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|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Masao
//= Copyright (C) Brian
//= Copyright (C) L0ne_W0lf
//=
//= 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/>.
//=========================================================================
//= Eden Group Quests - Common NPCs
//================= Description ===========================================
//= Eden Group Headquarter NPC's.
//================= Current Version =======================================
//= 1.8
//=========================================================================
moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{
if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you loose some weight. -";
close;
}
if (countitem(Para_Team_Mark) > 0) {
mes "[Lime Evenor]";
mes "Thanks to many adventurers visiting our Eden Group, we've recently prepared a new version of Eden Group Mark for our visitors.";
mes "And it is also possible to exchange old version of Eden Group Mark into a new one.";
next;
mes "[Lime Evenor]";
mes "Though it has a slight time delay, this new version of Eden Group Mark will send you back to current saved location.";
mes "Would you like to exchange yours?";
next;
if (select("Sure", "I'm good.") == 2){
mes "[Lime Evenor]";
mes "What possible reason would you have... to not exchange?";
close;
}
delitem Para_Team_Mark,1;
getitem Para_Team_Mark_,1;
mes "[Lime Evenor]";
mes "There you go. Come back again~";
close;
}
mes "[Lime Evenor]";
mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
mes "Hello. Can I help you?";
next;
while (1) {
switch (select("What is Eden group?", "Join the Eden Group.", "Register new mission.", "Search for missions.", "Cancel.")) {
case 1:
mes "[Lime Evenor]";
mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
next;
mes "[Lime Evenor]";
mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
next;
mes "[Lime Evenor]";
mes "Eden members will review the missions and help those who post them up.";
mes "Members do these missions for rewards.";
next;
mes "[Lime Evenor]";
mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
next;
break;
case 2:
if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
mes "[Lime Evenor]";
mes "You can be a Eden's member by simply registering with me.";
mes "Would you like to join Eden Group?";
next;
switch (select("Yes, I want to join.", "No, I don't want to join.")) {
case 1:
mes "[Lime Evenor]";
mes "Aright. Excellent! Please write down your name here.";
input .@input$;
next;
mes "[Lime Evenor]";
mes "Are you done?";
mes "Let me see.";
next;
mes "[Lime Evenor]";
mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?";
mes "Huh? Isn't it??";
next;
emotion e_swt;
mes "[Lime Evenor]";
mes "Hmm, that isn't what you wrote?";
mes "Ok, hmm, it seems a bit hard to read.";
next;
mes "[Lime Evenor]";
mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
input .@input$;
next;
mes "[Lime Evenor]";
mes "Ah~ ha. You are ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
mes "I got it right this time.";
next;
emotion e_no1;
mes "[Lime Evenor]";
mes "We already put your name on the list.";
mes "Welcome to Eden's group new member!";
next;
mes "[Lime Evenor]";
mes "Hopefully you can do great work as an Eden's member.";
getitem Para_Team_Mark_,1;
next;
break;
case 2:
mes "[Lime Evenor]";
mes "Do you still have questions about Eden Group?";
next;
break;
}
} else {
mes "[Lime Evenor]";
mes "You are already a member of Eden Group.";
next;
}
break;
case 3:
mes "[Lime Evenor]";
mes "Do you want to register some missions that you want us to do?";
next;
if(select("Yes, I want to register.", "No, I don't.") == 1) {
mes "[Lime Evenor]";
mes "Alrigh. Please write down your name on it.";
input .@input$;
next;
mes "[Lime Evenor]";
mes "^3131FF"+strcharinfo(PC_NAME)+"^000000.. Is that your name?";
mes "Hmm, your handwriting is not clear. I can't read. it";
next;
mes "[Lime Evenor]";
mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, tell me what you want to register. for";
mes "Which map should we go to?";
input .@input$;
next;
mes "[Lime Evenor]";
mes "^3131FFMission Map: "+.@inputstr$+"^000000";
mes "hum, I will note that.";
next;
mes "[Lime Evenor]";
mes "Please let me know what kind of missions your are lookng for.";
mes "It should be briefly like 'Hunt 10 Porings.'";
input .@input$;
next;
mes "[Lime Evenor]";
mes "Are you done?";
mes "Let me check.";
next;
mes "[Lime Evenor]";
mes "Huh...........";
next;
mes "[Lime Evenor]";
mes "Hum.. huh??..................";
next;
emotion e_dots;
mes "[Lime Evenor]";
mes "I think you should complete one of our missions first before you take up a new mission.";
next;
emotion e_pif;
mes "[Lime Evenor]";
mes "^3131FFClient: Lime Evenor^000000";
mes "^3131FFMission: Practice your handwriting for one month.^000000";
mes "You've got really bad penmanship!";
next;
mes "[Lime Evenor]";
mes "^3131FFMission:"+.@input$+"^000000";
mes "Anyway, you are done registering for a new mission.";
next;
mes "[Lime Evenor]";
mes "Missions are fully booked. You have to wait for an spot to clear up.";
mes "Please kindly wait until your turn.";
next;
}
break;
case 4:
if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
mes "[Lime Evenor]";
mes "Would like to try some missions as an Eden member?";
next;
mes "[Lime Evenor]";
mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
mes "Please carefully read the mission list and the qualifications and choose one of them.";
next;
}
else {
mes "[Lime Evenor]";
mes "You need to join Eden Group first if you want to do some missions.";
close;
}
break;
case 5:
mes "[Lime Evenor]";
mes "If you have any questions please come back again.";
close;
}
}
close;
}
- script Eden Teleport Officer#0::eto FAKE_NPC,{
mes "[Eden Teleport Officer]";
mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
mes "Eden group is here to help you and will show you the great future.";
next;
mes "[Eden Teleport Officer]";
mes "You have nothing to do but waste your time?";
mes "You are eager to do something good but no one offers you work?";
mes "Would you like to be a problem solver?";
mes "Eden group is here to solve your problem.";
next;
switch (select("Move to Eden Group.", "Don't want to talk anymore.")) {
case 1:
mes "[Eden Teleport Officer]";
mes "Let's go to our secret base!";
nak_warp = strnpcinfo(NPC_NAME_HIDDEN);
close2;
warp "moc_para01",31,14;
end;
case 2:
mes "[Eden Teleport Officer]";
mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
close;
}
}
prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 4_F_NOVICE
moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 4_F_NOVICE
geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 4_F_NOVICE
alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 4_F_NOVICE
aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 4_F_NOVICE
izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 4_F_NOVICE
prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 4_F_NOVICE
geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 4_F_NOVICE
moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 4_F_NOVICE
alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 4_F_NOVICE
payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 4_F_NOVICE
payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 4_F_NOVICE
que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 4_F_NOVICE
que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 4_F_NOVICE
yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 4_F_NOVICE
rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 4_F_NOVICE
comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 4_F_NOVICE
hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 4_F_NOVICE
veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 4_F_NOVICE
einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 4_F_NOVICE
lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 4_F_NOVICE
amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 4_F_NOVICE
ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 4_F_NOVICE
louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 4_F_NOVICE
gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 4_F_NOVICE
moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 4_F_NOVICE
brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 4_F_NOVICE
dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 4_F_NOVICE
morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 4_F_NOVICE
izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 4_F_NOVICE
izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 4_F_NOVICE
izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 4_F_NOVICE
izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 4_F_NOVICE
izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 4_F_NOVICE
umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 4_F_NOVICE
malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 4_F_NOVICE
moc_para01,30,10,0 script #eden_out WARPNPC,1,1,{
OnTouch:
switch (nak_warp) {
case 1: warp "prontera",116,72; end;
case 2: warp "moc_ruins",64,161; end;
case 3: warp "geffen",120,39; end;
case 4: warp "alberta",117,56; end;
case 5: warp "aldebaran",168,112; end;
case 6: warp "izlude_in",73,165; end;
case 7: warp "prt_church",99,78; end;
case 8: warp "geffen_in",162,99; end;
case 9: warp "moc_prydb1",51,118; end;
case 10: warp "alberta_in",73,43; end;
case 11: warp "payon_in02",64,60; end;
case 12: warp "payon",161,58; end;
case 13: warp "que_ng",33,63; end;
case 14: warp "que_ng",144,166; end;
case 15: warp "yuno",158,125; end;
case 16: warp "rachel",115,125; end;
case 17: warp "comodo",192,145; end;
case 18: warp "hugel",88,148; end;
case 19: warp "veins",216,104; end;
case 20: warp "einbroch",246,204; end;
case 21: warp "lighthalzen",159,95; end;
case 22: warp "amatsu",110,150; end;
case 23: warp "ayothaya",217,178; end;
case 24: warp "louyang",217,103; end;
case 25: warp "gonryun",155,120; end;
case 26: warp "moscovia",218,198; end;
case 27: warp "brasilis",190,220; end;
case 28: warp "dewata",192,182; end;
case 29: warp "morocc",161,97; end;
case 30: warp "izlude",134,118; end; // Old coordinates: (127,142)
case 31: warp "umbala",94,154; end;
case 32: warp "malaya",234,199; end;
default: warp "prontera",116,72; end;
}
end;
}
moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{
if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
mes "[Lime Evenor]";
mes "Oh, it is an exclusive place only for Eden's members.";
mes "If you are a member, you can come whenever you want!";
next;
switch (select("Enter.", "Don't Enter.")) {
case 1:
mes "This door is beautifully decorated but seems a little bit too heavy.";
close2;
warp "moc_para01",106,14;
end;
case 2:
mes "[Lime Evenor]";
mes "Well, if you are not interested.";
close;
}
}
mes "[Lime Evenor]";
mes "Oh, this is an exclusive place for Eden's members only.";
mes "If you want to go inside, you have to join the Eden Group.";
close;
}
moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{
mes "[Old Adventurer]";
mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
next;
mes "[Old Adventurer]";
mes "I came here to join the Eden group! I don't deserve this!";
mes "Do you also think I look like I'm senile?";
close;
}
moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{
.@eggf = rand(1,118);
.@eggf_1 = .@eggf + 1;
.@eggf_2 = .@eggf + 2;
.@eggf_6 = .@eggf + 6;
mes "[Eden's Chief]";
mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
next;
emotion e_sob;
mes "[Eden's Chief]";
mes "Oh, Shoot! How many eggs have I done?";
mes "Aww!!! I totally forgot! I have to count again!";
next;
emotion e_sob;
mes "[Eden's Chief]";
mes "Why have you asked me to do this? What kind of mission is that?";
next;
emotion e_sob;
mes "[Eden's Chief]";
mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
close;
}
moc_para01,172,28,5 script Eden's Intern#eden 4_M_ALCHE_D,{
mes "[Eden's Intern]";
mes "Actually, I realized that.";
next;
mes "[Eden's Intern]";
mes "We have to work really hard unless you want to fail.";
next;
mes "[Eden's Intern]";
mes "But, I have never learned about pharmaceuticals yet.";
next;
mes "[Eden's Intern]";
mes "I'm going to fail. I can't do this.";
close;
}
moc_para01,20,35,5 script Office Assistant Neede 4_F_CHNDOCTOR,{
mes "[Neede]";
mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
next;
mes "[Neede]";
mes "It reminds me that it was like a war everyday.";
next;
mes "[Neede]";
mes "The chief of ^3131FFthe restaurant on the right side^000000";
mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
next;
mes "[Neede]";
mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
next;
emotion e_ag;
mes "[Neede]";
mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
next;
mes "[Neede]";
mes "Ah, that weird girl is actually our boss...";
next;
mes "[Neede]";
mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
next;
emotion e_omg;
mes "[Neede]";
mes "Wait!";
mes "Shh! It is a secret, you can't tell anybody!";
next;
mes "[Neede]";
emotion e_sigh;
mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
next;
emotion e_pif,0,"Secretary Lime Evenor";
mes "[Lime Evenor]";
mes "I am not that kind of guy.";
next;
emotion e_wah;
mes "[Neede]";
mes "Huh? Did you hear that? Gosh~!";
close;
}
|