^787878- whether you can listen -^000000";
mes "^787878- to the music sound. -^000000";
next;
if(select("[I'm ready to listen to the BGM.]:[I can't listen to the BGM.]") == 2) {
mes "[Rina]";
mes "I am so shocked that";
mes "you cannot feel the music.";
mes "What should we do now...";
close2;
emotion e_sob;
end;
}
mes "[Rina]";
mes "Listen carefully";
mes "the feelings of it...";
mes "I can't hear it,";
mes "but you can hear the sound.";
next;
if (oversea_event2 < 520 || oversea_event3 < 270 || oversea_event6 < 245 || oversea_event9 < 197) {
if (oversea_event2 == 520) playbgm "13.mp3"; // Theme of Geffen
else if (oversea_event3 == 270) playbgm "59.mp3"; // Theme of Lutie
else if (oversea_event6 == 245) playbgm "70.mp3"; // Theme of Juno
else if (oversea_event9 == 197) playbgm "94.mp3"; // Theme of Rachel
else {
switch(rand(1,4)) {
case 1: playbgm "13.mp3"; set oversea_event2,520; break;
case 2: playbgm "59.mp3"; set oversea_event3,270; break;
case 3: playbgm "70.mp3"; set oversea_event6,245; break;
case 4: playbgm "94.mp3"; set oversea_event9,197; break;
}
}
}
mes "[Rina]";
mes "^006400The music you're hearing now^000000";
mes "has something to do with the one specific city.";
mes "Think carefully ^006400what kind of city^000000";
mes "has similar feeling with this music.";
next;
mes "[Rina]";
mes "And...";
mes "Go to ^006400the city";
mes "where you can remind by this music^000000.";
next;
mes "[Rina]";
mes "After that,";
mes "find ^FF0000the strange mark^000000";
mes "around the entrances of the city.";
mes "Then you can release the curse on me.";
next;
mes "[Rina]";
mes "It must be tough";
mes "but I hope you good luck.";
close2;
emotion e_sigh;
end;
} else {
set .@quest3, checkquest(9123);
if (.@quest3 == 0 || .@quest3 == 1) {
emotion e_kis;
mes "[Rina]";
mes "You're back~!";
mes "My curse has been released.";
mes "Thank you so much.";
next;
if (checkweight(5852,1) == 0) {
mes "[Rina]";
mes "Your bag is too full.";
mes "I have a present for you";
mes "so make your bag lighter.";
mes "I'll wait for you.";
close;
}
completequest 9123;
getitem 5852,1; //Easter_Egg_Shell
set .@BaseExp, (BaseLevel * (BaseLevel / 4)) * ((BaseLevel / 29) + (BaseLevel / 6)) + (5 * BaseLevel / 2);
if (ADVJOB == 0) {
if (BaseLevel < 40) set .@nBaseExp, .@BaseExp;
else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel);
else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 20));
else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
else if (BaseLevel < 99) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2) * 2);
set .@nJobExp, (JobLevel * (JobLevel - 3) * (JobLevel / 25 + 1) + (16 - (JobLevel * 2))) * 2;
} else {
if (BaseLevel < 30) set .@nBaseExp, .@BaseExp;
else if (BaseLevel < 40) set .@nBaseExp, .@BaseExp + (BaseLevel * 10);
else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * 2);
else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
else if (BaseLevel < 98) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel);
else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel * 2);
set .@nJobExp, (JobLevel * JobLevel * (JobLevel / 5 + 2) + (20 - JobLevel)) * 3;
}
getexp .@nBaseExp,.@nJobExp;
mes "[Rina]";
mes "This is the present for you.";
mes "It's not a big one";
mes "but please take it";
mes "as a token of my gratitude.";
next;
mes "[Rina]";
mes "I'll take a rest for a few days";
mes "and then I'll go on an adventure.";
mes "See you again.";
close2;
consumeitem 607; //Yggdrasilberry
consumeitem 12068; //Luk_Dish03
consumeitem 12063; //Dex_Dish03
consumeitem 12053; //Vit_Dish03
npcskill "AL_INCAGI",1,0,0;
npcskill "AL_BLESSING",1,0,0;
end;
} else {
mes "[Rina]";
mes "Thank you for releasing my curse.";
mes "I'll take a rest for a few days";
mes "and then go on an adventure again.";
mes "Have a happy day~!";
close2;
consumeitem 607; //Yggdrasilberry
npcskill "AL_INCAGI",1,0,0;
npcskill "AL_BLESSING",1,0,0;
end;
}
}
}
geffen,207,114,4 script #Hiddne01Easter CLEAR_NPC,{
if (oversea_event2 > 519) {
OnRelease:
specialeffect EF_PATTACK;
mes "- I found ^0000FFthe strange mark^000000. -";
next;
specialeffect2 EF_HOLYHIT;
mes "- I can definitely feel that";
mes "- ^0000FFRina^000000 has been released";
mes "- from the curse.";
mes "- ^006400Let's go back to Rina!^000000";
if (checkquest(9122) < 2) {
completequest 9122;
setquest 9123;
}
close;
}
end;
}
xmas,144,52,4 script #Hiddne02Easter CLEAR_NPC,{
if (oversea_event3 > 269)
doevent "#Hiddne01Easter::OnRelease";
end;
}
yuno,164,46,4 script #Hiddne03Easter CLEAR_NPC,{
if (oversea_event6 > 244)
doevent "#Hiddne01Easter::OnRelease";
end;
}
rachel,36,132,4 script #Hiddne04Easter CLEAR_NPC,{
if (oversea_event9 > 196)
doevent "#Hiddne01Easter::OnRelease";
end;
}
prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{
disable_items;
if (checkquest(9117) == -1) {
emotion e_swt2;
mes "[Rina's Little Friend]";
mes ".......";
mes " ";
mes "^787878( No response. )^000000";
close;
}
if (checkquest(9123) == 2) {
emotion e_meh;
mes "[Rina's Little Friend]";
mes "Hi.";
mes "I guess you're the trustworthy friend.";
mes "Are you here to make a deal with me?";
next;
switch(select("Yes.:No.:What do you mean?")) {
case 1:
if (ADVJOB == 0) {
if (BaseLevel < 70)
set .@nCharge,400000;
else if (BaseLevel < 90)
set .@nCharge,450000;
else
set .@nCharge,480000;
} else
set .@nCharge,500000;
if (countitem(574) < 1 || countitem(1001) < 20 || Zeny < .@nCharge) {
mes "[Rina's Little Friend]";
mes "Hmm.";
mes "The material is not enough.";
mes "Please check the things you need.";
close;
}
mes "[Rina's Little Friend]";
mes "Cool... if you give me the materials";
mes "I will start it right now.";
mes "Are you ready for it?";
next;
if(select("Yes, let's start it.:No, stop it.") == 2) {
mes "[Rina's Little Friend]";
mes "Heh. It's boring.";
close;
}
mes "[Rina's Little Friend]";
mes "Okay, I will start it now.";
mes " ";
mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
next;
specialeffect EF_ASPERSIO;
delitem 574,1; //Egg
delitem 1001,20; //Sparkling_Dust
set Zeny, Zeny - .@nCharge;
set .@nPercentage, rand(1,100);
if (.@nPercentage <= 41) {
mes "[Rina's Little Friend]";
mes "Life is given to the egg.";
mes "Aaaaah~ I got to take some rest.";
mes "Good bye~!";
if (.@nPercentage <= 12)
getitem 9003,1; //Poporing_Egg
else if (.@nPercentage <= 24)
getitem 9005,1; //Picky_Egg
else if (.@nPercentage <= 36)
getitem 9009,1; //Savage_Bebe_Egg
else
getitem 9023,1; //Deviruchi_Egg
close2;
emotion e_yawn;
end;
} else if (.@nPercentage <= 60) {
if (.@nPercentage >= 42 && .@nPercentage <= 45)
getitem 5852,1; //Easter_Egg_Shell
else
getitem 12019,5; //Holy_Egg
mes "[Rina's Little Friend]";
mes "It seems that you have quite interesting things.";
mes "I need to take some rest.";
mes "Good bye~!";
close2;
emotion e_yawn;
end;
} else if (.@nPercentage <= 85) {
if (.@nPercentage >= 61 && .@nPercentage <= 75) {
getitem 1001,20; //Sparkling_Dust
getitem 607,1; //Yggdrasilberry
} else {
getitem 574,1; //Egg
getitem 608,2; //Seed_Of_Yggdrasil
}
mes "[Rina's Little Friend]";
mes "There was no change.";
mes "I didn't mean to do it,";
mes "but I'm sorry...";
mes "I hope to see you again, my friend.";
emotion e_dum;
close;
} else {
getitem 12093,2; //Dex_Dish08
mes "[Rina's Little Friend]";
mes "Hmm.";
mes "It became a dish.";
mes "Looks delicious.";
mes "Then, good bye~!";
close2;
emotion e_rice;
end;
}
case 2:
mes "[Rina's Little Friend]";
mes "You are here just to see my cute looks?";
mes "Aren't you peeking at Rina";
mes "pretending to see me?";
mes "It's funny... haha~";
close2;
emotion e_gg;
end;
case 3:
playbgm "23.mp3"; // Travel
mes "[Rina's Little Friend]";
mes "Huh?!";
mes "I never told you before?";
mes "Then listen carefully.";
next;
mes "[Rina's Little Friend]";
mes "I have a";
mes "special ability.";
mes "It's to give a special strength";
mes "to ^0000FFthe egg^000000.";
next;
mes "[Rina's Little Friend]";
mes "Well, I cannot do that unlimitedly.";
mes "There is no magic that is done forever.";
mes "So I need some additional cost.";
next;
mes "[Rina's Little Friend]";
mes "And I cannot sure";
mes "to what the egg will be changed.";
mes "It may be end in failure";
mes "and it can be something like Pet Egg.";
next;
if(select("Ask the cost.:Stop listening because it feels like a trick.") == 2) {
mes "[Rina's Little Friend]";
mes "Well... I don't really care.";
mes "Good bye.";
close2;
playbgm "08.mp3"; // Theme of Prontera
end;
}
mes "[Rina's Little Friend]";
mes "Do you want to make a deal?";
mes "You need";
mes "^0000FF1 Egg^000000, ^0000FF20 Light Granule^000000 and";
if (ADVJOB == 0) {
if (BaseLevel < 70)
mes "^B8860B400,000 Zeny.";
else if (BaseLevel < 90)
mes "^B8860B450,000 Zeny^000000.";
else
mes "^B8860B480,000 Zeny^000000.";
} else
mes "^B8860B500,000 Zeny^000000.";
next;
mes "[Rina's Little Friend]";
mes "If you are interested";
mes "make that zeny and come again.";
mes "Haha...";
mes "I'll be waiting for you.";
close2;
playbgm "08.mp3"; // Theme of Prontera
emotion e_gg;
end;
}
}
emotion e_meh;
mes "[Rina's Little Friend]";
mes "Ahem!";
mes "Why? Are you surprised to see me speaking?";
mes "Well, I understand you.";
mes "Only the person who did";
mes "the oath-taking ceremony can talk with me.";
next;
mes "[Rina's Little Friend]";
mes "If Rina's curse is released,";
mes "I can also";
mes "suggest you";
mes "an interesting thing.";
next;
mes "[Rina's Little Friend]";
mes "I will let you know";
mes "the detailed explanation later.";
mes "Then see you later, my friend.";
close;
}
prontera,116,82,5 script Traveler#01Easter 4_M_03,{
mes "[Traveler]";
mes "I'm a traveler";
mes "and I often visit ^8B4513Prontera^000000.";
mes "Hmm, I think I might";
mes "see you around here before.";
next;
if(select("Listen some more.:Just ignore it.") == 2) {
mes "[Traveler]";
mes "As I expected,";
mes "you are a silent person. Ha ha.";
mes "Good bye.";
close;
}
mes "[Traveler]";
mes "A few days ago,";
mes "I saw a new adventurer";
mes "who were standing";
mes "near the ^8B4513Cathedral^000000.";
next;
emotion e_lv;
mes "[Traveler]";
mes "That adventurer seemed pretty.";
mes "But...";
mes "I feel some strange energy";
mes "so I don't come close to that person.";
next;
mes "[Traveler]";
mes "Look like";
mes "you're interested in";
mes "that new adventurer?";
mes "Or that is just your face look. Ha ha.";
next;
if(select("I'm interested in it.:I don't care at all.") == 2) {
mes "[Traveler]";
mes "Ah~ I see~!";
mes "Then, Good bye.";
close;
}
mes "[Traveler]";
mes "Just as I expected!";
mes "You can find";
mes "that new adventurer";
mes "on the way to the ^8B4513Cathedral^000000";
mes "at the direction of 1o'clock in ^8B4513Prontera^000000.";
next;
mes "[Traveler]";
mes "She was carrying";
mes "^800080a big egg thing^000000.";
mes "That's what I know.";
close;
OnInit:
initnpctimer;
end;
OnTimer5000:
emotion e_gasp;
stopnpctimer;
initnpctimer;
end;
}
prontera,163,194,5 script Traveler#02Easter 4_F_03,{
mes "[Traveler]";
mes "A while ago,";
mes "I met a lady";
mes "and she said she has been";
mes "under a strange curse.";
next;
mes "[Traveler]";
mes "I wanted to help her";
mes "but my experience is not enough.";
mes "So I couldn't help her.";
next;
mes "[Traveler]";
mes "If you are more than";
mes "level ^0000FF40^000000,";
mes "go to the ^8B4513Cathedral^000000";
mes "at the direction of 1'o clock.";
mes "I hope you can help her...";
close;
OnInit:
initnpctimer;
end;
OnTimer5000:
emotion e_gasp;
stopnpctimer;
initnpctimer;
end;
}
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