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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2016  Hercules Dev Team
//= Copyright (C) 2016  Ridley
//=
//= 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 =======================================
//= 1.0
//=========================================================================
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;
	switch (select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower")) {
	case 1:
		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;
	case 2:
		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:
			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;
		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 "c_tower2_", 268, 26;
			end;
		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;
	case 3:
		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:
			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;
		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 "c_tower3_", 65, 147;
			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;
		}
	}
}

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