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authorAndrei Karas <akaras@inbox.ru>2014-10-05 11:34:32 +0300
committergumi <git@gumi.ca>2020-07-29 15:02:44 +0000
commit9d59f82368082fb1cf3aec225c483f9e32b4c075 (patch)
tree0200835722c95b4c789ed597cea40d293a650bd3 /npc/re/quests/quests_aldebaran.txt
parente8ccbb249b5dcf3aeaa4ba440b20b1c6c1feeaa0 (diff)
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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016-2020 Hercules Dev Team
-//= Copyright (C) 2016 Ridley
-//= Copyright (C) 2016 Aleos
-//=
-//= 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/>.
-//=========================================================================
-//= Nightmare Clock Tower Dungeon
-//================= Description ===========================================
-//= NPCs related to Aldebaran Clock Tower (Nightmare)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{
- mes("[Belljamin Button]");
- mes("The monsters here are able to control time.");
- if (BaseLevel < 150) {
- mes("Come back when you've reached ^0000FFLevel 150^000000.");
- close;
- }
- mes("Time, memories, environments... all can become warped here.");
- next;
- mes("[Belljamin Button]");
- mes("I'm begging you not to ask more about it. It might put your life in danger.");
- next;
- .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower");
- switch (.@menu) {
- case 1:
- break;
- case 2:
- case 3:
- if (.@menu == 2) {
- .@map$ = "c_tower2_";
- .@x = 268;
- .@y = 26;
- } else {
- .@map$ = "c_tower3_";
- .@x = 65;
- .@y = 147;
- }
- mes("[Belljamin Button]");
- mes("Be careful with your choice.");
- next;
- mes("[Belljamin Button]");
- mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be.");
- next;
- switch (select("Quit", "Pay 10,000z", "Why do you need money?")) {
- case 1:
- break;
- case 2:
- if (Zeny < 10000) {
- mes("[Belljamin Button]");
- mes("Really? You don't have money and asked me to take you there?");
- close;
- }
- Zeny -= 10000;
- mes("[Belljamin Button]");
- mes("I'm not sure how you'll keep track of time in there but be as careful as you can.");
- close2;
- warp .@map$, .@x, .@y;
- end;
- break;
- case 3:
- mes("[Belljamin Button]");
- mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay.");
- emotion e_swt;
- close;
- }
- break;
- }
- mes("[Belljamin Button]");
- mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area.");
- close;
-}
-
-c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{
- mes("[Belljamin Button]");
- mes("Perhaps you've seen me before?");
- next;
- mes("[Belljamin Button]");
- mes("You saw me in the different place, different look.");
- next;
- switch (select("Who are you?", "Get me out of here!")) {
- case 1:
- mes("[Belljamin Button]");
- mes("Can you to explain me about what you've seen, what you've done?");
- next;
- mes("[Belljamin Button]");
- mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea.");
- next;
- mes("[Belljamin Button]");
- mes("It's time to go back. Please cherish your time more.");
- next;
- switch (select("Stay a little bit more", "Please take me back")) {
- case 1:
- mes("[Belljamin Button]");
- mes("You must really like this place. Well, do whatever you want.");
- close;
- case 2:
- mes("[Belljamin Button]");
- mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
- close2;
- warp "c_tower1", 235, 223;
- end;
- }
- break;
- case 2:
- mes("[Belljamin Button]");
- mes("It's time to move on. Do you have a favourite drink?");
- next;
- mes("[Belljamin Button]");
- mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
- close2;
- warp "c_tower1", 235, 223;
- end;
- }
-}
-
-c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD