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author | Jesusaves <cpntb1@ymail.com> | 2021-04-09 13:33:57 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2021-04-09 13:33:57 -0300 |
commit | cf18ce071c79ae37e14ea38943e0b1d88da70a7b (patch) | |
tree | f9159c9b60b3018300dd22ffba0d797bc5e828e5 /npc/006-1 | |
parent | 8a4bf716002a017de77fe7df301ef8e4aaf00a2e (diff) | |
download | serverdata-cf18ce071c79ae37e14ea38943e0b1d88da70a7b.tar.gz serverdata-cf18ce071c79ae37e14ea38943e0b1d88da70a7b.tar.bz2 serverdata-cf18ce071c79ae37e14ea38943e0b1d88da70a7b.tar.xz serverdata-cf18ce071c79ae37e14ea38943e0b1d88da70a7b.zip |
Override
Diffstat (limited to 'npc/006-1')
-rw-r--r-- | npc/006-1/_import.txt | 11 | ||||
-rw-r--r-- | npc/006-1/_mobs.txt | 23 | ||||
-rw-r--r-- | npc/006-1/_warps.txt | 32 | ||||
-rwxr-xr-x | npc/006-1/mapflags.txt | 1 | ||||
-rwxr-xr-x | npc/006-1/mika.txt | 8 | ||||
-rwxr-xr-x | npc/006-1/miriam.txt | 318 | ||||
-rwxr-xr-x | npc/006-1/pachua.txt | 240 | ||||
-rwxr-xr-x | npc/006-1/spirit.txt | 292 | ||||
-rwxr-xr-x | npc/006-1/traveler.txt | 7 | ||||
-rwxr-xr-x | npc/006-1/tree.txt | 159 |
10 files changed, 1091 insertions, 0 deletions
diff --git a/npc/006-1/_import.txt b/npc/006-1/_import.txt new file mode 100644 index 00000000..e3b85ebe --- /dev/null +++ b/npc/006-1/_import.txt @@ -0,0 +1,11 @@ +// Map 006-1: Desert Mountains +// This file is generated automatically. All manually added changes will be removed when running the Converter. +"npc/006-1/_mobs.txt", +"npc/006-1/_warps.txt", +"npc/006-1/mapflags.txt", +"npc/006-1/mika.txt", +"npc/006-1/miriam.txt", +"npc/006-1/pachua.txt", +"npc/006-1/spirit.txt", +"npc/006-1/traveler.txt", +"npc/006-1/tree.txt", diff --git a/npc/006-1/_mobs.txt b/npc/006-1/_mobs.txt new file mode 100644 index 00000000..ee538196 --- /dev/null +++ b/npc/006-1/_mobs.txt @@ -0,0 +1,23 @@ +// This file is generated automatically. All manually added changes will be removed when running the Converter. +// Map 006-1: Desert Mountains mobs +006-1,49,52,3,1 monster Crocotree 1010,1,100000,30000 +006-1,53,36,8,6 monster Maggot 1026,3,150000,10000 +006-1,89,26,16,6 monster Maggot 1026,5,15000,75000 +006-1,113,41,6,18 monster Maggot 1026,8,15000,75000 +006-1,113,51,3,1 monster Maggot 1026,3,15000,75000 +006-1,86,46,14,2 monster Maggot 1026,3,15000,75000 +006-1,105,73,10,7 monster Maggot 1026,3,15000,75000 +006-1,73,102,4,6 monster Maggot 1026,4,15000,75000 +006-1,104,100,5,7 monster Maggot 1026,8,15000,75000 +006-1,82,72,12,8 monster Maggot 1026,8,15000,75000 +006-1,95,114,8,2 monster Maggot 1026,5,15000,75000 +006-1,57,119,9,1 monster Maggot 1026,4,15000,75000 +006-1,33,97,13,16 monster Piousse 1003,10,100000,30000 +006-1,58,49,1,1 monster Ratto 1005,3,100000,30000 +006-1,34,50,2,2 monster Crocotree 1010,2,40000,50000 +006-1,96,92,10,24 monster Crocotree 1010,2,40000,50000 +006-1,35,97,14,14 monster Piou 1002,20,100000,30000 +006-1,28,73,1,1 monster Ratto 1005,2,100000,30000 +006-1,33,59,1,1 monster Ratto 1005,2,100000,30000 +006-1,37,73,3,1 monster Crocotree 1010,1,100000,30000 +006-1,100,36,19,12 monster Crocotree 1010,2,40000,50000 diff --git a/npc/006-1/_warps.txt b/npc/006-1/_warps.txt new file mode 100644 index 00000000..b7c5897c --- /dev/null +++ b/npc/006-1/_warps.txt @@ -0,0 +1,32 @@ +// This file is generated automatically. All manually added changes will be removed when running the Converter. +// Map 006-1: Desert Mountains warps +006-1,40,26,0 warp #006-1_40_26 0,0,006-3,40,28 +006-1,60,58,0 warp #006-1_60_58 0,0,006-3,60,70 +006-1,62,30,0 warp #006-1_62_30 0,0,006-3,62,32 +006-1,55,27,0 warp #006-1_55_27 0,0,006-3,55,29 +006-1,77,44,0 warp #006-1_77_44 0,0,006-3,77,46 +006-1,86,24,0 warp #006-1_86_24 0,0,006-3,86,26 +006-1,91,24,0 warp #006-1_91_24 0,0,006-3,91,26 +006-1,98,46,0 warp #006-1_98_46 0,0,006-3,104,46 +006-1,114,22,0 warp #006-1_114_22 0,0,006-3,122,26 +006-1,114,49,0 warp #006-1_114_49 0,0,006-3,114,51 +006-1,102,53,0 warp #006-1_102_53 0,0,006-3,110,58 +006-1,117,57,0 warp #006-1_117_57 0,0,006-3,125,61 +006-1,92,63,0 warp #006-1_92_63 0,0,006-3,92,65 +006-1,112,74,0 warp #006-1_112_74 0,0,006-3,112,76 +006-1,111,110,0 warp #006-1_111_110 0,0,032-3,56,60 +006-1,83,117,0 warp #006-1_83_117 0,0,006-3,79,121 +006-1,38,121,0 warp #006-1_38_121 0,0,006-3,38,123 +006-1,74,90,0 warp #006-1_74_90 0,0,006-3,74,92 +006-1,51,90,0 warp #006-1_51_90 0,0,006-3,51,92 +006-1,30,123,0 warp #006-1_30_123 0,0,032-3,128,33 +006-1,33,85,0 warp #006-1_33_85 0,0,006-2,58,43 +006-1,23,85,0 warp #006-1_23_85 0,0,006-2,48,43 +006-1,23,100,0 warp #006-1_23_100 0,0,006-2,67,64 +006-1,21,108,0 warp #006-1_21_108 0,0,006-2,65,72 +006-1,37,26,0 warp #006-1_37_26 0,0,006-1,37,23 +006-1,37,24,0 warp #006-1_37_24 0,0,006-1,37,27 +006-1,55,46,0 warp #006-1_55_46 0,0,005-3,86,33 +006-1,20,48,0 warp #006-1_20_48 0,1,002-1,118,95 +006-1,51,68,0 warp #006-1_51_68 0,0,005-3,73,61 +006-1,64,77,0 warp #006-1_64_77 0,0,005-3,107,101 diff --git a/npc/006-1/mapflags.txt b/npc/006-1/mapflags.txt new file mode 100755 index 00000000..2747e250 --- /dev/null +++ b/npc/006-1/mapflags.txt @@ -0,0 +1 @@ +//006-1 mapflag resave 006-1,36,18 diff --git a/npc/006-1/mika.txt b/npc/006-1/mika.txt new file mode 100755 index 00000000..c1134b05 --- /dev/null +++ b/npc/006-1/mika.txt @@ -0,0 +1,8 @@ +006-1,39,22,0 script Mika NPC114,{ + mes "[Mika]"; + mes "\"My father told me about a man living in this desert who makes clothes out of snake skin.\""; + next; + mes "[Mika]"; + mes "\"Maybe you can find him, but be careful you don't get lost in the tunnels!\""; + close; +} diff --git a/npc/006-1/miriam.txt b/npc/006-1/miriam.txt new file mode 100755 index 00000000..a42253e6 --- /dev/null +++ b/npc/006-1/miriam.txt @@ -0,0 +1,318 @@ + +006-1,115,111,0 script Miriam NPC175,{ + @npc_distance = 2; + callfunc "PCtoNPCRange"; + if(@npc_check) end; + + if (getskilllv(SKILL_SPEED)) goto L_fast; + if (getequipid(equip_torso) < 0) goto L_Naked; + if (QUEST_MIRIAM == 0) goto L_Intro; + if (QUEST_MIRIAM == 1) goto L_Ask1; + if (QUEST_MIRIAM == 2) goto L_Ask2; + if (QUEST_MIRIAM == 3) goto L_Teach; + if (QUEST_MIRIAM == 4) goto L_testoffer; + if (QUEST_MIRIAM_run != 0) goto L_checktime; + if (QUEST_MIRIAM_start != 0) goto L_wasting; + if (QUEST_MIRIAM == 5) goto L_testoffer; + goto L_Intro; + +L_Intro: + mes "You see a woman sitting in the hot sand with eyes wide open... But she does not seem to be looking at something in particular..."; + next; + menu + "Ehr... Hi, my name is " +strcharinfo(0)+ ". Are you OK?",L_Next; + +L_Next: + mes "[Miriam]"; + mes "\"..."; + next; + menu + "Hello?",L_Continue; + +L_Continue: + mes "[Miriam]"; + mes "\"Yes, I am. Why? Do you think I am not OK? I am OK. You interrupted my meditation. Now I will need hours to calm down and stay quiet! Yes, yes, I know, I'm a fast talker!\""; + next; + mes "\"In fact, I am fast in everything I do! I can kill a Mountain Snake before it even starts to think about attacking me! Yes my friend, in a battle, speed is power!"; + next; + menu + "Wow! Very impressi...",L_More; + +L_More: + mes "[Miriam]"; + mes "\"Yes, yes, I know. But if there is one thing I am NOT good at, it is meditation! My master said I need to meditate, but... Ohh! So difficult to stay quiet! And when you FINALLY do, someone INTERRUPTS you, asking if you are 'OK'...\""; + next; + menu + "Oh, I am sorry! I didn't know you were meditating...",L_WallText; + +L_WallText: + mes "[Miriam]"; + mes "\"You are really sorry? Ok, but that is not enough... I need you to do something for me. As you can imagine, I will need a lot of time to concentrate and get back to the state I was when you interrupted me.\""; + next; + mes "\"But the problem is that I wasn't expecting to be here for so long, so I will need some food and something to drink.\""; + next; + mes "\"So, if you really want to prove that you are sorry, bring me 5 Concentration Potions and 10 Snake Tongues.\""; + next; + menu + "Ok, but those potions will not help with your mental concent...",L_MoreTalking, + "Sorry, but I can't help you right now.",L_canthelp; + +L_MoreTalking: + mes "[Miriam]"; + mes "\"ah, ah, ah... I know what I am doing! Now run and get what I asked.\""; + QUEST_MIRIAM = 2; + close; + +L_canthelp: + mes "[Miriam]"; + mes "\"Oh, really? So you better pray to not need my help in the future!\""; + QUEST_MIRIAM = 1; + close; + +L_canthelp2: + mes "[Miriam]"; + mes "\"...\""; + next; + mes "\"...\""; + next; + mes "\"Well, if you don't have time to help, at least don't make things difficult for me!\""; + close; + +L_Ask1: + mes "[Miriam]"; + mes "\"So, you are back... have you changed your mind about my request?\""; + next; + menu + "Yes, I will get what you want!",L_WillGetItems, + "No, I have no time right now.",L_canthelp2; + +L_WillGetItems: + QUEST_MIRIAM = 2; + mes "\"Good. So, run and get it!\""; + close; + +L_Ask2: + mes "[Miriam]"; + mes "\"Did you get what I asked for?\""; + next; + menu + "Yes, here it is!",L_Getitems, + "What was that again?", L_Ask3, + "No, not yet.",L_Hurry; + +L_Hurry: + mes "\"So please hurry up!\""; + close; + +L_Ask3: + mes "[Miriam]"; + mes "\"You have a small mind, haven't you? I am meditating here and I asked you to bring me stuff, so I can concentrate better.\""; + next; + mes "\"And stop asking such silly questions in the future.\""; + next; + mes "\"So, if you really want to help me now, bring me 5 Concentration Potions and 10 Snake Tongues.\""; + close; + +L_Getitems: + if (countitem("SnakeTongue") < 10 + || countitem("ConcentrationPotion") < 5) + goto L_NotEnough; + delitem "SnakeTongue", 10; + delitem "ConcentrationPotion", 5; + QUEST_MIRIAM = 3; + mes "[Miriam]"; + mes "\"Good job! Now I have enough food to stay in this desert for days!\""; + next; + mes "\"Now, since you helped me, maybe I can teach you a basic skill, but only if you prove yourself to be a fast runner! Come back and talk to me when you think you are prepared to learn.\""; + close; + +L_NotEnough: + mes "[Miriam]"; + mes "\"Hey, you don't have all that I asked. Come back when you have everything.\""; + close; + +L_Teach: + mes "[Miriam]"; + mes "\"Hmm... do you think you can learn the special Speed skill?\""; + next; + menu + "Yes, I am prepared...", L_Prepared, + "I am already fast.", L_Notfast; + +L_Prepared: + @torso$ = getitemlink(getequipid(equip_torso)); + @weight = MaxWeight/Weight; + if (@weight < 3) + goto L_heavyweight; + if (Agi < 60) + goto L_slow; + if (BaseLevel < 60) + goto L_LowLevel; + if (countitem("SteelShield") > 0 + || countitem("WarlordHelmet") > 0 + || countitem("CrusadeHelmet") > 0 + || countitem("WarlordPlate") > 0 + || countitem("KnightsHelmet") > 0 + || countitem("InfantryHelmet") > 0 + || countitem("ChainmailShirt") > 0 + || countitem("WarlordBoots") > 0 + || countitem("LightPlatemail") > 0 + || countitem("CandleHelmet") > 0) + goto L_heavymetal; + goto L_Offer; + +L_heavyweight: + mes "[Miriam]"; + mes "\"Wow... Why do you bring so many things with you? You must be carrying more than one third of your own weight! I won't teach you unless you get rid of some stuff... \""; + close; + +L_heavymetal: + mes "[Miriam]"; + mes "\"Hmm... I see... You want to be one of those lazy slow warriors... wasting all their strength carrying kilos of metal clothes... Why does no one see the great advantages of a beautiful, flexible, lightweight armor nowadays?\""; + next; + mes "\"Come back here when you get rid of this junk...\""; + close; + +L_slow: + mes "[Miriam]"; + mes "Oh, wait, wait... " +Agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\""; + close; + +L_LowLevel: + mes "[Miriam]"; + mes "\"Come back here when you are old enough. I even wonder how you could get here so unexperienced as you are.\""; + close; + +L_Offer: + mes "[Miriam]"; + mes "\"Hmm! You look great in these clothes! They look very comfortable too... And it seems like you are not carrying too much weight.\""; + next; + if (!(getskilllv(SKILL_POOL))) + goto L_Noskill; + menu + "Yes, I look really good in this.",L_TorsoNext; + +L_TorsoNext: + mes "[Miriam]"; + mes "\"I see. I like the way you distributed your Character Points too... " +Agi+ " points to Agility! You really know how to prepare yourself for a good fight!\""; + next; + mes "\"Well... Even if you have a potential to be a good fighter, moving the way you do will not help. You need to be fast to avoid the monsters. \""; + next; + mes "\"So, if you pass a small test I can teach you a skill that will increase your walking speed! You will not be as fast as I am, but I am sure it will be useful.\""; + next; + menu + "I'm in! What kind of test is it?",L_test, + "I don't think I need more speed right now",L_GiveUp; + +L_test: + mes "[Miriam]"; + mes "\"Great! The test is simple. You need to run as fast as you can from the place where I am sitting to the mountains and talk to Pachua, the chief. When you get there and talk to Pachua, he will send a special smoke signal to me, so I can know how much time it took for you to get there.\""; + next; + mes "\"If you make it in a good time, I will teach you the special speeding skill. If not, you can always try again. So, are you ready?\""; + next; + menu + "Yes, let's do it!",L_LetsDoThis, + "No, I need to stretch my muscles first!",L_stretch; + +L_LetsDoThis: + close2; + message strcharinfo(0), "Miriam quickly grabs your arm and pull you to the place where she is sitting."; + // Warp the player to the place where the NPC is defined, so he can't cheat. + warp "032-1",55,21; + npctalk strnpcinfo(0), "Run " +strcharinfo(0)+ ", run!"; + QUEST_MIRIAM = 5; + QUEST_MIRIAM_start = gettimetick(2); + QUEST_MIRIAM_cheat = 0; + end; + +L_Naked: + mes "[Miriam]"; + mes "\"Hmmm?! Please put on some clothes before talking to me.\""; + close; + +L_Notfast: + mes "[Miriam]"; + mes "\"Hah! If you think so...\""; + close; + +L_Noskill: + mes "[Miriam]"; + mes "\"For a person like you, I could even teach a useful skill! Too bad you don't have the basic abillities to learn it...\""; + close; + +L_GiveUp: + mes "[Miriam]"; + mes "\"Oh, that is too bad... But if you change your mind, come back!\""; + QUEST_MIRIAM = 4; + close; + +L_testoffer: + mes "[Miriam]"; + mes "\"Are you ready for the test now?\""; + next; + menu + "Yes!",L_test, + "Not yet.",L_close; + +L_close: + close; + +L_warning: + mes "[Miriam]"; + mes "\"I know very well what you tried to do. I will not teach you the speed skill if you keep trying this kind of trick!\""; + next; + goto L_testoffer; + +L_stretch: + mes "[Miriam]"; + mes "\"Ok. Good idea... Stretching exercises can increase your flexibility and even prevent injuries!\""; + QUEST_MIRIAM = 4; + close; + +L_wasting: + mes "[Miriam]"; + mes "\"Don't waste your time talking to me! RUN and talk to Pachua!\""; + close; + +L_checktime: + if (QUEST_MIRIAM_cheat != 0) + goto L_warning; + if (QUEST_MIRIAM_run <= 210) + goto L_Goodjob; + goto L_tryagain; + +L_tryagain: + mes "[Miriam]"; + mes "\"You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. It is not enough.\""; + QUEST_MIRIAM_run = 0; + close; + +L_Goodjob: + mes "[Miriam]"; + mes "\"Great job! You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. Very impressive for a person like you.\""; + next; + mes "\"Now I need you to relax. Do NOT move. This teaching process can be painful sometimes.\""; + next; + mes "Miriam stares into your eyes and starts to scream some strange words very close to your ears."; + next; + mes "You feel dizzy and as soon as you move your head and look to the ground, Miriam pushes you hard, sending you meters away from her."; + close2; + warp "032-1",55,22; + // free all used player variables. This can be done, since there is a conditional on the speedskill at the beginning. + QUEST_MIRIAM_start = 0; + QUEST_MIRIAM_run = 0; + QUEST_MIRIAM = 0; + message strcharinfo(0), "[You gain 2500 experience points]"; + message strcharinfo(0), "[You learned Speed Skill]"; + addtoskill SKILL_SPEED, 1; + getexp 2500, 0; + set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. + close; + +L_fast: + mes "[Miriam]"; + mes "\"I hope you make a good use of your new skill... Take care!\""; + set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. + close; + +} diff --git a/npc/006-1/pachua.txt b/npc/006-1/pachua.txt new file mode 100755 index 00000000..4d3c2be1 --- /dev/null +++ b/npc/006-1/pachua.txt @@ -0,0 +1,240 @@ +006-1,24,113,0 script Pachua NPC143,{ + callfunc "PCtoNPCRange"; + if(@npc_check) end; + + @halloween_npc_id = $@halloween_npc_pachua; + callfunc "TrickOrTreat"; + + @LEATHER_PATCH_PRICE = 300; + @wants_leather_patch = QUEST_Forestbow_state & NIBBLE_4_MASK; + + if (QUEST_MIRIAM_cheat != 0) goto L_Warp2_cheat; + if (QUEST_MIRIAM_start != 0) goto L_smoke; + goto L_Begin; + +L_Begin: + mes "[Chief Pachua]"; + mes ""; + mes "\"How!\""; + next; + + if (getequipid(equip_head) == 643 || getequipid(equip_head) == 644) goto L_WearingCowboy; + if (getequipid(equip_legs) == 642) goto L_WearingChaps; + + mes "[Chief Pachua]"; + mes ""; + mes "\"For generations my tribe has been crafting special clothes out of different items.\""; + next; + goto L_Check_Shops; + +L_Check_Shops: + if((countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) && (countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1)) goto L_Super_store; + if(countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) goto L_Chaps_store; + if(countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1) goto L_Cowboy_store; + + mes "[Chief Pachua]"; + mes ""; + mes "\"Maybe if you bring me the right materials I can make something for you.\""; + next; + if (@wants_leather_patch) + menu + "Wait, can you make a leather patch for me?", L_leather_patch, + "OK, bye.", L_close; + goto L_close; + +S_CheckStuff: + mes "[Chief Pachua]"; + mes ""; + mes "\"Let me see what you have there.\""; + next; + return; + +L_Super_store: + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"Ahh you have lots of good items to work with.\""; + mes ""; + mes "\"With them I can make you either"; + mes "a Cowboy hat or Snake Skin Chaps\""; + next; + if (@wants_leather_patch) + menu + "Cowboy hat, please.", L_BuyCowboy, + "Snake Skin Chaps sound good.", L_BuyChaps, + "Can you make a leather patch?", L_leather_patch, + "Not now, maybe later.", L_NoDeal; + menu + "Cowboy hat, please.", L_BuyCowboy, + "Snake Skin Chaps sound good.", L_BuyChaps, + "Not now, maybe later.", L_NoDeal; + +L_Cowboy_store: + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"To make you a Cowboy hat I will need:"; + mes "1 Fancy hat"; + mes "2 Snake skins"; + mes "5.000 GP\""; + mes ""; + mes "\"Do we have a deal?\""; + next; + if (@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyCowboy, + "Can you make a leather patch?", L_leather_patch, + "On second thought, maybe later.", L_NoDeal; + menu + "Yes, that's fine.", L_BuyCowboy, + "On second thought, maybe later.", L_NoDeal; + +L_Chaps_store: + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"To make you a pair of Snake Skin Chaps I will need:"; + mes "1 Jeans Shorts"; + mes "10 Snake skins"; + mes "10.000 GP\""; + mes ""; + mes "\"Do we have a deal?\""; + next; + if (!@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyChaps, + "On second thought, maybe later.", L_NoDeal; + menu + "Yes, that's fine.", L_BuyChaps, + "Can you make a leather patch?", L_leather_patch, + "On second thought, maybe later.", L_NoDeal; + +L_BuyChaps: + if (Zeny < 10000) goto L_NoMoney; + if (countitem("JeansShorts") < 1) goto L_NoJeans; + if (countitem("SnakeSkin") < 10) goto L_NoSkins; + Zeny = Zeny - 10000; + delitem "SnakeSkin", 10; + delitem "JeansShorts", 1; + getitem "JeansChaps", 1; + goto L_DealDone; + +L_BuyCowboy: + if (Zeny < 5000) goto L_NoMoney; + if (countitem("FancyHat") < 1) goto L_NoFancy; + if (countitem("SnakeSkin") < 2) goto L_NoSkins; + Zeny = Zeny - 5000; + delitem "SnakeSkin", 2; + delitem "FancyHat", 1; + @temp = rand(2); + if(@temp == 0) goto L_Cowboy_white; + goto L_Cowboy_black; + +L_Cowboy_white: + getitem "WhiteCowboyHat", 1; + goto L_DealDone; + +L_Cowboy_black: + getitem "BlackCowboyHat", 1; + goto L_DealDone; + +L_leather_patch: + mes "[Chief Pachua]"; + mes ""; + mes "\"If you just want a piece of leather, then yes, I can make that. Bring me a snake skin and " + @LEATHER_PATCH_PRICE + " GP.\""; + next; + menu + "Here you are.", L_Next, + "OK, I'll be back later.", L_close, + "That's too expensive!.", L_NoDeal; + +L_Next: + if (countitem("SnakeSkin") < 1) goto L_NoSkins; + if (Zeny < @LEATHER_PATCH_PRICE) goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SnakeSkin") > 1) goto L_TooMany; + + Zeny = Zeny - @LEATHER_PATCH_PRICE; + delitem "SnakeSkin", 1; + getitem "LeatherPatch", 1; + goto L_DealDone; + +L_DealDone: + mes "[Chief Pachua]"; + mes ""; + mes "\"Here you are!\""; + mes ""; + mes "\"Come back any time.\""; + goto L_close; + +L_NoDeal: + mes "[Chief Pachua]"; + mes ""; + mes "\"Alright, but you won't get a better deal anywhere else!\""; + goto L_close; + +L_NoMoney: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough money.\""; + goto L_close; + +L_NoJeans: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough jeans shorts.\""; + goto L_close; + +L_NoFancy: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough fancy hats.\""; + goto L_close; + +L_NoSkins: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough snake skins.\""; + goto L_close; + +L_WearingCowboy: + mes "[Chief Pachua]"; + mes ""; + mes "\"Ah, I see that you are wearing a hat made with the ancient methods of my tribe.\""; + next; + goto L_Check_Shops; + +L_WearingChaps: + mes "[Chief Pachua]"; + mes ""; + mes "\"Ah, I see that you are wearing pants made by my tribe.\""; + next; + goto L_Check_Shops; + +L_close: + @LEATHER_PATCH_PRICE = 0; + @wants_leather_patch = 0; + @month = 0; + @start_day = 0; + @end_day = 0; + @temp = 0; + close; + +L_TooMany: + mes "[Chief Pachua]"; + mes ""; + mes "\"You don't have room for a leather patch. Come back later.\""; + goto L_close; + +L_smoke: + message strcharinfo(0), "Pachua quickly inhales from his pipe and releases a ring of smoke towards the sky!"; + QUEST_MIRIAM_run = gettimetick(2) - QUEST_MIRIAM_start; + QUEST_MIRIAM_start = 0; + end; + +L_Warp2_cheat: + if (@warp_cheat == 1) goto L_Begin; + message strcharinfo(0), "Pachua releases a ring of smoke towards the sky! But, by the look on his face, you can tell he is suspicious about your methods..."; + @warp_cheat = 1; + end; +} diff --git a/npc/006-1/spirit.txt b/npc/006-1/spirit.txt new file mode 100755 index 00000000..4bbcb14a --- /dev/null +++ b/npc/006-1/spirit.txt @@ -0,0 +1,292 @@ +function script EarthImpTouch { + if (getskilllv(SKILL_MAGIC)) goto L_message; + + mes "[Well]"; + mes "You hear noises from within the well."; + return; + +L_message: + @Q_MASK = NIBBLE_0_MASK; + @Q_SHIFT = NIBBLE_0_SHIFT; + @Q_status = (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + @SUP_id = SKILL_MAGIC_NATURE; + @SUP_name$ = "Nature Magic"; + @Q_STATUS_INITIAL = 0; + @Q_STATUS_ONQUEST = 1; + @Q_STATUS_STUDENT0 = 2; + @Q_STATUS_STUDENT1 = 3; + @Q_STATUS_STUDENT2 = 4; + @Q_STATUS_STUDENT3 = 5; + + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) goto L_wb; + + mes "[Well]"; + mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!"; + next; + + mes "[Well]"; + mes "\"Hey! You there! Yes, I'm talking to you!\""; + mes "That strange voice seems to be coming from inside your head!"; + next; + menu + "Who, me?", L_Next, + "Leave me alone!", L_close, + "Aaah! I'm hearing voices!", L_silly_close; + +L_Next: + mes "[Well]"; + mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\""; + next; + menu + "Who are you?", L_Next1, + "Aaaah! The voices are after me!", L_silly_close, + "Whatever it is, I'm not interested.", L_close; + +L_Next1: + mes "[Earth Spirit]"; + mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\""; + next; + MAGIC_FLAGS = MAGIC_FLAGS | MFLAG_KNOWS_IMP; + goto L_Main; + +L_wb: + mes "[Earth Spirit]"; + mes "\"It's excellent to see you again!\""; + next; + goto L_Main; + +L_Main: + menu + "How did you get trapped?", L_Q_trapped, + "Can you teach me magic and spells?", L_Q_magic, + "What do you know about...", L_Q, + "Goodbye!", L_close; + +L_Q_trapped: + mes "[Earth Spirit]"; + mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\""; + next; + goto L_Main; + +L_Q: + mes "[Earth Spirit]"; + mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\""; + next; + goto L_Main; + +L_Q_magic: + if (@Q_status == @Q_STATUS_ONQUEST) goto L_Q_magic_1; + if (@Q_status == @Q_STATUS_STUDENT0) goto L_Q_magic_2; + if (@Q_status == @Q_STATUS_STUDENT1) goto L_Q_magic_3; + if (@Q_status == @Q_STATUS_STUDENT2) goto L_Q_magic_4; + + mes "[Earth Spirit]"; + mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\""; + next; + mes "[Earth Spirit]"; + mes "\"North-east of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\""; + next; + menu + "No way.", L_silly_close, + "Sure.", L_Q_tree_ok, + "Why that particular tree?", L_Next2; + +L_Next2: + mes "[Earth Spirit]"; + mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\""; + next; + menu + "Yuck.", L_silly_close, + "Sure, whatever.", L_Q_tree_ok, + "Isn't that like cutting off someone's arm?", L_Next3; + +L_Next3: + mes "[Earth Spirit]"; + mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\""; + next; + mes "[Earth Spirit]"; + mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\""; + next; + menu + "No way.", L_silly_close, + "Alright, that makes sense.", L_Q_tree_ok; + +L_Q_tree_ok: + mes "[Earth Spirit]"; + mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\""; + @Q_status = @Q_STATUS_ONQUEST; + callsub S_Update_Var; + MAGIC_FLAGS = MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE; + next; + goto L_Main; + +L_Q_magic_1: + mes "[Earth Spirit]"; + mes "\"Yes, yes, if you bring me the branch and the money, then I will!\""; + next; + menu + "Here are the branch and the money.", L_Next4, + "How much money did you want again?", L_Q_tree_howmuch, + "How can I cut it?", L_Q_tree_how, + "Where was the tree again?", L_Q_tree_where, + "What is that tree?", L_Q_tree_what; + +L_Next4: + if (countitem("DruidTreeBranch") < 1) goto L_Q_tree_none; + if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) goto L_Q_tree_dry; + if (Zeny < 100000) goto L_Q_tree_nomoney; + + Zeny = Zeny - 100000; + delitem "DruidTreeBranch", 1; + mes "[Earth Spirit]"; + mes "Following the earth sprite's instructions, you throw branch and GP into the well."; + next; + mes "[Earth Spirit]"; + mes "\"Well done, very well done! Consider yourself my student now.\""; + @SUP_xp = 5000; + @SUP_lvl = 2; + callfunc "SkillUp"; + next; + @Q_status = @Q_STATUS_STUDENT0; + callsub S_Update_Var; + goto L_Main; + +L_Q_magic_finish: + mes "[1000 experience points]"; + @Q_status = @Q_status + 1; + callsub S_Update_Var; + getexp 1000,0; + next; + goto L_Main; + +L_Q_magic_2: + mes "[Earth Spirit]"; + mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\""; + next; + menu + "Here you are.", L_Next5, + "No.", L_Main; + +L_Next5: + if (Zeny < 20000) goto L_No20k; + + Zeny = Zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\""; + next; + mes "[Earth Spirit]"; + mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + get(.invocation$, "flying-backpack") + "', and feel it float!\""; + goto L_Q_magic_finish; + +L_Q_magic_3: + mes "[Earth Spirit]"; + mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\""; + next; + menu + "Here you are.", L_Next6, + "No.", L_Main; + +L_Next6: + if (Zeny < 20000) goto L_No20k; + Zeny = Zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\""; + next; + mes "[Earth Spirit]"; + mes "\"Next, say '" + get(.invocation$, "protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\""; + goto L_Q_magic_finish; + +L_Q_magic_4: + mes "[Earth Spirit]"; + mes "\"Naah, you're too weak now! Come back later when you have grown!\""; + next; + goto L_Main; + +L_No20k: + mes "[Earth Spirit]"; + mes "\"You can't pay me 20,000 if you don't have that much!\""; + next; + goto L_Main; + +L_Q_tree_none: + mes "[Earth Spirit]"; + mes "\"Where is your branch?\""; + next; + goto L_Main; + +L_Q_tree_dry: + mes "[Earth Spirit]"; + mes "\"That won't do. This branch is completely dead; you'll have to get another.\""; + next; + goto L_Main; + +L_Q_tree_nomoney: + mes "[Earth Spirit]"; + mes "\"No, you don't have enough money! Come back when you have 100,000.\""; + next; + goto L_Main; + +L_Q_tree_howmuch: + mes "[Earth Spirit]"; + mes "\"It's only 100,000 GP to become my student.\""; + next; + goto L_Main; + +L_Q_tree_how: + mes "[Earth Spirit]"; + mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\""; + next; + goto L_Main; + +L_Q_tree_where: + mes "[Earth Spirit]"; + mes "\"North-east of here.\""; + next; + goto L_Main; + +L_Q_tree_what: + mes "[Earth Spirit]"; + mes "\"Just some silly druid who turned himself into a tree; nothing important.\""; + next; + goto L_Main; + +L_silly_close: + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) + mes "[Earth Spirit]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) + mes "[Well]"; + mes "\"Fool.\""; + goto L_close; + +L_close: + @Q_MASK = 0; + @Q_SHIFT = 0; + @Q_status = 0; + @SUP_id = 0; + @SUP_name$ = ""; + @SUP_xp = 0; + @SUP_lvl = 0; + @Q_STATUS_INITIAL = 0; + @Q_STATUS_ONQUEST = 0; + @Q_STATUS_STUDENT0 = 0; + @Q_STATUS_STUDENT1 = 0; + @Q_STATUS_STUDENT2 = 0; + @Q_STATUS_STUDENT3 = 0; + return; + +S_Update_Var: + QUEST_MAGIC2 = (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; +} + +006-1,63,79,0 script #EarthImp0#_M NPC400,{ + callfunc "EarthImpTouch"; + close; +} + +006-1,64,79,0 script #EarthImp1#_M NPC400,{ + callfunc "EarthImpTouch"; + close; +} diff --git a/npc/006-1/traveler.txt b/npc/006-1/traveler.txt new file mode 100755 index 00000000..a16b502a --- /dev/null +++ b/npc/006-1/traveler.txt @@ -0,0 +1,7 @@ + +006-1,25,95,0 script Rhutan the Traveler NPC103,{ + @npcname$ = "Rhutan"; + @NpcTravelBit = $@pachua_bit; + callfunc "Traveler"; + end; +} diff --git a/npc/006-1/tree.txt b/npc/006-1/tree.txt new file mode 100755 index 00000000..6c961691 --- /dev/null +++ b/npc/006-1/tree.txt @@ -0,0 +1,159 @@ +function script QuestTreeTrigger { + @Q_MASK = NIBBLE_2_MASK; + @Q_SHIFT = NIBBLE_2_SHIFT; + + @Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + @Q_status_lower = @Q_status & 3; + @Q_status = (@Q_status & 12) >> 2; + + if (@Q_status & @flag) goto L_close; // already did that + + if (@flag == 2) goto L_hug; + goto L_Cont; + +L_Cont: + @Q_status = @Q_status | @flag; + callsub S_Update_Var; + + if (@Q_status != 3) goto L_close; + + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_close; + + mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger."; + mes "[20000 experience points]"; + getexp 20000, 0; + @value = 15; + callfunc "QuestSagathaHappy"; + goto L_close; + +L_hug: + mes "You hug the tree."; + next; + goto L_Cont; + +L_close: + @Q_MASK = 0; + @Q_SHIFT = 0; + @Q_status = 0; + @Q_status_lower = 0; + @Q_wr_status = 0; + @value = 0; + return; + +S_Update_Var: + @Q_wr_status = (@Q_status << 2) | @Q_status_lower; + QUEST_MAGIC = (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT)); + return; +} + +function script QuestTreeTouch { + @Q_MASK = NIBBLE_2_MASK; + @Q_SHIFT = NIBBLE_2_SHIFT; + + @Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + @Q_status = (@Q_status & 12) >> 2; + + if (@Q_status == 3) goto L_Happy; + + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut; + + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_Water; + + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set + goto L_both; + + mes "[Dying Tree]"; + mes "You see a strange tree."; + goto L_close; + +L_cut: + mes "[Dying Tree]"; + mes "This must be the tree that the earth spirit was referring to."; + next; + menu + "Cut off a branch", L_do_cut, + "Leave it alone", L_close; + +L_Water: + mes "[Dying Tree]"; + mes "This must be the druid tree."; + next; + menu + "Water the tree", L_Givewater, + "Kiss tree", L_kiss, + "Leave it alone", L_close; + +L_both: + mes "[Dying Tree]"; + mes "This must be the druid tree that Wyara and the earth spirit were talking about."; + next; + menu + "Water the tree", L_Givewater, + "Kiss tree", L_kiss, + "Cut off a branch", L_do_cut, + "Leave it alone", L_close; + +L_Givewater: + if (countitem("BottleOfWater") < 1) goto L_No_Water; + delitem "BottleOfWater", 1; + getitem "EmptyBottle", 1; + + mes "[Dying Tree]"; + mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect."; + goto L_close; + +L_No_Water: + mes "[Dying Tree]"; + mes "You don't have any water."; + goto L_close; + +L_kiss: + mes "[Dying Tree]"; + mes "You pluck out a splinter from your lip."; + mes "Somehow, you don't think that this helped."; + goto L_close; + +L_do_cut: + if (countitem("BoneKnife") < 1) goto L_No_boneknife; + + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut; + + mes "[Dying Tree]"; + mes "You find a suitable branch and put your bone knife in position."; + mes "Holding the branch, you have an uneasy feeling – as if something inside the tree were trying to resist you..."; + mes "Do you want to continue cutting?"; + next; + menu + "Nah... better not.", L_close, + "Yes, let's cut!", L_really_cut; + +L_really_cut: + MAGIC_FLAGS = MAGIC_FLAGS | MFLAG_DID_CUTTREE; + getitem "DruidTreeBranch", 1; + mes "[Dying Tree]"; + mes "You cut off a branch from the tree."; + mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand..."; + goto L_close; + +L_No_boneknife: + mes "[Dying Tree]"; + mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?"; + goto L_close; + +L_Happy: + mes "[Druid Tree]"; + mes "The tree looks younger and healthier now."; + goto L_close; + +L_close: + @Q_MASK = 0; + @Q_SHIFT = 0; + @Q_status = 0; + return; + +} + +006-1,82,59,0 script #DruidTree0#_M NPC400,{ + callfunc "QuestTreeTouch"; + close; +} |