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|
//===== 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 1_M_WIZARD,{
// 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, 300, 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;
}
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