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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-26 16:37:30 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-26 16:37:30 +0000
commitccdbfa796421ab45c7eaf6857f9617a4f18a82c5 (patch)
tree36c74d640beb69c96691e32ffc7eab76fb991b97
parent9f69e816b69ba212438eeca2c1176cd9a1d0342d (diff)
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* Updated Super Novice Expansion quest to match the official one, thanks to Gennosuke (the original script is edited a lot, though)
* Updated "Pile Bunker" quest to official, also thanks to Gennosuke * Follow-up r16485, removed bind limit from documentation git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16505 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--doc/script_commands.txt3
-rw-r--r--npc/pre-re/jobs/novice/supernovice.txt9
-rw-r--r--npc/re/jobs/novice/supernovice.txt9
-rw-r--r--npc/re/jobs/novice/supernovice_ex.txt762
-rw-r--r--npc/re/quests/pile_bunker.txt132
5 files changed, 714 insertions, 201 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index e048707ba..a8b3f27ed 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -2113,8 +2113,7 @@ array, shifting all the elements beyond this towards the beginning.
*bindatcmd("command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>});
This command will bind a NPC event label to an atcommand. Upon execution of
-the atcommand, the user will invoke the NPC event label. Note that a hardcoded
-limit of bindings is set in /src/map/atcommand.h, with 100 as the default value.
+the atcommand, the user will invoke the NPC event label.
Example:
When a user types the command "@test", an angel effect will be shown.
diff --git a/npc/pre-re/jobs/novice/supernovice.txt b/npc/pre-re/jobs/novice/supernovice.txt
index b0908f3cf..0605f8a9f 100644
--- a/npc/pre-re/jobs/novice/supernovice.txt
+++ b/npc/pre-re/jobs/novice/supernovice.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Darkchild
//===== Current Version: =====================================
-//= 2.3
+//= 2.4
//===== Compatible With: =====================================
//= rAthena SVN r15340+
//===== Description: =========================================
@@ -17,6 +17,7 @@
//= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf]
//= 2.2 Added Quest Log commands. [Kisuka]
//= 2.3 NPC "Esseray" calls Ex. Super Novice script when enabled. [Euphy]
+//= 2.4 Added an Ex. Super Novice dialog check. [Euphy]
//============================================================
aldeba_in,223,167,3 script Tzerero#sn 709,{
@@ -328,6 +329,12 @@ aldeba_in,223,167,3 script Tzerero#sn 709,{
}
aldeba_in,216,169,5 script Esseray#sn 86,{
+ if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) {
+ mes "[Esseray]";
+ mes "You! Stronger than before.";
+ mes "I knew you could pass the test~";
+ close;
+ }
if (BaseJob == Job_SuperNovice) {
if (is_function("Esseray_Ex")) callfunc "Esseray_Ex";
mes "[Esseray]";
diff --git a/npc/re/jobs/novice/supernovice.txt b/npc/re/jobs/novice/supernovice.txt
index b0908f3cf..0605f8a9f 100644
--- a/npc/re/jobs/novice/supernovice.txt
+++ b/npc/re/jobs/novice/supernovice.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Darkchild
//===== Current Version: =====================================
-//= 2.3
+//= 2.4
//===== Compatible With: =====================================
//= rAthena SVN r15340+
//===== Description: =========================================
@@ -17,6 +17,7 @@
//= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf]
//= 2.2 Added Quest Log commands. [Kisuka]
//= 2.3 NPC "Esseray" calls Ex. Super Novice script when enabled. [Euphy]
+//= 2.4 Added an Ex. Super Novice dialog check. [Euphy]
//============================================================
aldeba_in,223,167,3 script Tzerero#sn 709,{
@@ -328,6 +329,12 @@ aldeba_in,223,167,3 script Tzerero#sn 709,{
}
aldeba_in,216,169,5 script Esseray#sn 86,{
+ if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) {
+ mes "[Esseray]";
+ mes "You! Stronger than before.";
+ mes "I knew you could pass the test~";
+ close;
+ }
if (BaseJob == Job_SuperNovice) {
if (is_function("Esseray_Ex")) callfunc "Esseray_Ex";
mes "[Esseray]";
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
index 138388561..bfbacc05d 100644
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ b/npc/re/jobs/novice/supernovice_ex.txt
@@ -3,244 +3,688 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change quest for Expanded Super Novice class.
//===== Additional Comments: =================================
//= 1.0 All dialogue is custom, contains some incorrect behaviors.
+//= 1.1 Switched to a translated copy of the official script
+//= by Gennosuke Kouga, but vastly edited its content. [Euphy]
//============================================================
function script Esseray_Ex {
- if (SUPNOV_Q > 1) {
+ if (BaseLevel > 98 && JobLevel > 98) {
+ if (EXSUPNOV_Q > 0 && EXSUPNOV_Q < 6) {
+ mes "[Esseray]";
+ mes "A legend in the Novice world has disappeared to do something in Comodo.";
+ mes "You should find him.";
+ next;
+ mes "[Esseray]";
+ mes "He can guide you along";
+ mes "the correct path...";
+ close;
+ }
mes "[Esseray]";
- mes "There's a Novice in the";
- mes "^0055FFnorthern Comodo Dungeon^000000";
- mes "that could probably tell you";
- mes "more...";
- close;
- }
- else if (BaseLevel == 99 && JobLevel == 99) {
+ mes "Oh? Are you one of our Novice Society?";
+ mes "You're looking good.";
+ next;
mes "[Esseray]";
- mes "Ah... it seems you've truly";
- mes "come far in your adventures.";
- mes "But...";
+ mes "You look full of energy...";
+ mes "You seem strong enough to endure the test.";
next;
mes "[Esseray]";
- mes "There's still another step you";
- mes "can take, should you choose";
- mes "to do so.";
+ mes "I know a way to become stronger. Are you willing you try it?";
next;
- if(select("What is it?:More?! No way!") == 2) {
+ if(select("No, I'm okay now.:I want to be stronger!") == 1) {
mes "[Esseray]";
- mes "Hey, I respect that.";
- mes "Come talk to me if you";
- mes "ever change your mind.";
+ mes "If you are satisfied with mediocrity, I can't help you.";
+ mes "Live a normal life then.";
close;
}
mes "[Esseray]";
- mes "What I propose is that you";
- mes "^0055FFunlock the ultimate mediocrity^000000.";
- mes "There are rumors that";
- mes "even as a Novice, you";
- mes "can be strong...";
+ mes "Good!";
+ mes "A legend in the Novice world has disappeared to do something in Comodo.";
+ mes "You should find him.";
next;
- mes "[Esseray]";
- mes "But that's all I know.";
- mes "There's a Novice in the";
- mes "^0055FFnorthern Comodo Dungeon^000000";
- mes "that could probably tell you";
- mes "more...";
- next;
- mes "[Esseray]";
- mes "Well, what are you";
- mes "waiting for? Find him!";
- set SUPNOV_Q,2;
setquest 5092;
+ set EXSUPNOV_Q,1;
+ mes "[Esseray]";
+ mes "He can guide you along";
+ mes "the correct path...";
close;
}
else return;
}
-beach_dun2,119,92,3 script Fishing Novice 567,{
- if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) {
- mes "[Nodor]";
- mes "Finished at last!";
- mes "How does it feel?";
- close;
- }
- if (SUPNOV_Q == 2) {
+beach_dun2,119,92,4 script Fishing Novice#sp2 567,{
+ if (checkquest(5092) >= 0) {
mes "[Fishing Novice]";
- mes "Oh, "+strcharinfo(0)+"...?";
- mes "I've heard talk about you.";
- mes "You think you've already";
- mes "hit the top of the bottom, eh?";
+ mes "Sh --------- !!";
+ mes "Be quiet please.";
+ mes "You'll scare the fish.";
+ next;
+ select("Hmm... 'scuse me...");
+ mes "[Fishing Novice]";
+ mes "Aaaaaaak!!";
+ mes "What are you doing?";
+ mes "I told you be quiet!";
+ mes "They're swimmin' away bacause of the noise~";
+ next;
+ mes "[Fishing Novice]";
+ mes "(-- sh--aking --)";
+ mes "Who... are you?";
+ mes "Why are you disrupting my fishing?";
+ next;
+ select("I have a delivery from Esseray...");
+ emotion e_hmm;
+ mes "[Fishing Novice]";
+ mes "What? Esseray? Esseray?";
+ mes "Hmm! I know him...";
+ mes "Esseray... Esseray... hmm.";
+ next;
+ emotion e_dots,1;
+ emotion e_dots;
+ mes "..................";
+ next;
+ emotion e_gasp;
+ mes "[Fishing Novice]";
+ mes "Ahhhh --- !! ----- Ahhhh ---!!";
+ mes "Got it! --- Got it!";
+ mes "^0000FFA member of Novice Society in Aldebaran.^000000";
+ mes "Esseray, right? Wrong?";
+ next;
+ if(select("No he isn't:Yes, right") == 2) {
+ mes "[Fishing Novice]";
+ mes "Hu hu~ my sense is still alive...";
+ next;
+ mes "[Fishing Novice]";
+ mes "So what do you want from me?";
+ }
+ else {
+ mes "[Fishing Novice]";
+ mes "What?! He isn't?";
+ mes "Then where is Esseray from?";
+ next;
+ emotion e_dots,1;
+ emotion e_dots;
+ mes ".... .... .... ....";
+ next;
+ mes "[Fishing Novice]";
+ mes "What -------- !!";
+ mes "That isn't important, right?";
+ next;
+ mes "[Fishing Novice]";
+ mes "Then -------- !!";
+ mes "Why did you come here?";
+ }
+ next;
+ mes "- You explain why you're here. -";
next;
emotion e_hmm;
mes "[Fishing Novice]";
- mes "...give me a moment, I'll";
- mes "get right back to you.";
+ mes "Hmm... it is an easy and hard question at the same time.";
+ next;
+ mes "- You hear a voice complaining about something. -";
+ next;
+ emotion e_an;
+ mes "[Fishing Novice]";
+ mes "Esseray! Such a son of a %@&$# spoiling my vacation...";
+ next;
+ mes "[Fishing Novice]";
+ mes "Haaaaa~";
+ mes "My poor life~";
+ mes "Ahhh~ so many problems.";
+ next;
+ emotion e_what;
+ mes "[Fishing Novice]";
+ mes "Too ~ hard. Hey, little kid!";
+ mes "What's your name?";
+ next;
+ select(strcharinfo(0)+", how about you?");
+ mes "[Nodor]";
+ mes "My name is Nodor! Nodor.";
+ next;
+ mes "[Nodor]";
+ mes ".... .... .....";
+ next;
+ mes "[Nodor]";
+ mes "Hey! I can see what you are thinking about in your face~";
+ next;
+ mes "[Nodor]";
+ mes "Since my name is Nodor I've been made fun of my whole life.";
+ mes "Condor and Odor...";
+ mes "Don't try to fool me.";
+ next;
changequest 5092,5093;
- set SUPNOV_Q,3;
+ mes "[Nodor]";
+ mes "Whatever the reason is... you are here!";
+ mes "Let's get together to go further.";
+ mes "Come again after a while~";
+ next;
+ mes "- Talk to him again. -";
close;
}
- else if (SUPNOV_Q == 3) {
+ else if (checkquest(5093) >= 0) {
mes "[Nodor]";
- mes "Sorry about that.";
- mes "I'm Nodor, how can";
- mes "I help you?";
+ mes "Emmhmm ----- !!";
+ next;
+ mes "- Nodor gives you a suspicious look. -";
next;
- select("Esseray sent me here.");
mes "[Nodor]";
- mes "I see. So you want to";
- mes "increase your abilities...";
+ mes "Didn't you know that the ^0000FFSuper Novice^000000 was excellent?";
+ next;
+ mes "- Nodor asks with confidence. -";
next;
mes "[Nodor]";
- mes "In any case, you're going";
- mes "to have to prove yourself first.";
- mes "I won't just reveal my secrets!";
+ mes "Hey! Super Novice~";
+ mes "Do you know who I am?";
+ next;
+ select("What are you talking about?!");
+ mes "[Nodor]";
+ mes "Heh...";
+ mes "You've got a lot of nerve, don't you?";
+ next;
+ select("... ..... ...");
+ mes "- This guy is a weirdo. -";
next;
- setarray .@rand$[0],"Porings","Lunatics","Fabres","Pickys";
- set .@i, rand(4);
mes "[Nodor]";
- mes "Go kill 1000 "+.@rand$[.@i]+".";
- mes "It shouldn't be a problem for";
- mes "someone as strong as you, right?";
+ mes "Hey! Super Novice ~";
+ mes "I will make you stronger!";
+ mes "So will you believe what I tell you?";
+ next;
+ if(select("I won't follow you.:Why not? kehehe~") == 1) {
+ mes "[Nodor]";
+ mes "Refusing? Don't you want to be strong?";
+ mes "I'd love to do nothing too.";
+ mes "Just let me fish if you want to go.";
+ close;
+ }
+ mes "[Nodor]";
+ mes "Emmhmm~ Do I sound harsh?";
+ mes "Hmm, I can't help using such words.";
+ next;
+ mes "[Nodor]";
+ mes "Don't sweat it.";
+ mes "It's no problem for me to teach you to be stronger.";
+ next;
+ mes "[Nodor]";
+ mes "Great~!";
+ mes "What is your issue?";
+ mes "You don't know how to be stronger. Right?";
+ next;
+ select("Yes, I can't get stronger.");
+ emotion e_hmm;
+ mes "[Nodor]";
+ mes "Hhhmmm ~!";
+ mes "There's a way to do it...";
+ mes "It is dangerous, but I can";
+ mes "tell you how.";
+ next;
+ mes "[Nodor]";
+ mes "I'll only do this on one condition. You do not ask anything and you do everything I tell you!";
+ mes "How about it?";
+ mes "Are you willing to do this?";
+ next;
+ if(select("No, I will not!:Let's do this!") == 1) {
+ mes "[Nodor]";
+ mes "To be strong is the only way to live!";
+ mes "Do you want to be a weakling forever?";
+ next;
+ mes "[Nodor]";
+ mes "I will give you a tip.";
+ mes "You can't always be right.";
+ mes "Sometimes you need to check your ego and listen to others.";
+ emotion e_an;
+ close;
+ }
+ mes "[Nodor]";
+ mes "All right --------- !!";
+ mes "Your passion will make you stronger.";
+ mes "You calm?";
+ next;
+ mes "[Nodor]";
+ mes "What I want you to do is...";
+ mes "Hunt 1,000 monsters.";
+ next;
+ mes "[Nodor]";
+ mes "Do you know what this is for?";
+ next;
+ setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky";
+ set .@i, rand(4);
changequest 5093,5094+.@i;
- set SUPNOV_Q, 4+.@i;
+ mes "[Nodor]";
+ mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?";
+ next;
+ mes "[Nodor]";
+ mes "Hunt 1,000!";
+ mes "Do not say you can't do this!";
+ mes "I know that's a lot of monsters, but they're so weak!";
+ next;
+ select("Are you kidding me?");
+ mes "[Nodor]";
+ mes "Huh huh~!";
+ mes "Rembember, no questions!";
+ mes "Don't come back until you've hunted 1,000.";
close;
}
- else if (SUPNOV_Q > 3 && SUPNOV_Q < 8) {
- if (checkquest(5090+SUPNOV_Q,HUNTING) != 2) {
+ else if (checkquest(5094) >= 0 || checkquest(5095) >= 0 || checkquest(5096) >= 0 || checkquest(5097) >= 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, Nodor!";
+ next;
+ emotion e_omg;
+ mes "[Nodor]";
+ mes "Oh my god!";
+ mes "So frightened... let me see?";
+ next;
+ if (checkquest(5094,HUNTING) != 2 && checkquest(5095,HUNTING) != 2 && checkquest(5096,HUNTING) != 2 && checkquest(5097,HUNTING) != 2) {
mes "[Nodor]";
- mes "What, giving up already?";
- mes "Keep going, you're almost";
- mes "there!";
+ mes "Hey! Super Novice!";
+ mes "Didn't I say to hunt 1,000?";
+ mes "Don't come back until you have.";
close;
}
mes "[Nodor]";
- mes "Wow, you're done!";
- mes "I wasn't quite prepared";
- mes "for this, wait a second!";
- changequest 5090+SUPNOV_Q,5098;
- set SUPNOV_Q,8;
+ mes "Have you hunted all 1,000 already?";
+ next;
+ mes "[Nodor]";
+ mes "You are better than I thought.";
+ mes "Anyway, what was the monster that I told you to hunt?";
+ next;
+ set .@i, select("Poring:Lunatic:Fabre:Picky:Baphomet")-1;
+ if (.@i == 4) {
+ mes "[Nodor]";
+ mes "Heheh? Can you seriously hunt Baphomet alone?";
+ mes "Don't tell a lie!! I will hit you!!";
+ close;
+ }
+ if (checkquest(5094+.@i,HUNTING) != 2) {
+ mes "[Nodor]";
+ mes "Don't tell a lie!";
+ mes "I didn't tell you to hunt this!";
+ close;
+ }
+ changequest 5094+.@i,5098;
+ emotion e_heh;
+ mes "[Nodor]";
+ mes "keheheheheheh~";
+ next;
+ mes "[Nodor]";
+ mes "You annoyed me so I made you do this task...";
+ next;
+ mes "[Nodor]";
+ mes "Wow! You actually hunted all 1,000?";
+ mes "I guess I can't question your passion to be stronger.";
+ next;
+ mes "[Nodor]";
+ mes "Okay! So far so good.";
+ mes "I will let you know how to overcome your strength deficiencies.";
close;
}
- else if (SUPNOV_Q == 8) {
- // There is a LOT of missing content here.
+ else if (checkquest(5098) >= 0) {
+ if (rand(10) != 1) {
+ mes "[Nodor]";
+ mes "Oh! You already came here?";
+ mes "Didn't you say you have something to handle?";
+ mes "You have enough passion but...";
+ mes "you need to learn patience.";
+ close;
+ }
+ emotion e_gg;
mes "[Nodor]";
- mes "You're almost finished now.";
- mes "My brother Nudor will walk";
- mes "you through the last steps.";
+ mes "Hhhhhhhhhh~";
next;
mes "[Nodor]";
- mes "Nudor's currently on the";
- mes "^0055FFAirship^000000. He's a";
- mes "bit greedy, so make sure you";
- mes "carry some cash with you...";
+ mes "Oh sorry! Sorry!";
+ mes "I got a letter from my brother a long time ago, will you read my letter for your information?";
+ next;
+ if(select("Yes, I will:No, I won't") == 2) {
+ mes "[Nodor]";
+ mes "You should read more!";
+ next;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Tsk*... Ok...";
+ next;
+ }
+ mes "- He throws a bundled letter at you. -";
+ next;
+ mes "Dear Bro. Nodor,";
+ mes " ";
+ mes "Hey Bro, it's your brother Nudor. How have you been? The reason I'm writing this letter is...";
+ mes "I need money for food. You've got so much money, so help me out.";
+ next;
+ mes "If you don't... Remember last time you %$&*@*&%$...";
+ mes "- The letter is crumpled, so you can't read more. -";
+ mes "I'm still in the Schwaltzvalt Republic.";
+ mes "~ Nudor";
+ next;
+ mes "- You get an uneasy feeling from reading this letter. -";
+ next;
+ mes "[Nodor]";
+ mes "Hu~u~";
+ mes "Hmm, I only have one brother and he's always asking for money.";
+ mes "It's got to be my fame... T_T";
+ next;
+ mes "- Now you really have an uneasy feeling. -";
+ next;
changequest 5098,5099;
- set SUPNOV_Q,9;
+ mes "[Nodor]";
+ mes "Hey- Super Novice "+strcharinfo(0)+"!";
+ next;
+ mes "[Nodor]";
+ mes "You can give some to my bro. He's up in the airship.";
close;
}
- else if (SUPNOV_Q == 9 || SUPNOV_Q == 10) {
+ else if (checkquest(5099) >= 0) {
+ mes "[Nodor]";
+ mes "Have you visited already?";
+ next;
+ select("How much money shoud I give?");
mes "[Nodor]";
- mes "Go and visit my brother";
- mes "Nudor on the ^0055FFAirship^000000.";
+ mes "Oh, you didn't go there yet?";
+ mes "Give him a little, ya~";
+ next;
+ mes "[Nodor]";
+ mes "100,000 zeny is okay~";
+ mes "1,000,000 zeny is okay~";
+ mes "10,000,000 zeny is okay~";
close;
}
- else if (SUPNOV_Q == 11 || SUPNOV_Q == 12) {
+ else if (checkquest(5100) >= 0) {
+ if (EXSUPNOV_Q_ == 3) set .@str$,"300,000";
+ else if (EXSUPNOV_Q_ == 4) set .@str$,"1,000,000";
+ else set .@str$,"100,000";
+ mes "[Nodor]";
+ mes "Hey, have you gone there?";
+ mes "I got another message from my bro.";
+ next;
+ mes "Bro, someone gave me...";
+ mes .@str$+" Zeny.";
+ mes "You do care about me...";
+ mes "~ Nudor";
+ next;
+ select("He seemed so hungry...");
+ mes "[Nodor]";
+ mes "By the way...";
+ mes .@str$+" Zeny is so little considering my celebrity status, don't you think?";
+ next;
+ select("Eh.....");
+ mes "[Nodor]";
+ mes "Anyway~";
+ mes .@str$+" Zeny...";
+ mes "Don't you think you gave him too little? My reputation is gonna take a hit now.";
+ next;
+ select("Hey...");
+ mes "[Nodor]";
+ mes "Wow, you've got my point already?";
+ next;
+ mes "[Nodor]";
+ mes "I think you are right.";
+ mes "This test is about your ability to open someone else's sympathy.";
+ next;
+ mes "[Nodor]";
+ mes "I mean your consuming habit and your gut...";
+ mes "Hahahaha!";
+ next;
+ select("Hey, that's not my...");
+ mes "[Nodor]";
+ mes "Hmm? Ah...";
+ mes "I almost forgot to tell";
+ mes "you how to exceed your limit,";
+ mes "didn't I?";
+ next;
+ mes "[Nodor]";
+ mes "Eh-hem! I was not just killing time after I sent you!!";
+ next;
+ emotion e_omg;
mes "[Nodor]";
- mes "You're back!";
- mes "Well, here goes...";
+ mes "What the? --- ah? --- !!";
next;
+ select("??????");
+ emotion e_swt;
mes "[Nodor]";
- mes "Ah ------- !!";
- specialeffect2 EF_STORMGUST;
- specialeffect2 EF_LORD;
+ mes "Watch out!! A bunch of Golems are running after us!";
+ mes "We... have to run...!!!";
+ next;
+ emotion e_omg,1;
+ if(select("What?!:Um?") == 2) {
+ mes "- You look around, and -";
+ mes "- there is nothing behind you. -";
+ mes "- When you are about to doubt... -";
+ }
+ else {
+ mes "- You ask Nodor once -";
+ mes "- again in your fright... -";
+ }
+ next;
+ if (SkillPoint) {
+ mes "[Nodor]";
+ mes "You've still got some skill points that aren't used up.";
+ mes "I can't make you stronger until you use those points.";
+ close;
+ }
+ specialeffect2 90;
+ specialeffect2 62;
+ specialeffect2 89;
+ erasequest 5100;
+ mes "[Nodor]";
+ mes "Haha ------------- !!";
+ mes "----- uhhahaha----- !!";
+ mes "------------ yay -- !!";
+ next;
+ nude;
+ callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player
jobchange roclass(eaclass()|EAJL_THIRD);
+ set EXSUPNOV_Q,5;
+ emotion e_heh;
+ mes "[Nodor]";
+ mes "Puhahahahahahahahahahah!!";
+ mes "Good! You scared yet?";
+ next;
+ select("... ... ...");
+ emotion e_dots,1;
+ emotion e_sry;
+ mes "[Nodor]";
+ mes "Sorry for scaring you!";
+ mes "I think our duty and mission as Novices is to make days joyful.";
+ next;
+ mes "[Nodor]";
+ mes "Well then, don't you feel something just changed?";
+ mes "Feel your body lighter than before...?";
+ mes "Or more powerful?";
+ next;
+ select("...? ...? ...?");
+ emotion e_what,1;
+ mes "[Nodor]";
+ mes "Oh--- My--- (tut,tut,tut)!!";
next;
+ emotion e_hmm;
mes "[Nodor]";
- mes "All done!";
- mes "Lastly, here's a small gift";
- mes "for your efforts. Enjoy!";
- if (SUPNOV_Q == 11) getitem 2522,1;
- else getitem 2340,1;
- completequest 5100;
- set SUPNOV_Q,13;
+ mes "Mr. Sieu Ngu --";
+ mes "Not to be mean, but";
+ mes "you are a little dull...";
+ mes "Don't you feel different now?";
+ next;
+ if(select("What are you talking about?:I got it!") == 1) {
+ mes "[Nodor]";
+ mes "Eh--- right, you are dull, aren't you?";
+ mes "You already exceeded your limit.";
+ next;
+ mes "[Nodor]";
+ mes "You can be stronger than before.";
+ mes "Wasn't it your dream?";
+ next;
+ }
+ mes "[Nodor]";
+ mes "Ok~!";
+ mes "Now march to the world and live as a Novice and enjoy your free, happy life!";
+ mes "That's it!";
close;
}
- else {
- mes "[Fishing Novice]";
- mes "I'm a bit busy,";
- mes "can't you see?";
+ else if (EXSUPNOV_Q == 5) {
+ mes "[Nodor]";
+ mes "(Pouting) ------------- !!";
+ mes "So you're finally back.";
+ next;
+ mes "[Nodor]";
+ mes "To celebrate this new Novice comrade, I've prepared some equipment to give you --";
+ next;
+ mes "[Nodor]";
+ mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me.";
+ mes "And don't say I didn't warn you either.";
+ next;
+ if(select("Yes, let me check my inventory.:I'm good, show me.") == 1) {
+ mes "[Nodor]";
+ mes "Well, well!";
+ mes "You know! Have no regrets.";
+ close;
+ }
+ mes "[Nodor]";
+ mes "There are what I used to wear when I was younger,";
+ mes "but they are still good.";
+ if (EXSUPNOV_Q_ == 3) getitem 2522,1; // Undershirt
+ else if (EXSUPNOV_Q_ == 4) {
+ getitem 2628,1; // Novice Armlet [1]
+ getitem 2113,1; // Novice Shield [1]
+ getitem 2416,1; // Novice Shoes [1]
+ getitem 5119,1; // Super Novice Hat [1]
+ getitem 2512,1; // Novice Manteau [1]
+ getitem 2340,1; // Novice Breastplate [1]
+ }
+ else getitem 2340,1; // Novice Breastplate [1]
+ next;
+ select("Second-hand stuff, huh?");
+ mes "[Nodor]";
+ mes "Give them back to me.";
+ mes "How can you react like that when I offer you my possessions?";
+ next;
+ mes "[Nodor]";
+ mes "I...";
+ mes "I can't take back what I already gave away.";
+ next;
+ mes "[Nodor]";
+ mes "Now I am going to say greetings again.";
+ next;
+ specialeffect2 78;
+ mes "[Nodor]";
+ mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!";
+ set EXSUPNOV_Q,6;
+ close;
+ }
+ else if (EXSUPNOV_Q > 5) {
+ mes "[Nodor]";
+ mes "Don't forget that you are a Novice.";
+ mes "Be a Novice always!";
+ mes "The aim of life is to have a nice and normal time!";
close;
}
+ mes "[Fishing Novice]";
+ mes "Hush!";
+ mes "Please be quiet because you'll";
+ mes "scare all the fish away.";
+ close;
}
-airplane,33,47,5 script Nudor 729,{
- if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) {
+airplane,33,47,5 script Nudor#sp2 729,{
+ if (checkquest(5099) >= 0) {
mes "[Nudor]";
- mes "Finished at last!";
- mes "How does it feel?";
- close;
- }
- else if (SUPNOV_Q == 9 || SUPNOV_Q == 10) {
- if (SUPNOV_Q == 9) {
- mes "[Nudor]";
- mes "Who are you?";
- next;
- select("Nodor sent me.");
- mes "[Nudor]";
- mes "Oh, yes, my brother did";
- mes "mention that someone was";
- mes "coming... let me see.";
+ mes "Ahhh~ I have no money to buy any food.";
+ mes "I'm hungry, but I have no idea when Brother is coming...";
+ next;
+ select("Hey, are you... Mr. Nudor?");
+ mes "[Nudor]";
+ mes "Eeeeeh?! Who wants to know?";
+ mes "Do I know you?";
+ next;
+ mes "- You explain to Nudor why you have come to see him. -";
+ next;
+ mes "[Nudor]";
+ mes "Aha! You've come to give me some pocket money in place of my bro~";
+ next;
+ mes "[Nudor]";
+ mes "Wowowow~~ How much did he give you?";
+ next;
+ mes "- Nudor stares with twinkling -";
+ mes "- eyes, holding out his hands. -";
+ mes "- How much do you want to give? -";
+ next;
+ set .@i, select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have");
+ mes "[Nudor]";
+ if (.@i == 1) {
+ mes "- crying -";
+ mes "I hate Nodor --- !";
+ mes "I hate you too --- !";
+ close2;
+ warp "airplane",70,93;
+ end;
+ }
+ else if (.@i < 5) {
+ switch(.@i) {
+ case 2: set .@str$,"100,000"; set .@n,100000; break;
+ case 3: set .@str$,"300,000"; set .@n,300000; break;
+ case 4: set .@str$,"1,000,000"; set .@n,1000000; break;
+ }
+ mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!";
next;
- mes "[Nudor]";
- mes "I'll need some Zeny from";
- mes "you to let you turn into";
- mes "an Expanded Super Novice.";
- mes "I can't tell you how much,";
- mes "But I'd suggest giving at";
- mes "least ^FF0000100,000z^000000...";
- set SUPNOV_Q,10;
+ if (Zeny < .@n) {
+ mes "[Nudor]";
+ mes "What? But where is "+.@str$+" Zeny?";
+ close;
+ }
+ }
+ else {
+ mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?";
next;
- mes "[Nudor]";
- mes "So, what'll it be?";
+ if(select("No, not really...:Give it all") == 1) {
+ mes "[Nudor]";
+ mes "Pshaw! How disappointing!";
+ close;
+ }
+ if (!Zeny) {
+ mes "[Nudor]";
+ mes "Eh? But you don't have any money. You're so poor, huh?";
+ close;
+ }
+ set .@n,Zeny;
}
+ mes "[Nudor]";
+ mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~";
+ mes "I can't believe it...";
+ changequest 5099,5100;
+ set Zeny, Zeny - .@n;
+ if (.@i < 5) set EXSUPNOV_Q_, .@i;
else {
- mes "[Nudor]";
- mes "So, what'll it be?";
- mes "I'd suggest giving at";
- mes "least ^FF0000100,000z^000000...";
+ if (.@n > 1000000) set EXSUPNOV_Q_,4;
+ else if (.@n > 300000) set EX_SUPNOV_Q_,3;
+ else set EXSUPNOV_Q_,2;
}
next;
- input .@i;
mes "[Nudor]";
- if (Zeny < .@i) {
- mes "I'm afraid you don't have";
- mes "that much to give.";
- close;
- }
- if (.@i < 100010) {
- mes "That... isn't enough.";
- mes "I'll be taking it anyway,";
- mes "though... *grins*";
- set Zeny, Zeny-.@i;
- close;
- }
- set Zeny, Zeny-.@i;
- emotion e_cash;
- if (.@i > 200000) set SUPNOV_Q,12;
- else set SUPNOV_Q,11;
- mes "Ah, thank you, thank you!";
- mes "Go back and talk to Nodor.";
- mes "He'll turn you into an";
- mes "Expanded Super Novice.";
- changequest 5099,5100;
+ if (Sex) mes "Did you know? You're really handsome~";
+ else mes "I need to tell you, you are really... really~ beautiful.";
+ next;
+ mes "[Nudor]";
+ mes "- You feel like you're being -";
+ mes "- tricked, so go back to Nodor. -";
+ close;
+ }
+ else if (checkquest(5100) >= 0) {
+ mes "[Nudor]";
+ mes "I cannot believe that my bro sent me money... I love it~";
+ next;
+ mes "[Nudor]";
+ mes "Ooooops!";
+ mes strcharinfo(0)+", hush --- !!";
+ next;
+ mes "[Nudor]";
+ mes "Don't tell Nodor about this~~";
close;
}
mes "[Nudor]";
- mes "Who are you?";
+ mes "Ahhh~ I have no money to buy any food.";
+ mes "I'm hungry, but I have no idea when Brother is coming...";
close;
} \ No newline at end of file
diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt
index 6f8d5ae54..cf04f152e 100644
--- a/npc/re/quests/pile_bunker.txt
+++ b/npc/re/quests/pile_bunker.txt
@@ -3,57 +3,113 @@
//===== By: ==================================================
//= JayPee Mateo
//===== Current Version: =====================================
-//= 2.0
+//= 2.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
-//= iRO WiKi Link: http://irowiki.org/wiki/Pile_Bunker_quest
//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
-//============================================================
+//= 2.1 Switched to official script, coded by Gennosuke Kouga. [Euphy]
+//============================================================
-yuno,179,174,5 script Gomer 813,{
-
- if(Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic){
+yuno,179,174,4 script Gomer 851,{
+ if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) {
+ mes "[Gomer]";
+ mes "I'm a retired Mechanic and I don't think I have any business with you.";
+ close;
+ }
+ mes "[Gomer]";
+ mes "So? What does it feel like to be on a Madogear?";
+ mes "It's something that's not allowed for those who failed to seek out their own path.";
+ next;
+ mes "[Gomer]";
+ mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it.";
+ next;
+ mes "[Gomer]";
+ mes "So I've decided to stay here forging gears for Madogear.";
+ mes "Huh? I'm not saying I have any complaints about this work.";
+ next;
+ mes "[Gomer]";
+ mes "Forced to do something you don't like, there is nothing more miserable than that.";
+ next;
+ mes "[Gomer]";
+ mes "There are people who are happy just being props, you know, like being the wall for someone to lean on.";
+ next;
+ mes "[Gomer]";
+ mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?";
+ next;
+ switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) {
+ case 1:
+ mes "[Gomer]";
+ mes "Nothing I can do";
+ mes "about it then.";
+ mes "See you next time!";
+ close;
+ case 2:
+ mes "[Gomer]";
+ mes "Um, a huge metal stick that could smash an opponent in one hit!";
+ next;
+ mes "[Gomer]";
+ mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength.";
+ next;
+ mes "[Gomer]";
+ mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!";
+ mes "I can't wait to see it in action!";
+ next;
+ mes "[Gomer]";
+ mes "If you were to imagine how good this kind of weapon could be, I will make it come true.";
+ next;
+ mes "[Gomer]";
+ mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials.";
+ close;
+ case 3:
+ mes "[Gomer]";
+ mes "You should be able get steel from many monsters like Kobolds.";
+ next;
mes "[Gomer]";
- mes "Hello "+strcharinfo(0)+",";
- mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
+ mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen.";
next;
- switch(select("Required items for Pile Bunker?:I brought the materials!")){
- case 1:
+ mes "[Gomer]";
+ mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!";
+ close;
+ case 4:
+ if (countitem(1549)) {
mes "[Gomer]";
- mes "These are the required Items:";
- mes "1x Brocca";
- mes "200x Steel";
- mes "30x Flexible Tube";
+ mes "So how's that Pile Bunker working out for you?";
close;
- case 2:
- if(countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30){
- mes "[Gomer]";
- mes "You dont have all the required items. Just talk to me when you have all the requirements.";
- close;
- }
- mes "[Gomer]";
- mes "Great you brought me all the materials i needed!";
+ } else if (countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30) {
+ mes "[Gomer]";
+ mes "You haven't brought all of the materials that I asked for.";
next;
- delitem 1415,1; // Brocca
+ mes "[Gomer]";
+ mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up.";
+ mes "You'd better hurry!";
+ close;
+ } else {
+ mes "[Gomer]";
+ mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit.";
+ specialeffect 101;
+ next;
+ mes "[Gomer]";
+ mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done.";
+ next;
+ mes "[Gomer]";
+ mes "Combination of weight, volume and look at its color and gloss. It catches my heart!";
+ next;
+ mes "[Gomer]";
+ mes "...........";
+ next;
+ mes "[Gomer]";
+ mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you.";
+ next;
+ mes "[Gomer]";
+ mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back.";
delitem 999,50; // Steel
delitem 7325,30; // Flexible Tube
- getitem 1549,1; // Pile Bunker
- getitem 1360,1; // Two-Handed Axe
- mes "[Gomer]";
- mes "So please, take this Pile Bunker and this Two-Handed Axe i made for you.";
- mes "If you need an new Pile Bunker just come and visit me again!";
+ delitem 1415,1; // Brocca
+ getitem 1549,1; // Pile Bunker
+ getitem 1360,1; // Two-handed Axe [1]
close;
}
}
- if(BaseJob == Merchant){
- mes "[Gomer]";
- mes "I'm sorry young one, but you do not seem ready yet to use the Pile Bunker.";
- mes "Come back when you've grown in strength!";
- close;
- }
- mes "[Gomer]";
- mes "Isn't it a beautiful Day today?";
- close;
-}
+} \ No newline at end of file