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author | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
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committer | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
commit | e3afdc2af4c5e50c79237ee092e25f39b7428e47 (patch) | |
tree | 20cfd05dd6fc2e3e53173ef059f045cee1526d58 /npc/events/easter_2010.txt | |
parent | 491892212d338903179909b89a5bfc2385e52261 (diff) | |
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Update to last rAthena npc.
Fix some typos
change sc_bleeding to -> sc_blooding
Updated RE EXP for quests_brasilis.txt
Diffstat (limited to 'npc/events/easter_2010.txt')
-rw-r--r-- | npc/events/easter_2010.txt | 618 |
1 files changed, 618 insertions, 0 deletions
diff --git a/npc/events/easter_2010.txt b/npc/events/easter_2010.txt new file mode 100644 index 000000000..b57963ad6 --- /dev/null +++ b/npc/events/easter_2010.txt @@ -0,0 +1,618 @@ +//===== Hercules Script ====================================== +//= Easter Event (2010) +//===== By: ================================================== +//= Euphy +//===== Current Version: ===================================== +//= 1.0 +//===== Description: ========================================= +//= Lift Lina's curse for an Easter Egg Shell. +//===== Additional Comments: ================================= +//= 1.0 First version. [Euphy] +//============================================================ + +prontera,202,297,3 script Rina#Easter 727,{ + disable_items; + if (BaseLevel < 40) { + mes "[Rina]"; + mes "Hi~!"; + mes "You are an adventurer like me."; + next; + mes "[Rina]"; + mes "I am put under a curse."; + mes "I know you want to help me,"; + mes "but your experience is not enough."; + next; + consumeitem 607; //Yggdrasilberry + consumeitem 12068; //Luk_Dish03 + consumeitem 12063; //Dex_Dish03 + consumeitem 12053; //Vit_Dish03 + npcskill "AL_INCAGI",1,0,0; + npcskill "AL_BLESSING",1,0,0; + mes "[Rina]"; + mes "I am not in the good condition,"; + mes "so what I can do for you"; + mes "is just like this."; + mes "Then, good bye."; + mes "Take care~!"; + close; + } + set .@quest1, checkquest(9117); + if (.@quest1 == -1) { + playbgm "30.mp3"; // One Step Closer + mes "[Rina]"; + mes "Hi~!"; + mes "You are an adventurer like me."; + mes "Well... In fact, I am"; + mes "put under a strange curse."; + next; + mes "[Rina]"; + mes "To release this curse,"; + mes "somebody needs to do ^800080Oath-taking ceremony^000000"; + mes "with me,"; + mes "and then needs to solve"; + mes "several problems instead of me."; + next; + if (select("Let's help ^800080Rina^000000.:Just skip it.") == 2) { + emotion e_sigh; + mes "[Rina]"; + mes "To help me,"; + mes "I need a competent adventurer."; + mes "If you know those people,"; + mes "I hope you to introduce them to me later."; + close; + } + emotion e_awsm; + mes "[Rina]"; + mes "Are you really going to help me?"; + mes "Thank you."; + mes "You are so brave."; + next; + playbgm "01.mp3"; // Title + mes "[Rina]"; + mes "Then I'll start ^800080Oath-taking ceremony^000000."; + mes " "; + mes "^787878( A mysterious atmosphere hangs in the air. )^000000"; + next; + specialeffect2 EF_COUPLECASTING; + next; + mes "[Rina]"; + mes "Blah blah blah..."; + mes " "; + mes "Blah blah blah..."; + mes " "; + mes "^787878( ... This is a strange spell. )^000000"; + next; + specialeffect2 EF_SIGNUM; + mes "[Rina]"; + mes "Haaaaah~"; + mes "^800080Oath-taking ceremony^000000 is done enough now."; + mes "Isn't that so simple?"; + next; + emotion e_dum; + mes "[Rina]"; + mes "Okay, from no on,"; + mes "you need to go on ^006400a real adventure"; + mes "to release my curse^000000."; + mes "Let me know when you are ready."; + setquest 9117; + close; + } else if (.@quest1 == 0 || .@quest1 == 1) { + L_HuntingInfo: + mes "[Rina]"; + mes "What you need to do is"; + mes "to choose one monster among"; + mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000"; + mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000"; + mes "and then kill ^0000FF50^000000 monsters"; + mes "and come back to me."; + next; + mes "[Rina]"; + mes "It must be a tough task,"; + mes "but you are the right person"; + mes "who did the oath-taking ceremony."; + mes "I hope you succeed."; + if (.@quest1 < 2) { + completequest 9117; + setquest 9118; + setquest 9119; + setquest 9120; + setquest 9121; + } + close2; + npcskill "AL_INCAGI",1,0,0; + npcskill "AL_BLESSING",1,0,0; + end; + } else if (.@quest1 == 2) { + if (checkquest(9118) < 2 || checkquest(9119) < 2 || checkquest(9120) < 2 || checkquest(9121) < 2) { + if (checkquest(9118,HUNTING) == 2 || checkquest(9119,HUNTING) == 2 || checkquest(9120,HUNTING) == 2 || checkquest(9121,HUNTING) == 2) { + mes "[Rina]"; + mes "You did it."; + mes "I can feel that my body is recovering."; + mes "But it is not enough."; + next; + mes "[Rina]"; + mes "^006400You have one more thing to do.^000000"; + mes "Let me know when you're ready."; + close2; + completequest 9118; + completequest 9119; + completequest 9120; + completequest 9121; + setquest 9122; + } else + goto L_HuntingInfo; + end; + } + } + set .@quest2, checkquest(9122); + if (.@quest2 == 0 || .@quest2 == 1) { + mes "[Rina]"; + mes "I will check one thing."; + mes "For this task,"; + mes "You need to feel the music."; + next; + mes "[Rina]"; + mes "You cannot complete the task"; + mes "without the music."; + mes "do you have any problem?"; + next; + mes "- Check! -"; + mes "^787878- BGM option should be turned on -^000000"; + mes "^787878- in the game option menu. -^000000"; + mes "^787878- Please check -^000000"; + mes "^787878- whether you can listen -^000000"; + mes "^787878- to the music sound. -^000000"; + next; + if(select("[I'm ready to listen to the BGM.]:[I can't listen to the BGM.]") == 2) { + mes "[Rina]"; + mes "I am so shocked that"; + mes "you cannot feel the music."; + mes "What should we do now..."; + close2; + emotion e_sob; + end; + } + mes "[Rina]"; + mes "Listen carefully"; + mes "the feelings of it..."; + mes "I can't hear it,"; + mes "but you can hear the sound."; + next; + if (oversea_event2 < 520 || oversea_event3 < 270 || oversea_event6 < 245 || oversea_event9 < 197) { + if (oversea_event2 == 520) playbgm "13.mp3"; // Theme of Geffen + else if (oversea_event3 == 270) playbgm "59.mp3"; // Theme of Lutie + else if (oversea_event6 == 245) playbgm "70.mp3"; // Theme of Juno + else if (oversea_event9 == 197) playbgm "94.mp3"; // Theme of Rachel + else { + switch(rand(1,4)) { + case 1: playbgm "13.mp3"; set oversea_event2,520; break; + case 2: playbgm "59.mp3"; set oversea_event3,270; break; + case 3: playbgm "70.mp3"; set oversea_event6,245; break; + case 4: playbgm "94.mp3"; set oversea_event9,197; break; + } + } + } + mes "[Rina]"; + mes "^006400The music you're hearing now^000000"; + mes "has something to do with the one specific city."; + mes "Think carefully ^006400what kind of city^000000"; + mes "has similar feeling with this music."; + next; + mes "[Rina]"; + mes "And..."; + mes "Go to ^006400the city"; + mes "where you can remind by this music^000000."; + next; + mes "[Rina]"; + mes "After that,"; + mes "find ^FF0000the strange mark^000000"; + mes "around the entrances of the city."; + mes "Then you can release the curse on me."; + next; + mes "[Rina]"; + mes "It must be tough"; + mes "but I hope you good luck."; + close2; + emotion e_sigh; + end; + } else { + set .@quest3, checkquest(9123); + if (.@quest3 == 0 || .@quest3 == 1) { + emotion e_kis; + mes "[Rina]"; + mes "You're back~!"; + mes "My curse has been released."; + mes "Thank you so much."; + next; + if (checkweight(5852,1) == 0) { + mes "[Rina]"; + mes "Your bag is too full."; + mes "I have a present for you"; + mes "so make your bag lighter."; + mes "I'll wait for you."; + close; + } + completequest 9123; + getitem 5852,1; //Easter_Egg_Shell + set .@BaseExp, (BaseLevel * (BaseLevel / 4)) * ((BaseLevel / 29) + (BaseLevel / 6)) + (5 * BaseLevel / 2); + if (ADVJOB == 0) { + if (BaseLevel < 40) set .@nBaseExp, .@BaseExp; + else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel); + else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 20)); + else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10)); + else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5)); + else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3)); + else if (BaseLevel < 99) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2)); + else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2) * 2); + + set .@nJobExp, (JobLevel * (JobLevel - 3) * (JobLevel / 25 + 1) + (16 - (JobLevel * 2))) * 2; + } else { + if (BaseLevel < 30) set .@nBaseExp, .@BaseExp; + else if (BaseLevel < 40) set .@nBaseExp, .@BaseExp + (BaseLevel * 10); + else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * 2); + else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10)); + else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5)); + else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3)); + else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2)); + else if (BaseLevel < 98) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel); + else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel * 2); + + set .@nJobExp, (JobLevel * JobLevel * (JobLevel / 5 + 2) + (20 - JobLevel)) * 3; + } + getexp .@nBaseExp,.@nJobExp; + mes "[Rina]"; + mes "This is the present for you."; + mes "It's not a big one"; + mes "but please take it"; + mes "as a token of my gratitude."; + next; + mes "[Rina]"; + mes "I'll take a rest for a few days"; + mes "and then I'll go on an adventure."; + mes "See you again."; + close2; + consumeitem 607; //Yggdrasilberry + consumeitem 12068; //Luk_Dish03 + consumeitem 12063; //Dex_Dish03 + consumeitem 12053; //Vit_Dish03 + npcskill "AL_INCAGI",1,0,0; + npcskill "AL_BLESSING",1,0,0; + end; + } else { + mes "[Rina]"; + mes "Thank you for releasing my curse."; + mes "I'll take a rest for a few days"; + mes "and then go on an adventure again."; + mes "Have a happy day~!"; + close2; + consumeitem 607; //Yggdrasilberry + npcskill "AL_INCAGI",1,0,0; + npcskill "AL_BLESSING",1,0,0; + end; + } + } +} + +geffen,207,114,4 script #Hiddne01Easter 844,{ + if (oversea_event2 > 519) { + OnRelease: + specialeffect EF_PATTACK; + mes "- I found ^0000FFthe strange mark^000000. -"; + next; + specialeffect2 EF_HOLYHIT; + mes "- I can definitely feel that"; + mes "- ^0000FFRina^000000 has been released"; + mes "- from the curse."; + mes "- ^006400Let's go back to Rina!^000000"; + if (checkquest(9122) < 2) { + completequest 9122; + setquest 9123; + } + close; + } + end; +} + +xmas,144,52,4 script #Hiddne02Easter 844,{ + if (oversea_event3 > 269) + doevent "#Hiddne01Easter::OnRelease"; + end; +} + +yuno,164,46,4 script #Hiddne03Easter 844,{ + if (oversea_event6 > 244) + doevent "#Hiddne01Easter::OnRelease"; + end; +} + +rachel,36,132,4 script #Hiddne04Easter 844,{ + if (oversea_event9 > 196) + doevent "#Hiddne01Easter::OnRelease"; + end; +} + +prontera,204,297,3 script Rina's Little Friend 463,{ + disable_items; + if (checkquest(9117) == -1) { + emotion e_swt2; + mes "[Rina's Little Friend]"; + mes "......."; + mes " "; + mes "^787878( No response. )^000000"; + close; + } + if (checkquest(9123) == 2) { + emotion e_meh; + mes "[Rina's Little Friend]"; + mes "Hi."; + mes "I guess you're the trustworthy friend."; + mes "Are you here to make a deal with me?"; + next; + switch(select("Yes.:No.:What do you mean?")) { + case 1: + if (ADVJOB == 0) { + if (BaseLevel < 70) + set .@nCharge,400000; + else if (BaseLevel < 90) + set .@nCharge,450000; + else + set .@nCharge,480000; + } else + set .@nCharge,500000; + if (countitem(574) < 1 || countitem(1001) < 20 || Zeny < .@nCharge) { + mes "[Rina's Little Friend]"; + mes "Hmm."; + mes "The material is not enough."; + mes "Please check the things you need."; + close; + } + mes "[Rina's Little Friend]"; + mes "Cool... if you give me the materials"; + mes "I will start it right now."; + mes "Are you ready for it?"; + next; + if(select("Yes, let's start it.:No, stop it.") == 2) { + mes "[Rina's Little Friend]"; + mes "Heh. It's boring."; + close; + } + mes "[Rina's Little Friend]"; + mes "Okay, I will start it now."; + mes " "; + mes "^787878( A mysterious atmosphere hangs in the air. )^000000"; + next; + specialeffect EF_ASPERSIO; + delitem 574,1; //Egg + delitem 1001,20; //Sparkling_Dust + set Zeny, Zeny - .@nCharge; + set .@nPercentage, rand(1,100); + if (.@nPercentage <= 41) { + mes "[Rina's Little Friend]"; + mes "Life is given to the egg."; + mes "Aaaaah~ I got to take some rest."; + mes "Good bye~!"; + if (.@nPercentage <= 12) + getitem 9003,1; //Poporing_Egg + else if (.@nPercentage <= 24) + getitem 9005,1; //Picky_Egg + else if (.@nPercentage <= 36) + getitem 9009,1; //Savage_Bebe_Egg + else + getitem 9023,1; //Deviruchi_Egg + close2; + emotion e_yawn; + end; + } else if (.@nPercentage <= 60) { + if (.@nPercentage >= 42 && .@nPercentage <= 45) + getitem 5852,1; //Easter_Egg_Shell + else + getitem 12019,5; //Holy_Egg + mes "[Rina's Little Friend]"; + mes "It seems that you have quite interesting things."; + mes "I need to take some rest."; + mes "Good bye~!"; + close2; + emotion e_yawn; + end; + } else if (.@nPercentage <= 85) { + if (.@nPercentage >= 61 && .@nPercentage <= 75) { + getitem 1001,20; //Sparkling_Dust + getitem 607,1; //Yggdrasilberry + } else { + getitem 574,1; //Egg + getitem 608,2; //Seed_Of_Yggdrasil + } + mes "[Rina's Little Friend]"; + mes "There was no change."; + mes "I didn't mean to do it,"; + mes "but I'm sorry..."; + mes "I hope to see you again, my friend."; + emotion e_dum; + close; + } else { + getitem 12093,2; //Dex_Dish08 + mes "[Rina's Little Friend]"; + mes "Hmm."; + mes "It became a dish."; + mes "Looks delicious."; + mes "Then, good bye~!"; + close2; + emotion e_rice; + end; + } + case 2: + mes "[Rina's Little Friend]"; + mes "You are here just to see my cute looks?"; + mes "Aren't you peeking at Rina"; + mes "pretending to see me?"; + mes "It's funny... haha~"; + close2; + emotion e_gg; + end; + case 3: + playbgm "23.mp3"; // Travel + mes "[Rina's Little Friend]"; + mes "Huh?!"; + mes "I never told you before?"; + mes "Then listen carefully."; + next; + mes "[Rina's Little Friend]"; + mes "I have a"; + mes "special ability."; + mes "It's to give a special strength"; + mes "to ^0000FFthe egg^000000."; + next; + mes "[Rina's Little Friend]"; + mes "Well, I cannot do that unlimitedly."; + mes "There is no magic that is done forever."; + mes "So I need some additional cost."; + next; + mes "[Rina's Little Friend]"; + mes "And I cannot sure"; + mes "to what the egg will be changed."; + mes "It may be end in failure"; + mes "and it can be something like Pet Egg."; + next; + if(select("Ask the cost.:Stop listening because it feels like a trick.") == 2) { + mes "[Rina's Little Friend]"; + mes "Well... I don't really care."; + mes "Good bye."; + close2; + playbgm "08.mp3"; // Theme of Prontera + end; + } + mes "[Rina's Little Friend]"; + mes "Do you want to make a deal?"; + mes "You need"; + mes "^0000FF1 Egg^000000, ^0000FF20 Light Granule^000000 and"; + if (ADVJOB == 0) { + if (BaseLevel < 70) + mes "^B8860B400,000 Zeny."; + else if (BaseLevel < 90) + mes "^B8860B450,000 Zeny^000000."; + else + mes "^B8860B480,000 Zeny^000000."; + } else + mes "^B8860B500,000 Zeny^000000."; + next; + mes "[Rina's Little Friend]"; + mes "If you are interested"; + mes "make that zeny and come again."; + mes "Haha..."; + mes "I'll be waiting for you."; + close2; + playbgm "08.mp3"; // Theme of Prontera + emotion e_gg; + end; + } + } + emotion e_meh; + mes "[Rina's Little Friend]"; + mes "Ahem!"; + mes "Why? Are you surprised to see me speaking?"; + mes "Well, I understand you."; + mes "Only the person who did"; + mes "the oath-taking ceremony can talk with me."; + next; + mes "[Rina's Little Friend]"; + mes "If Rina's curse is released,"; + mes "I can also"; + mes "suggest you"; + mes "an interesting thing."; + next; + mes "[Rina's Little Friend]"; + mes "I will let you know"; + mes "the detailed explanation later."; + mes "Then see you later, my friend."; + close; +} + +prontera,116,82,5 script Traveler#01Easter 85,{ + mes "[Traveler]"; + mes "I'm a traveler"; + mes "and I often visit ^8B4513Prontera^000000."; + mes "Hmm, I think I might"; + mes "see you around here before."; + next; + if(select("Listen some more.:Just ignore it.") == 2) { + mes "[Traveler]"; + mes "As I expected,"; + mes "you are a silent person. Ha ha."; + mes "Good bye."; + close; + } + mes "[Traveler]"; + mes "A few days ago,"; + mes "I saw a new adventurer"; + mes "who were standing"; + mes "near the ^8B4513Cathedral^000000."; + next; + emotion e_lv; + mes "[Traveler]"; + mes "That adventurer seemed pretty."; + mes "But..."; + mes "I feel some strange energy"; + mes "so I don't come close to that person."; + next; + mes "[Traveler]"; + mes "Look like"; + mes "you're interested in"; + mes "that new adventurer?"; + mes "Or that is just your face look. Ha ha."; + next; + if(select("I'm interested in it.:I don't care at all.") == 2) { + mes "[Traveler]"; + mes "Ah~ I see~!"; + mes "Then, Good bye."; + close; + } + mes "[Traveler]"; + mes "Just as I expected!"; + mes "You can find"; + mes "that new adventurer"; + mes "on the way to the ^8B4513Cathedral^000000"; + mes "at the direction of 1o'clock in ^8B4513Prontera^000000."; + next; + mes "[Traveler]"; + mes "She was carrying"; + mes "^800080a big egg thing^000000."; + mes "That's what I know."; + close; +OnInit: + initnpctimer; + end; +OnTimer5000: + emotion e_gasp; + stopnpctimer; + initnpctimer; + end; +} + +prontera,163,194,5 script Traveler#02Easter 92,{ + mes "[Traveler]"; + mes "A while ago,"; + mes "I met a lady"; + mes "and she said she has been"; + mes "under a strange curse."; + next; + mes "[Traveler]"; + mes "I wanted to help her"; + mes "but my experience is not enough."; + mes "So I couldn't help her."; + next; + mes "[Traveler]"; + mes "If you are more than"; + mes "level ^0000FF40^000000,"; + mes "go to the ^8B4513Cathedral^000000"; + mes "at the direction of 1'o clock."; + mes "I hope you can help her..."; + close; +OnInit: + initnpctimer; + end; +OnTimer5000: + emotion e_gasp; + stopnpctimer; + initnpctimer; + end; +} |