diff options
author | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
---|---|---|
committer | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
commit | f52e1007fe08c67003c0bc4c78231904dd3fd5cc (patch) | |
tree | 99907d827264e501774e58ab4630e41fa7103c02 /npc/quests/first_class/tu_acolyte.txt | |
parent | 2410110dece79b4598c12f1c953219f1d0d1904a (diff) | |
parent | 769b1d05aa5cfa8cddfe7d21b35d5c5e4da3bbd6 (diff) | |
download | hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.gz hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.bz2 hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.xz hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.zip |
Merge pull request #1 from HerculesWS/master
Update from original
Diffstat (limited to 'npc/quests/first_class/tu_acolyte.txt')
-rw-r--r-- | npc/quests/first_class/tu_acolyte.txt | 225 |
1 files changed, 138 insertions, 87 deletions
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt index edd9b05c5..854b0a26a 100644 --- a/npc/quests/first_class/tu_acolyte.txt +++ b/npc/quests/first_class/tu_acolyte.txt @@ -1,30 +1,31 @@ //===== Hercules Script ====================================== //= Acolyte Class Tutorial and Job Specific Quest -//===== By: ================================================== +//===== By: ================================================== //= Fix up by Jukka -//===== Current Version: ===================================== -//= 1.6a -//===== Compatible With: ===================================== -//= Hercules -//===== Description: ========================================= -//= Tutorial for Acolyte Class -//===== Additional Comments: ================================= +//===== Current Version: ===================================== +//= 1.9 +//===== Description: ========================================= +//= [Official Conversion] +//= Acolyte training quest. +//===== Additional Comments: ================================= //= 1.0 Fully working //= 1.1 optimized [Lupus] -//= TODO: Test, Add correct misceffects numbers //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] //= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] //= 1.4 Misc. updates. [L0ne_W0lf] //= 1.5 Adjusted EXP gains to Renewal values. //= 1.6 Fixed a wrong placed curly bracket. [Joseph] //= 1.6a Added 'npcskill' command. [Euphy] -//============================================================ +//= 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh] +//= 1.8 Updated to match the official script. [Euphy] +//= 1.9 Added GM management function. [Euphy] +//============================================================ // Priest Praupin //============================================================ -prt_church,179,15,1 script Priest Praupin 110,{ +prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ mes "[Priest Praupin]"; - if(BaseClass != Job_Acolyte){ + if(BaseJob != Job_Acolyte){ if(tu_acolyte01 == 25){ mes "Oh...!"; mes "You're "+strcharinfo(0)+" !"; @@ -173,7 +174,7 @@ prt_church,179,15,1 script Priest Praupin 110,{ // Asthe //============================================================ -prt_monk,230,106,3 script Asthe#tu 79,{ +prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "[Asthe]"; switch(tu_acolyte01){ case 1: @@ -246,7 +247,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "is the most necessary"; mes "skill for an Acolyte?"; next; - switch(select("Heal:Aqua Benedicta:Teleport")){ + switch(select("Heal:Aqua Benedicta:Teleport")){ case 1: mes "[Asthe]"; mes "Ah, yes."; @@ -290,10 +291,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{ next; mes "[Asthe]"; mes "HEAL !!"; - npcskill "AL_HEAL",10,99,60; + npcskill "AL_HEAL",11,99,60; set tu_acolyte01, 3; if(getskilllv("AL_HEAL") == 0){ - getexp 0,10; + getexp 0,100; specialeffect2 EF_CONE; } close; @@ -381,12 +382,15 @@ prt_monk,230,106,3 script Asthe#tu 79,{ emotion e_heh; set tu_acolyte01, 5; delitem 1504, 1; //Mace - if(Class == Job_Acolyte_High) - getexp 200,100; - else - getexp 100,50; - specialeffect2 EF_CONE; - close; + if(Class == Job_Acolyte_High) { + getexp 2000,1000; + specialeffect2 EF_CONE; + close; + } else { + getexp 1000,500; + specialeffect2 EF_CONE; + close; + } } else { mes "Oh my!"; mes "Welcome back~"; @@ -395,7 +399,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ next; mes "[Asthe]"; mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?"; - close; + close; } } mes "Are you having"; @@ -451,7 +455,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "building nearby."; close; case 9: - mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough..."; + mes "You went to "+(checkre(0)?"Prontera":"Payon")+" on behalf of the convent for Priest Gardron? That must have been tough..."; next; mes "[Asthe]"; mes "Blessing!"; @@ -772,7 +776,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~"; set tu_acolyte01, 25; - getexp 500,300; + if (checkre(3)) + getexp 1000,1000; + else + getexp 5000,3000; specialeffect2 EF_CONE; close; } @@ -793,7 +800,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ // Priest Gardron //============================================================ -monk_in,18,38,6 script Priest Gardron#tu 110,{ +monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ mes "[Priest Gardron]"; if(tu_acolyte01 == 7){ if(countitem(7148) >= 1){ @@ -826,8 +833,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ close; } } else if(tu_acolyte01 == 8){ - if(countitem(939) > 4){ - mes "Oh..!"; + if(countitem((checkre(0)?939:957)) > 4){ + mes "Oh...!"; mes "You've returned!"; mes "Let's see... One..."; mes "Two... Three..."; @@ -838,7 +845,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "on behalf of the convent,"; mes "not to mention the fact that"; mes "you've protected the citizens"; - mes "of Prontera from danger."; + mes "of "+(checkre(0)?"Prontera":"Payon")+" from danger."; next; mes "[Priest Gardron]"; mes "May you always"; @@ -848,45 +855,88 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "Acolyte training."; set tu_acolyte01, 9; percentheal 100,100; - getexp 200,200; + if (checkre(3)) + getexp 1000,1000; + else + getexp 2000,2000; specialeffect2 EF_CONE; //getitem 505,1; //Blue_Potion close; } else { - mes "A little while ago, a Prontere Sister sent me a message. Apparently,"; - mes "the residents of Prontera are being plagued by Hornets."; - - next; - mes "[Priest Gardron]"; - mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; - next; - mes "[Priest Gardron]"; - mes "....!"; - emotion e_gasp; - next; - mes "[Priest Gardron]"; - mes ""+strcharinfo(0)+","; - mes "may I ask"; - mes "you to take care"; - mes "of this task? Exterminate the Hornets west of Prontera."; - next; - mes "[Priest Gardron]"; - mes "Since you're still in basic training, I will give you some"; - mes "help if you return with"; - mes "^3131FF5 Bee Stings^000000."; - next; - mes "[Priest Gardron]"; - mes "Now then..."; - mes "Will you go to Prontera?"; - next; - if(select("Let's go to Prontera!:Um, let me get ready first.")==1){ + if (checkre(0)) { + mes "A few days ago, a sister in Prontera"; + mes "sent me a telegram that citizens had been harmed"; + mes "by Hornets in the western field,"; + mes "so she asked the abbey to help with them."; + next; mes "[Priest Gardron]"; - mes "Good, good."; - mes "I shall send you"; - mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you..."; - close2; - warp "prontera",116,72; - end; + mes "But at this time,"; + mes "we are also short of hands..."; + mes "so it's a big problem."; + next; + mes "[Priest Gardron]"; + mes "....!"; + emotion e_gasp; + next; + mes "[Priest Gardron]"; + mes "May I entrust you, acolyte "+strcharinfo(0)+","; + mes "this urgent matter?"; + mes "Please dispose of Hornets"; + mes "which are causing trouble on ^FF0000the western field of Prontera^000000."; + next; + mes "[Priest Gardron]"; + mes "I know that you are undergoing the discipline,"; + mes "So I will give you something to help you"; + mes "if you bring me ^3131FF 5^000000 ^3131FFBee Sting^000000."; + next; + mes "[Priest Gardron]"; + mes "Will you go to Prontera?"; + next; + if(select("Let's go to Prontera!:I'll be back after doing some preparation.") == 1) { + mes "[Priest Gardron]"; + mes "Okay, I will send you to Prontera."; + mes "Please dispose of Hornets and bring me 5 Bee Stings for confirmation."; + mes "My Lord, please protect this acolyte from evil monsters."; + close2; + warp "prontera",116,72; + end; + } + } else { + mes "A little while ago, the Payon Elder sent me a message. Apparently,"; + mes "the residents of Payon are being attacked by Zombies."; + next; + mes "[Priest Gardron]"; + mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; + next; + mes "[Priest Gardron]"; + mes "....!"; + emotion e_gasp; + next; + mes "[Priest Gardron]"; + mes ""+strcharinfo(0)+","; + mes "may I ask"; + mes "you to take care"; + mes "of this task? Exterminate the Skeletons and Zombies in the"; + mes "First Floor of Payon Dungeon."; + next; + mes "[Priest Gardron]"; + mes "Since you're still in basic training, I will give you some"; + mes "help if you return with"; + mes "^3131FF5 Decayed Nails^000000."; + next; + mes "[Priest Gardron]"; + mes "Now then..."; + mes "Will you go to Payon?"; + next; + if(select("Let's go to Payon!:Um, let me get ready first.")==1) { + mes "[Priest Gardron]"; + mes "Good, good."; + mes "I shall send you"; + mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you..."; + close2; + warp "payon",161,58; + end; + } } close; } @@ -902,14 +952,13 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ // Dog //============================================================ -prt_monk,235,245,5 script Dog#tu 81,{ +prt_monk,235,245,5 script Dog#tu 4_DOG01,{ mes "[Dog]"; mes "^CDB79EBark bark!"; mes "Woof woof!^000000"; next; if(tu_acolyte01 == 10){ - set .@dog_food, 0; - while((1)){ + while(1) { switch(select("Give a treat.:Pet the dog.:End actions.")){ case 1: set .@dog_food, .@dog_food + 1; @@ -950,7 +999,7 @@ prt_monk,235,245,5 script Dog#tu 81,{ // Boy //============================================================ -prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{ +prt_monk,243,238,5 script Boy#boy_voi HIDDEN_WARP_NPC,5,5,{ OnTouch_: if(tu_acolyte01 != 10)end; mes "[??]"; @@ -961,7 +1010,7 @@ OnTouch_: // Ill Girl //============================================================ -prt_monk,226,257,6 script Ill Girl#tu 93,{ +prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ mes "[Angelic]"; if(tu_acolyte01 > 12){ mes "Thanks for helping me."; @@ -995,7 +1044,6 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "H-hurts..."; next; select("Are you alright?"); - mes "[Angelic]"; mes "My sister..."; mes "She was so beautiful..."; @@ -1023,8 +1071,9 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ next; mes "["+strcharinfo(0)+"]"; mes "Are you alright?"; + mes "................"; next; - specialeffect EF_CURSEATTACK ; + specialeffect EF_CURSEATTACK; soundeffectall "_curse.wav",0; emotion e_omg; mes "["+strcharinfo(0)+"]"; @@ -1056,12 +1105,12 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "["+strcharinfo(0)+"]"; mes "H..."; mes "Heal !!"; - specialeffect EF_HEAL ; + specialeffect EF_HEAL; next; mes "^3355FFNothing happened."; mes "It doesn't look like"; mes "that skill will work.^000000"; - close; + close; break; case 2: if(getskilllv("AL_BLESSING") > 0){ @@ -1081,7 +1130,10 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "It seemed that this good"; mes "deed has improved your skills.^000000"; set tu_acolyte01, 13; - getexp 0,100; + if (checkre(3)) + getexp 0,500; + else + getexp 0,1000; specialeffect2 EF_CONE; next; break; @@ -1160,7 +1212,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ // Veiner //============================================================ -prt_monk,197,228,3 script Veiner 89,{ +prt_monk,197,228,3 script Veiner 4_M_ORIENT02,{ mes "[Veiner]"; if(countitem(1081) && tu_acolyte01 == 18){ mes "So very exhausted..."; @@ -1204,7 +1256,7 @@ prt_monk,197,228,3 script Veiner 89,{ // Hedrick //============================================================ -prt_monk,28,260,5 script Hedrick 50,{ +prt_monk,28,260,5 script Hedrick 1_M_04,{ mes "[Hedrick]"; mes "^333333*Whew!*^000000"; mes "Man I worked hard today!"; @@ -1240,7 +1292,7 @@ prt_monk,28,260,5 script Hedrick 50,{ // Weapon Merchant //============================================================ -prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{ +prt_monk,136,261,0 script Weapon Merchant#tu HIDDEN_WARP_NPC,9,9,{ OnTouch: if(tu_acolyte01 != 20 || countitem(1081)==0) end; mes "[Weapon Merchant]"; @@ -1258,7 +1310,7 @@ OnTouch: // Karven //============================================================ -monk_in,103,176,7 script Karven 60,{ +monk_in,103,176,7 script Karven 1_M_PASTOR,{ mes "[Karven]"; mes "May you rest"; if(tu_acolyte01 == 21 && countitem(7183)){ @@ -1292,7 +1344,7 @@ monk_in,103,176,7 script Karven 60,{ // Gloria //============================================================ -prt_monk,219,164,3 script Gloria#tu 95,{ +prt_monk,219,164,3 script Gloria#tu 4_F_SISTER,{ mes "[Gloria]"; if(BaseJob != Job_Acolyte){ mes "Hi, hi~"; @@ -1365,12 +1417,12 @@ prt_monk,219,164,3 script Gloria#tu 95,{ // Cleope Verce //============================================================ -prt_monk,153,210,3 script Cleope Verce 95,{ +prt_monk,153,210,3 script Cleope Verce 4_F_SISTER,{ mes "[Cleope Verce]"; if(BaseJob != Job_Acolyte){ if (JobLevel < 40) { if (BaseLevel < 26) { - mes "Oh my.. "; + mes "Oh my.. "; mes "A newbie Acolyte?"; mes "It doesn't even seem"; mes "like you've learned"; @@ -1412,7 +1464,7 @@ prt_monk,153,210,3 script Cleope Verce 95,{ mes "Rookie."; close; } else if(BaseLevel < 36){ - mes "Oh my.. "; + mes "Oh my.. "; mes "A young Acolyte?"; mes "You seem to have just"; mes "started learning your skills?"; @@ -1463,7 +1515,7 @@ prt_monk,153,210,3 script Cleope Verce 95,{ mes "young friend."; close; } else if(BaseLevel < 46){ - mes "Well, well, well~"; + mes "Well, well, well~"; mes "Hello, young Acolyte."; mes "You're still kind of"; mes "green, but I guess you're"; @@ -1539,7 +1591,7 @@ prt_monk,153,210,3 script Cleope Verce 95,{ } // Range NPC //============================================================ -prt_monk,217,123,0 script #tu_monk 139,10,10,{ +prt_monk,217,123,0 script #tu_monk HIDDEN_WARP_NPC,10,10,{ OnTouch_: if(BaseJob == Job_Acolyte){ switch(tu_acolyte01){ @@ -1560,7 +1612,7 @@ OnTouch_: // Eavesdrop //============================================================ -prt_monk,223,123,3 script Eavesdrop#tu 111,{ +prt_monk,223,123,3 script Eavesdrop#tu HIDDEN_NPC,{ if(BaseJob != Job_Acolyte){ mes "^3355FFThere's nothing here.^000000"; close; @@ -1726,8 +1778,8 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ } } -/* -sec_in02,17,156,3 script 1st Job Quest Reset 726,{ +sec_in02,17,156,3 script 1st Job Quest Reset 4_F_JOB_BLACKSMITH,{ + callfunc "F_GM_NPC"; mes "[1st Job Quest]"; mes "Which would you like to reset?"; next; @@ -1755,4 +1807,3 @@ sec_in02,17,156,3 script 1st Job Quest Reset 726,{ mes "Completed."; close; } -*/ |