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authorMichieru <michieru@0-mail.com>2013-10-24 12:10:43 +0200
committerMichieru <michieru@0-mail.com>2013-10-24 12:10:43 +0200
commite3afdc2af4c5e50c79237ee092e25f39b7428e47 (patch)
tree20cfd05dd6fc2e3e53173ef059f045cee1526d58 /npc/events/easter_2010.txt
parent491892212d338903179909b89a5bfc2385e52261 (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
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diff --git a/npc/events/easter_2010.txt b/npc/events/easter_2010.txt
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+//===== 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;
+}