From e99cbac3f1d0354566da5887ab4f01c6737dd0de Mon Sep 17 00:00:00 2001 From: dastgirpojee Date: Sun, 11 Jan 2015 10:13:06 +0530 Subject: Added Complete Eclage NPCs,Quests and Instances --- npc/re/cities/eclage.txt | 502 +- npc/re/guides/guides_eclage.txt | 66 +- npc/re/instances/EclageInterior.txt | 498 + npc/re/merchants/coin_exchange.txt | 549 +- npc/re/quests/quests_eclage.txt | 20579 +++++++++++++++++++++++++++++++--- npc/re/scripts.conf | 1 + npc/re/warps/cities/eclage.txt | 60 +- npc/re/warps/dungeons/ecl_dun.txt | 26 +- 8 files changed, 20100 insertions(+), 2181 deletions(-) create mode 100644 npc/re/instances/EclageInterior.txt (limited to 'npc') diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt index 2ea4e4cd5..35984cd64 100644 --- a/npc/re/cities/eclage.txt +++ b/npc/re/cities/eclage.txt @@ -1,467 +1,86 @@ -//===== Hercules Script ====================================== -//= Eclage Town -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== +//===== Hercules Script ====================================== +//= General Eclage NPC. +//===== By: ================================================== +//= Dastgir +//===== Current Version: ===================================== //= 1.0 -//===== Description: ========================================= -//= Eclage Town Script -//===== Additional Comments: ================================= -//= 1.0 Nearly complete iRO town NPCs. [Euphy] -//============================================================ +//===== Description: ========================================= +//= Eclage Town NPC +//===== Additional Comments: ================================= +//= 1.0 Converted from the official Aegis script. [Dastgir] +//============================================================ -// Generic Eclage NPCs - Set 1 -//============================================================ -ecl_fild01,92,316,4 script Tourist#ep14_2f2 4_CAT_SAILOR2,{ - mes "[Tourist]"; - mes "I can't believe I have to wait this long......"; - mes "When is it going to be my turn?"; - emotion e_sob; - close; -} - -ecl_fild01,106,312,4 script Tourist#ep14_2f3 4_F_RAFLE_VI,{ - mes "[Tourist]"; - mes "I'm actually done with my documentation, but I'm just sticking around to appreciate all of these flowers."; - emotion e_lv2; - next; - mes "[Tourist]"; - mes "I'm just getting through the night with my sleeping bag!"; - mes "It's alright as long as you can withstand the security guard's annoyance with you."; - close; -} - -ecl_fild01,108,320,6 script Tourist#ep14_2f4 4_F_DST_CHILD,{ - mes "[Tourist]"; - mes "I wonder how beautiful of a city Eclage would be."; - mes "It just makes my heart beat thinking about it."; - emotion e_lv; - close; -} - -ecl_fild01,105,320,2 script Tourist#ep14_2f5 4_F_FAIRYKID,{ - mes "[Tourist]"; - mes "No, I'm not a visitor. I'm an Eclage citizen!"; - emotion e_an; - next; - mes "[Tourist]"; - mes "I can't believe I can't even enter because of all these tourists!"; - emotion e_omg; - close; -} - -ecl_fild01,103,319,4 script Tourist#ep14_2f6 4_M_HUMERCHANT,{ - mes "[Tourist]"; - mes "I hear their acorns are delicious without a hint of bitterness."; - next; - mes "[Tourist]"; - mes "You could probably make the world's best acorn jello."; - emotion e_omg; - close; -} - -ecl_fild01,110,316,2 script Tourist#ep14_2f7 4_M_HUBOY,{ - mes "[Tourist]"; - mes "It's important to keep your belongings light when traveling."; - next; - mes "[Tourist]"; - mes "It's going to increase as you go along anyways."; - next; - mes "[Tourist]"; - mes "Perhaps you could consider it as the weight of life?"; - emotion e_awsm,0; - close; -} - -ecl_fild01,92,318,4 script Tourist#ep14_2f8 4_M_RAFLE_OLD,{ - mes "[Tourist]"; - mes "Cool cool."; - close; -} - -ecl_fild01,93,318,2 script Tourist#ep14_2f9 1_M_PAY_ELDER,{ - mes "[Tourist]"; - mes "Snorrrreee....Erhem...."; - next; - mes "[Tourist]"; - mes "Err.... No....."; - mes "Curry.... Curry rice.... Snorrreeeee"; - emotion e_hlp; - close; -} - -ecl_fild01,94,313,4 script Tourist#ep14_2f10 4_M_PIERROT,{ - mes "[Tourist]"; - mes "Oh! Are you also from Midgard?"; - next; - mes "[Tourist]"; - mes "It's encouraging to see so many Midgard people nowadays."; - emotion e_com; - close; -} - -ecl_fild01,101,320,4 script Tourist#ep14_2f11 4_M_RAFLE_OR,{ - mes "[Tourist]"; - mes "Ow.... My legs..."; - mes "You're saying I have to wait after all this traveling through Bifrost?!"; - emotion e_an; - close; -} - -ecl_fild01,88,315,4 script Tourist#ep14_2f12 4_WHITE_COW,{ - mes "[Tourist]"; - mes "Ahh..."; - mes "Why are there so many people...?"; - next; - mes "[Tourist]"; - mes "I want to be alone......Sniff!"; - emotion e_otl; - close; -} - -// Generic Eclage NPCs - Set 2 -//============================================================ -ecl_fild01,183,190,4 script Catering#eclbig 4_M_FAIRYSOLDIER,{ - mes "[Catering]"; - mes "Wahahaha! How do you do!"; - mes "It's perfect weather for a picnic, no?"; - next; - emotion e_wah; - mes "[Catering]"; - mes "You say it's hard to pack for a picnic?"; - next; - emotion e_no1; - mes "[Catering]"; - mes "Don't you worry!"; - next; - emotion e_gasp; - mes "[Catering]"; - mes "This is a specialty combining acorns with 7 different kinds and 7 different levels of flavor collected by squirrels of Eclage!"; - next; - emotion e_cash; - mes "[Catering]"; - mes "This specialty to-go box is only 2,999 coins!!!"; - next; - emotion e_omg; - mes "[Catering]"; - mes "Such a remarkable price!"; - next; - emotion e_lv; - mes "[Catering]"; - mes "If you order now, we also give you a disposable fork that feels like new even with a hundred uses!"; - close; -} - -ecl_fild01,134,109,4 script Warao#eclbig 4_M_FAIRYKID5,{ - mes "[Warao]"; - mes "Ah~ I'm so hungry. What should I eat today?"; - next; - mes "[Warao]"; - mes "Come to think of it, I wonder how this foreigner will taste?"; - next; - emotion e_gg; - mes "[Warao]"; - mes "Hey hey, you know I'm kidding, right?"; - close; -} - -ecl_fild01,70,285,4 script Giranni#eclbig 4_F_FAIRY2,{ - mes "[Giranni]"; - mes "I wonder where he went. It should be around here..."; - close; -} - -eclage,106,61,4 script Markoza#eclbig 4_M_FAIRYKID3,{ - mes "[Markoza]"; - mes "I also want to visit foreign lands."; - next; - mes "[Markoza]"; - mes "But would foreigners leave me be when I am this adorable?"; - next; - emotion e_pif; - mes "[Markoza]"; - mes "Man, wherever I go, my cuteness just complicates everything..."; - close; -} - -eclage,101,130,5 script Wutapoa#eclbig 4_F_FAIRY,{ - mes "[Wutapoa]"; - mes "I recently moved out of my parent's place!"; - mes "I am so glad I finally have my own Yai!"; - next; - mes "[Wutapoa]"; - mes "I'm going to make it the most decorative, beautiful Yai in Eclage!"; - next; - emotion e_heh; - mes "[Wutapoa]"; - mes "Yay, woohoo!!!"; - close; -} - -eclage,200,272,4 script Masione#eclbig 4_F_FAIRYKID2,{ - mes "[Masione]"; - mes "Whoa! Hey!"; - mes "Would you please stop appearing out of nowhere?"; - emotion e_omg; - next; - mes "[Masione]"; - mes "I'm a fragile, sensitive being!"; - close; -} - -ecl_in01,55,25,3 script Mijani#eclbig 4_F_MORAFINE1,{ - mes "[Mijani]"; - mes "You are not from around here?"; - mes "Welcome."; - next; - mes "[Mijani]"; - mes "Of course, as long as you don't disrupt Eclage."; - close; -} - -ecl_in01,38,37,4 script A kneeling boy#eclbig 4_F_FAIRYKID6,{ - mes "[A kneeling boy]"; - mes "Why am I kneeling like this?"; - next; - mes "[A kneeling boy]"; - mes "At first, it was because it was comfortable. Now it's because I can't stretch my legs out anymore."; - next; - emotion e_sob; - mes "[A kneeling boy]"; - mes "I try to stretch them out, and my legs are all asleep!!"; - mes "Does that mean I have to fly around with my legs flexed like this?"; - close; -} - -ecl_in02,168,41,2 script Pambo#eclbig 4_F_FAIRYKID3,{ - mes "[Pambo]"; - mes "Do you like things that twinkle?"; - next; - emotion e_lv2; - mes "[Pambo]"; - mes "I love them so much!"; - next; - mes "[Pambo]"; - mes "Twinkle twinkle~ Twinkle twinkle~"; - next; - mes "[Pambo]"; - mes "Twinkle twinkle~ Twinkle twinkle~"; - mes "Sparkle sparkle~ Sparkle sparkle~"; - next; - mes "[Pambo]"; - mes "Twinkle twinkle~ Twinkle twinkle~"; - mes "Sparkle sparkle~ Sparkle sparkle~"; - mes "Mmhahah~ Hahaha~ Hehehe~"; - mes "Heh heh heh~ Huhuhe~ Hoho~"; - mes "Kehehe~ Halala~ Fufu~"; - next; - emotion e_sob; - mes "[Pambo]"; - mes "But there's nothing twinkling here..."; - close; -} - -ecl_in01,41,103,1 script A blushing girl#eclbig 4_F_FAIRYKID4,{ - mes "[A blushing girl]"; - mes "Do you see this balcony up top?"; - mes "Mayor Jun appears there everytime there is an important occasion!"; - next; - emotion e_lv2; - mes "[A blushing girl]"; - mes "He's so handome!! Ahhh~"; - close; -} - -ecl_in01,53,92,4 script Lafiki#eclbig 4_M_FAIRYKID3,{ - mes "[Lafiki]"; - mes "My fashion sense today is excellent as usual. Heh-"; - next; - emotion e_lv2; - mes "[Lafiki]"; - mes "Hello~ My beautiful body~"; - mes "Every strand of hair is so beautiful!"; - next; - mes "[Dandy]"; - mes "Yes, it's definitely your garbage fashion sense that wreaks of trash as usual."; - emotion e_gg,0,"Dandy#eclbig"; - close; -} - -ecl_in01,54,91,2 script Dandy#eclbig 4_M_FAIRYKID2,{ - mes "[Dandy]"; - mes "Take a look at me! How's this? Am I not so fabulous?"; - next; - mes "[Dandy]"; - mes "A Laphine can freely change in between different clothes, but not any Laphine looks this great!"; - next; - mes "[Lafiki]"; - mes "What nonsensical nonsense are you saying? No matter who looks at it, this region's best looker is me!"; - emotion e_pif,0,"Lafiki#eclbig"; - close; -} - -ecl_in01,52,102,4 script Choir Conductor#eclbig 4_M_FAIRYKID,{ - mes "[Choir conductor]"; - mes "We are Eclage's Tree Wing Choir~"; - mes "We bring you heavenly harmonies~"; - next; - mes "[Choir conductor]"; - mes "Hello foreigner, we'll give you a taste of our harmony~"; - next; - emotion e_ho; - mes "[Choir]"; - mes "Aaa~"; - next; - emotion e_ho,0,"Choir member#eclbig01"; - mes "[Choir]"; - mes "Aaa~~"; - mes "Aaa~"; - next; - emotion e_ho,0,"Choir member#eclbig02"; - mes "[Choir]"; - mes "Aaa~~~"; - mes "Aaa~~"; - mes "Aaa~"; - next; - emotion e_ho,0,"Choir member#eclbig03"; - mes "[Choir]"; - mes "Aaa~~~~"; - mes "Aaa~~~"; - mes "Aaa~~"; - mes "Aaa~"; - next; - emotion e_ho,0,"Choir member#eclbig04"; - mes "[Choir]"; - mes "Aaa~~~~~"; - mes "Aaa~~~~"; - mes "Aaa~~~"; - mes "Aaa~~"; - mes "Aaa~"; - next; - emotion e_ho,0,"Choir member#eclbig05"; - mes "[Choir]"; - mes "Aaa~~~~~~"; - mes "Aaa~~~~~"; - mes "Aaa~~~~"; - mes "Aaa~~~"; - mes "Aaa~~"; - mes "Aaa~"; - next; - emotion e_ho; - emotion e_ho,0,"Choir member#eclbig01"; - emotion e_ho,0,"Choir member#eclbig02"; - emotion e_ho,0,"Choir member#eclbig03"; - emotion e_ho,0,"Choir member#eclbig04"; - emotion e_ho,0,"Choir member#eclbig05"; - mes "[Choir]"; - mes "Uhhurukukuruhuuhhurukukuruhuuh"; - mes "Try to feel this~ The melody that flows~"; - next; - mes "[Choir conductor]"; - mes "How is it!! Our harmony!!"; - close; -} - -ecl_in01,51,103,4 script Choir member#eclbig01 4_M_FAIRYKID,{ - mes "[Choir member]"; - mes "Aaa~"; - emotion e_ho; - close; -} -ecl_in01,53,103,4 duplicate(Choir member#eclbig01) Choir member#eclbig02 4_M_FAIRYKID -ecl_in01,50,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig03 4_M_FAIRYKID -ecl_in01,52,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig04 4_M_FAIRYKID -ecl_in01,54,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig05 4_M_FAIRYKID - -// Generic Eclage NPCs - Set 3 -//============================================================ -ecl_fild01,190,93,4 script Fili#1 4_M_FAIRYANG,{ - mes "[Fili]"; - mes "Looking at this beautiful field, the song sings itself~"; - emotion e_ho; - close; -} - -ecl_fild01,83,263,4 script Watering Laphine#1 4_M_FAIRYKID3,{ - mes "[Watering Laphine]"; - mes "I think the earth is running dry."; - close; -} - -ecl_fild01,163,196,4 script Dancing Laphine#1 4_F_FAIRYKID3,{ - mes "[Dancing Laphine]"; - mes "It's important to warm up like this before you start dancing. One, two, three, four...."; +ecl_in02,96,22,3 script sign#prison_inn 2_BOARD1,{ + mes "[North] Prison"; + mes "[West] Clinic"; close; } -// Eclage Prison & Clinic -//============================================================ -ecl_in01,8,71,4 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{ +ecl_in01,8,71,5 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there."; close; } -ecl_in02,96,22,2 script Sign#prison_inn 2_BOARD1,{ - mes "[North] Prison"; - mes "[West] Clinic"; - close; -} - -ecl_in02,164,56,2 script Receptionist#Laphine 4_F_FAIRYKID2,{ - mes "[Receptionist]"; +ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ + mes "[Receptionist}"; mes "Welcome to Eclage Clinic."; next; - switch(select("Save Location:Rest:Finish the conversation")) { - case 1: - mes "[Receptionist]"; - mes "Clinic has been set as your save point. Be careful though~"; - savepoint "ecl_in02",162,49; - close; - case 2: - mes "[Receptionist]"; - mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy."; - mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny."; - next; - switch(select("Pay with Splendide Coin:Pay with Zeny:Forget it")) { + switch (select("Save Location:Rest:Finish the conversation")) { case 1: - if (countitem(6081) == 0) { - mes "[Receptionist]"; - mes "It seems like you don't have enough coins. Would you check your account again, please?"; - close; - } - delitem 6081,1; //Splendide_Coin - break; + mes "[Receptionist}"; + mes "Clinic has been set as your save point. Be careful though~"; + savepoint "ecl_in02",162,50; + close; case 2: - if (Zeny < 5000) { - mes "[Receptionist]"; - mes "It seems like you don't have enough zeny. Would you check your account again, please?"; - close; + mes "[Receptionist}"; + mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy."; + mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny. "; + next; + switch (select("Pay with Splendide Coin:Pay with Zeny:Forget it")) { + case 1: + if (!countitem(Splendide_Coin)) { + mes "[Receptionist}"; + mes "It seems like you don't have enough coins. Would you check your account again, please?"; + close; + } + mes "[Receptionist}"; + mes "Make yourself at home~"; + close2; + delitem Splendide_Coin,1; //Splendide_Coin + percentheal 100,100; + warp "ecl_in02",167,49; + end; + + case 2: + if (Zeny < 5000) { + mes "[Receptionist]"; + mes "Looks like you don't have enough resources to proceed. Do you mind checking your account again?"; + close; + } + mes "[Receptionist}"; + mes "Make yourself at home~"; + close2; + Zeny -= 5000; + percentheal 100,100; + warp "ecl_in02",167,49; + end; + case 3: + close; } - Zeny -= 5000; - break; case 3: close; - } - mes "[Receptionist]"; - mes "Make yourself at home~"; - close2; - percentheal 100,100; - warp "ecl_in02",167,49; - end; - case 3: - close; } } -ecl_in02,137,44,2 script Doctor Laphine#doctor 4_M_FAIRYKID,{ +ecl_in02,135,45,5 script Injured Laphine 4_F_FAIRYKID6,{ mes "[Injured Laphine]"; mes "Ooww..."; mes "Where...am...I?"; next; mes "[Doctor]"; mes "You're at a clinic. Don't worry."; - mes "We stopped the bleeding and casted emergency spells."; + mes "We stopped the bleeding and cast emergency spells."; mes "You were bleeding a lot. That was close, you know."; next; mes "[Injured Laphine]"; @@ -472,14 +91,15 @@ ecl_in02,137,44,2 script Doctor Laphine#doctor 4_M_FAIRYKID,{ mes "Umm...the arrow damaged your wing pretty badly..."; next; mes "[Injured Laphine]"; - mes "...what do you mean??"; + mes "...what do you mean?"; next; mes "[Doctor]"; - mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore."; + mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore. "; mes "In other words, you injured your wing. The arrow went through the most critical part in the wing."; next; mes "[Injured Laphine]"; mes "What? No way...please...doctor!! No!!"; close; } -ecl_in02,135,45,4 duplicate(Doctor Laphine#doctor) Injured Laphine 4_F_FAIRYKID6 + +ecl_in02,137,44,3 duplicate(Injured Laphine) Doctor Laphine#doctor 4_M_FAIRYKID diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt index 177813e1c..7e9ce4d8f 100644 --- a/npc/re/guides/guides_eclage.txt +++ b/npc/re/guides/guides_eclage.txt @@ -1,5 +1,5 @@ //===== Hercules Script ====================================== -//= Eclage Guides +//= Eclage Guide //===== By: ================================================== //= Euphy //===== Current Version: ===================================== @@ -10,40 +10,40 @@ //= 1.0 First version. [Euphy] //============================================================ -ecl_in01,48,60,4 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{ +ecl_in01,48,60,5 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?"; next; - switch(select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) { - case 1: - mes "[Eclage Guard]"; - mes "Our great king, courageous generals, and scholars are all staying at the palace."; - mes "The palace is located at the top of Eclage. We usually fly there, but I see you don't have wings. Follow the path on your right then. It will lead you to the palace."; - close; - case 2: - mes "[Eclage Guard]"; - mes "The Orb behind me is like a symbol of us Laphines."; - mes "It's filled with great and mysterious power. We always keep an eye on it and guard it carefully."; - close; - case 3: - mes "[Eclage Guard]"; - mes "This is the plaza of Eclage. You'll find everything you need around here."; - close; - case 4: - mes "[Eclage Guard]"; - mes "Prison is a place for criminals. Why would an adventurer like you go there?"; - mes "Well, it's a little suspicious...but I'll tell you the location. Follow the path on your left. They don't let anyone in though."; - close; - case 5: - mes "[Eclage Guard]"; - mes "All your pain and weariness melt away in the arms of nature. Restore your mind and body at Eclage Clinic."; - mes "Follow the path on your left."; - close; - case 6: - mes "[Eclage Guard]"; - mes "Haven't you seen our decorations for Yai? Take a trip outside. You'll see our residential area."; - close; - case 7: - close; + switch (select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) { + case 1: + mes "[Eclage Guard]"; + mes "Our great king, courageous generals, and scholars are all staying at the palace."; + mes "The palace is located at the top of Eclage. We usually fly there, but I see you don't have wings. Follow the path on your right then. It will lead you to the palace."; + close; + case 2: + mes "[Eclage Guard]"; + mes "The Orb behind me is like a symbol of us Laphines."; + mes "It's filled with great and mysterious power. We always keep an eye on it and guard it carefully."; + close; + case 3: + mes "[Eclage Guard]"; + mes "This is the plaza of Eclage. You'll find everything you need around here. "; + close; + case 4: + mes "[Eclage Guard]"; + mes "Prison is a place for criminals. Why would an adventurer like you go there?"; + mes "Well, it's a little suspicious...but I'll tell you the location. Follow the path on your left. They don't let anyone in though."; + close; + case 5: + mes "[Eclage Guard]"; + mes "All your pain and weariness melt away in the arms of nature. Restore your mind and body at Eclage Clinic."; + mes "Follow the path on your left"; + close; + case 6: + mes "[Eclage Guard]"; + mes "Haven't you seen our decorations for Yai? Take a trip outside. You'll see our residential area."; + close; + case 7: + close; } } diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt new file mode 100644 index 000000000..b94795c80 --- /dev/null +++ b/npc/re/instances/EclageInterior.txt @@ -0,0 +1,498 @@ +//===== Hercules Script ====================================== +//= Eclage Instance Script +//===== By: ================================================== +//= Dastgir +//===== Current Version: ===================================== +//= 1.0 +//===== Description: ========================================= +//= Eclage Interior Instance +//===== Additional Comments: ================================= +//= 1.0 Converted from the official Aegis script. [Dastgir] +//============================================================ + +ecl_hub01,132,12,3 script Chief of Staff#tl01 4_F_FAIRY,{ + .@party_id = getcharid(1); + .@md_name$ = "Eclage Interior"; + if (!.@party_id){ + mes "-! Warning !-"; + mes "This current quest will be held at Memorial dungeon."; + mes "Only the party leader will enter. Please create your party."; + close; + } + + if (getpartyleader(.@party_id,2) != getcharid(0)) { + mes "-! Warning !-"; + mes "This current quest will be held at Memorial dungeon."; + mes "Only the party leader will enter. Please create your party."; + close; + } + if (ep14_2_mylord == 29) { + mes "[Shenime]"; + mes "This place is set up with lighting for Orb."; + mes "If you favor Mayor, you should be cautious here."; + next; + switch (select("Enter it.:Forget it.")) { + case 1: + .@instance = instance_create(.@md_name$,.@party_id); + if (.@instance < 0) { + mes "[Shenime]"; + mes "There are some soldiers dispatched by Mayor not too long ago."; + mes "I should sure hope that you aren't the disturbance they're looking for, right?"; + close; + } + if (instance_attachmap("1@ecl",.@instance) == "") { + mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; + instance_destroy(.@instance); + close; + } + ecl_interior_time = gettimetick(2)+20*60; + instance_set_timeout 1200,1200,.@instance; + instance_init(.@instance); + mes "[Shenime]"; + mes "Given the tight internal security, you should prepare yourself."; + mes "Wait here for a minute."; + close; + + case 2: + mes "[Shenime]"; + mes "It's not an easy task."; + close; + } + } + mes "[High-level Laphine's]"; + mes "Hmm? This room?"; + mes "Never mind. Don't worry about it."; + close; +} + +ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ + if (ep14_2_mylord == 29) { + mes "This door connects to the plaza's ceiling."; + mes "It's also a place where the lighting is set up to make Orb seem more beautiful."; + next; + switch (select("Enter it.:Forget it.")) { + case 1: + .@party_id = getcharid(1); + + if (has_instance("1@ecl") == "") { + mes "It is closed shut."; + close; + } + if (.@party_id) { + .@md_name$ = "Eclage Interior"; + if (getpartyleader(.@party_id,2) != getcharid(0)){ + mes "-! Warning !-"; + mes "This current quest will be held at Memorial dungeon."; + mes "Only the party leader will enter. Please create your party."; + close; + } + if (gettimetick(2) >= ecl_interior_time){ + mes "[Shenime]"; + mes "Looks like the soldiers inside are really tense."; + mes "It is pretty difficult to guide an outsider like you."; + close; + } + close2; + mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(0) + " is entering " + .@md_name$,bc_map,"0x00ff99"; + warp "1@ecl",60,50; + end; + } + mes "-! Warning !-"; + mes "This current quest will be held at Memorial dungeon."; + mes "Only the party leader will enter. Please create your party."; + close; + + case 2: + close; + } + } + mes "This door connects to the plaza's ceiling."; + mes "It's also a place where the lighting is set up to make Orb seem more beautiful."; + mes "It is closed shut."; + close; + end; +} + + +1@ecl,58,69,3 script Shenime#ecl01 4_F_FAIRY,{ + mes "[Shenime]"; + mes "Oh, what's going on here?"; + mes "They destroyed additional troops that Mayor sent?"; + next; + select("What...?:I fought monsters off!"); + mes "[Shenime]"; + mes "It doesn't matter."; + mes "Your job ends here."; + mes "Now you became a betrayer."; + mes "Farewell, then!"; + specialeffect EF_BEGINSPELL3; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No...way!!!"; + specialeffect2 EF_LORD; + percentheal -99,0; + soundeffect "wander_man_move.wav",1; + sc_start SC_BLIND,60000,0; + close2; + warp "1@ecl",146,95; + end; + +OnInstanceInit: + hideonnpc instance_npcname(strnpcinfo(0)); + end; + +OnEnable: + hideoffnpc instance_npcname(strnpcinfo(0)); + end; +} + +1@ecl,51,64,1 script Suspicious Creature#1 MOROCC_4_142,{ + end; +} + +1@ecl,43,67,3 duplicate(Suspicious Creature#1) Suspicious Creature#2 MOROCC_4_142,0,0 +1@ecl,55,80,3 duplicate(Suspicious Creature#1) Suspicious Creature#3 MOROCC_4_142,0,0 +1@ecl,60,75,3 duplicate(Suspicious Creature#1) Suspicious Creature#4 MOROCC_4_142,0,0 + +1@ecl,42,80,5 script Suspicious Creature#5 MOROCC_2_142,{ + end; +OnInstanceInit: + hideonnpc instance_npcname(strnpcinfo(0)); + end; +} + +1@ecl,48,86,3 duplicate(Suspicious Creature#5) Suspicious Creature#6 MOROCC_2_142,0,0 +1@ecl,58,82,3 duplicate(Suspicious Creature#5) Suspicious Creature#7 MOROCC_2_142,0,0 +1@ecl,56,88,3 duplicate(Suspicious Creature#5) Suspicious Creature#8 MOROCC_2_142,0,0 + +1@ecl,53,83,0 script #sndmaster HIDDEN_WARP_NPC,10,10,{ + end; + +OnInstanceInit: + .mob_summoned = 0; + disablenpc instance_npcname(strnpcinfo(0)); + end; + +OnEnable: + initnpctimer; + end; + +OnReset: + killmonster instance_mapname("1@ecl"),instance_npcname("#sndmaster")+"::OnMyMobDead"; + stopnpctimer; + end; +OnTimer1000: + mapannounce instance_mapname("1@ecl"),"Warning: Abnormal occurrence in the lighting room. Abnormal occurrence in the lighting room.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 + end; +OnTimer2000: + mapannounce instance_mapname("1@ecl"),"Suspicious Creature: Kerrrrr....krwahhhh!!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 + hideoffnpc instance_npcname("Suspicious Creature#5"); + hideoffnpc instance_npcname("Suspicious Creature#6"); + hideoffnpc instance_npcname("Suspicious Creature#7"); + hideoffnpc instance_npcname("Suspicious Creature#8"); + end; + +OnTimer3000: + hideonnpc instance_npcname("#sndmaster"); + stopnpctimer; + end; + +OnMyMobDead: + if (mobcount(instance_mapname("1@ecl"),instance_npcname("#sndmaster")+"::OnMyMobDead") == 0) { + donpcevent instance_npcname("Shenime#ecl01")+"::OnEnable"; + mapannounce instance_mapname("1@ecl"),"Shenime: Good, I got here just in time.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 + } + end; + +OnTouch: + if (.mob_summoned) end; + mes "Upon eliminating the intruders near the Orb, another strange-looking creatures appeared."; + next; + mes "We couldn't communicate with them either, and one of them seemed furious after looking around and finding out that its fellows are defeated."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "They look as if they are incarnation of Morroc."; + mes "Is the King of Domons after the Orb?"; + mes "Or is it just a coincidence?"; + next; + mes "[Subordinate of the King of Demons]"; + mes "Kyaarr...Keraahhh!!!"; + mes "Kkwaaa!"; + next; + mes "A battle cannot be avoided!"; + mes "They will kill me!"; + hideonnpc instance_npcname("Suspicious Creature#5"); + hideonnpc instance_npcname("Suspicious Creature#6"); + hideonnpc instance_npcname("Suspicious Creature#7"); + hideonpc instance_npcname("Suspicious Creature#8"); + .@eclmap$ = instance_mapname("1@ecl"); + .@sndmaster$ = instance_npcname("#sndmaster"); + monster .@eclmap$,42,80,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,48,86,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,59,82,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,56,88,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,39,72,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,42,69,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,47,64,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + monster .@eclmap$,50,60,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead"; + .mob_summoned = 1; + close; +} + +1@ecl,57,65,0 script #event HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + if (.mob_summoned) end; + .@eclmap$ = instance_mapname("1@ecl"); + .@eventname$ = instance_npcname("#event"); + mes "An empty room with nothing inside."; + mes "a light is coming out of a circular equipment in the middle of the room."; + next; + mes "[Suspicious Creature]"; + mes "Keheehehehe......"; + next; + mes "A group of unidentifiable creatures is approaching threateningly."; + mes "They seemed surprised, and although Bifrost's will still holds, it's hard to communicate."; + next; + mes "[Suspicious Creature]"; + mes "Kyaarr...Ke...Keryarya!!"; + next; + mes "It seems like they are going to start attacking any minute."; + mes "We cannot help fighting them!"; + hideonnpc instance_npcname("Suspicious Creature#1"); + hideonnpc instance_npcname("Suspicious Creature#2"); + hideonnpc instance_npcname("Suspicious Creature#3"); + hideonnpc instance_npcname("Suspicious Creature#4"); + monster .@eclmap$,51,64,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead"; + monster .@eclmap$,43,67,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead"; + monster .@eclmap$,55,80,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead"; + monster .@eclmap$,60,75,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead"; + .mob_summoned = 1; + close; +OnMyMobDead: + if (mobcount(instance_mapname("1@ecl"),instance_npcname("#event")+"::OnMyMobDead") == 0) { + enablenpc instance_npcname("#sndmaster"); + donpcevent instance_npcname("#sndmaster")+"::OnEnable"; + } + end; +OnInstanceInit: + .mob_summoned = 0; + end; +} + +1@ecl,148,97,3 script Avant# 4_M_FAIRYAVANT,{ + mes "[Avant]"; + mes "Hey, look who's here!"; + mes "You're a friend of my son, right?"; + mes "What a strange chance it is that has brought us together here!"; + cutin "avant01",1; + next; + mes "[Avant]"; + mes "Did something happen to you?"; + mes "There was a subtle and magical echo to it."; + mes "Immidiately after that, you were thrown here."; + next; + if (select("It's all because of you!:Shenime said...") == 1) { + mes "[Avant]"; + mes "I don't understand a word you're saying."; + mes "Can't you organize your story? Don't you know 'five W's and one H' rule?"; + next; + } + mes "[Avant]"; + mes "Ooh...so that's what happened."; + mes "So you're saying that Shenime was after the Orb?"; + next; + mes "[Avant]"; + mes "hehehe...hahahhaha ahahahahha"; + mes "Well, well...did he get me, too?"; + mes "Me, Avant, of all the people?! Hahahaha!"; + cutin "avant02",1; + next; + select("What do you mean?"); + mes "[Avant]"; + mes "I was doing a research on the power of the Orb on my own."; + mes "But Shenime just urged me persistently."; + cutin "avant01",1; + next; + mes "[Avant]"; + mes "I started from thinking about the beauty of the Orb and went on to wondering what kind of power is accumulated inside the Orb..."; + mes "and I started questioning the principle of the Orb's power since we all benefit from it."; + next; + mes "[Avant]"; + mes "All Laphines think of the Orb as something natural as air and water, but he was the first one to make me perceive it differently and investigate its origin."; + mes "Right...Shenime. He excited my curiosity on purpose."; + next; + mes "[Avant]"; + mes "Stimulate a person who wasn't aware of air and water, and make him recognize and carry on investigating!"; + mes "Well, well...isn't that interesting!"; + cutin "avant02",1; + next; + mes "[Avant]"; + mes "Ha...hahaha..."; + mes "...I'm so angry about the fact that I just realized how he used me, but what's even worse is that I've done something horrible to our people."; + mes "I think I'm pretty irritated now."; + next; + select("You had a conscience?"); + mes "[Avant]"; + mes "What kind of a person do you think I am, seriously!"; + mes "Is it because of my sons?"; + mes "Well, then, I can't blame you too much."; + cutin "avant01",1; + next; + mes "[Avant]"; + mes "...Bah."; + mes "It's no fun."; + mes "It's not fun anymore. I'm no longer interested in you."; + next; + mes "[Avant]"; + mes "......"; + mes "Seems like there's a visitor."; + next; + cutin "minuel01",4; + mes "[Minuel]"; + mes "" + strcharinfo(0) + "Sir,"; + mes "Although you're detained on suspicion of being responsible for the recent incident in the lighting room,"; + mes "there are some witnesses to prove your innocence."; + next; + mes "[Minuel]"; + mes "I don't know the details,"; + mes "but I also believe you're not guilty."; + mes "I'll move you to the treatment room since this seems like a severe wound."; + next; + mes "[Minuel]"; + mes "I don't think it's a big deal."; + mes "...hopefully."; + mes "Let's go. I'll guide you."; + close2; + cutin "",255; + warp "1@ecl",146,29; + end; +} + +1@ecl,148,29,3 script Loki#ecl01 4_M_ROKI2,{ + mes "[Loki]"; + mes "It seems like this guy next to me has a lot more to say than I do."; + mes "Why don't you explain to him first?"; + close; +} + +1@ecl,147,30,3 script Nydhog#ecl01 4_F_NYDHOG,{ + mes "[Guardian Nydhog]"; + mes "I think you should talk to Hisie first."; + close; +} + +1@ecl,144,27,5 script Hisie#ecl01 4_M_FARIY_HISIE,{ + cutin "hisie01",0; + mes "[Hisie]"; + mes "Can you tell me exactly what happened?"; + next; + select("I fought with monsters."); + cutin "hisie03",0; + mes "[Hisie]"; + mes "Monsters? Subordinates of Morroc?"; + mes "What you were trying to kill were our soldiers, the Laphines!!"; + mes "What on earth happened there?"; + npcskill AL_HEAL,9,99,80; + next; + cutin "",255; + mes "[Loki]"; + mes "It's because of this."; + mes "" + strcharinfo(0) + "It was inside the body of -"; + mes "This is how powerful Shenime is."; + next; + mes "On Loki's palm, there rested a small, thin, and dried piece of thorn."; + next; + cutin "hisie03",0; + mes "[Hisie]"; + mes "Shenime, the Chief of Staff?"; + mes "Why is he related to this?"; + npcskill AL_HEAL,9,99,80; + next; + cutin "",255; + mes "[Loki]"; + mes "Shenime is one of the subordinates of Morroc."; + mes "His power enbales him to control another person directly or mentally influence that person indirectly through a part of his body."; + next; + select("Now that I think about it..."); + mes "[" + strcharinfo(0) + "]"; + mes "Right before coming here, Shenime reached his hand out to me and I felt a spark when I held his hand."; + mes "I thought it was just my imagination and ignored it...maybe that's when he..."; + next; + mes "[Nydhog]"; + mes "You're probably right."; + mes "They use wicked tricks."; + mes "This thorn here probably has clouded your judgement."; + next; + cutin "hisie03",0; + mes "[Hisie]"; + mes "So you're saying that he deceived us all?"; + mes "The Chief of Staff is a Laphine who stayed with us for a long time! He can't be..."; + npcskill AL_HEAL,9,99,80; + next; + cutin "",255; + mes "[Loki]"; + mes "He might have been under the influence for a good while."; + mes "Anyway, this guy is not guilty."; + mes "I can prove it."; + next; + mes "[Nydhog]"; + mes "I swear by the name of the guardian of Yggdrasil, too."; + mes "" + strcharinfo(0) + "- will by no means do such a thing."; + next; + cutin "hisie02",0; + mes "[Hisie]"; + mes "Hah..."; + mes "But things got out of control."; + mes "I didn't expect this."; + next; + select("What happened to the Orb?"); + mes "[Hisie]"; + mes "The inner core is stolen."; + mes "Nobody knows that the Orb's inner core is gone,"; + mes "and that's why Karr didn't make it here."; + npcskill AL_HEAL,9,99,80; + next; + mes "[Hisie]"; + mes "And what's more, several soldiers are injured because of you."; + mes "None of them died fortunately, but most of them are wounded severely."; + mes "The situation is not very good right now."; + next; + cutin "",255; + mes "[Loki]"; + mes "Someone has to take the responsibility here then."; + mes "In all probablility," + strcharinfo(0) + "it will be you."; + next; + cutin "hisie02",0; + mes "[Hisie]"; + mes "......these two gentlemen here cleared up all charges related to the Orb,"; + mes "but both you and Karr won't be able to avoid your responsibility."; + mes "you'll have to catch Shenime."; + npcskill AL_HEAL,9,99,80; + next; + cutin "hisie01",0; + mes "[Hisie]"; + mes "It seems like you've rested enough. Let's get going."; + mes "Karr is waiting for you."; + mes "What will you two do?"; + next; + cutin "",255; + mes "[Loki]"; + mes "Don't worry about us."; + mes "Our target is Morroc, the King of Demons."; + mes "It's good enough that we found an evidence here."; + next; + cutin "hisie01",0; + mes "[Hisie]"; + mes "Thank you for your help."; + mes "We will take off now."; + mes "Let's go." + strcharinfo(0) + "."; + ep14_2_mylord = 30; + changequest 7450,7451; + erasequest 7450; + setquest 7451; + close2; + cutin "",255; + warp "ecl_in03",57,76; + end; +} \ No newline at end of file diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt index 4d69e2a61..5c3c69005 100644 --- a/npc/re/merchants/coin_exchange.txt +++ b/npc/re/merchants/coin_exchange.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Hercules Dev Team //===== Current Version: ===================================== -//= 1.2 +//= 1.2a //===== Description: ========================================= //= [Official Conversion] //= Renewal coin redemption NPCs. @@ -11,6 +11,7 @@ //= 1.0 First version. [Euphy/Lemongrass] //= 1.1 Added remaining Malangdo traders. [Euphy/Lemongrass] //= 1.2 Added Eclage traders (not fully complete). [Euphy] +//= 1.2a Completed Eclage Traders. [Dastgir] //============================================================ // Malangdo @@ -827,209 +828,270 @@ malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{ // Eclage //============================================================ -ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{ +ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{ + if (!checkweight(Axe,3)) { + mes "- Stop Here!! -"; + mes "- You have too many items. -"; + mes "- You cannot carry any more items. -"; + mes "- Lighten your load and -"; + mes "- try again. -"; + close; + } mes "[Armor Merchant]"; mes "Hello, this is Naphara's store, a place of high class goods."; mes "What would you need?"; next; - .@i = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice -= 1; mes "[Armor Merchant]"; - switch(.@i) { - case 1: // Str Glove - mes "^3131FFStr Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFATK+1 increases for every STR+10^000000"; - mes "^3131FFATK +1% added above STR 110^000000"; - .@item = 2917; //Str_Glove - break; - case 2: - mes "^3131FFInt Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFMATK+1 increases for every INT+10^000000"; - mes "^3131FFMATK +1% added above INT 110^000000"; - .@item = 2918; //Int_Glove - break; - case 3: - mes "^3131FFAgi Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFFLEE+1 increases for every AGI+10^000000"; - mes "^3131FFComplete Flee +1 added above AGI 110^000000"; - .@item = 2919; //Agi_Glove - break; - case 4: - mes "^3131FFVit Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFMHP+50 for every VIT+10^000000"; - mes "^3131FFMHP+1% added above VIT 110^000000"; - .@item = 2920; //Vit_Glove - break; - case 5: - mes "^3131FFDex Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFHIT+1 increases for every DEX+10^000000"; - mes "^3131FFRanged attack power +1% added above DEX 110^000000"; - .@item = 2921; //Dex_Glove - break; - case 6: - mes "^3131FFLuk Glove^000000"; - mes "^3131FFMHP + 100, MSP + 20^000000"; - mes "^3131FFCRI+1 increases for every LUK+10^000000"; - mes "^3131FFCritical damage +1% added above LUK 110^000000"; - .@item = 2922; //Luk_Glove - break; - } + mes "^3131FF" + .name$[.@choice] + " For ^000000,"; + mes "^3131FFMHP + 100, MSP + 20^000000"; + mes "^3131FF" + .descript$[.@choice] + "^000000"; + mes "^3131FF" + .descript2$[.@choice] + "^000000"; mes "^3131FFRequired Level: 100^000000"; - mes "^3131FFSlot: 0^000000"; - mes "^3131FFWeight: 10^000000"; + mes "^3131FFSlot:0^000000"; + mes "^3131FFWeight:10^000000"; mes "are the characteristic options."; next; mes "[Armor Merchant]"; mes "It costs 10 Splendide Coins."; mes "Would you like to buy it?"; next; - if(select("Buy it.:Don't buy it.") == 2) - close; - if (countitem(6081) < 10) { + if (select("Buy it.:Don't buy it.")==1) { + if (countitem(Splendide_Coin) < 10) { + mes "[Armor Merchant]"; + mes "It seems like you don't have enough coins."; + close; + } + delitem Splendide_Coin,10; //Splendide_Coin + getitem (.@choice+2917),1; mes "[Armor Merchant]"; - mes "It seems like you don't have enough coins."; - close; + mes "Great, it's yours. Thank you."; } - mes "[Armor Merchant]"; - mes "Here you go!"; //custom - delitem 6081,10; //Splendide_Coin - getitem .@item,1; close; + +OnInit: + setarray .name$[0],"Str Glove","Int Glove","Agi Glove","Vit Glove","Dex Glove","Luk Glove"; + setarray .descript$[0],"ATK+1 increases for every STR+10", + "MATK+1 increases for every INT+10", + "FLEE+1 increases for every AGI+10", + "MHP+50 for every VIT+10", + "HIT+1 increases for every DEX+10", + "CRI+1 increases for every LUK+10"; + setarray .descript2$[0],"ATK +1% added above STR 110", + "MATK +1% added above INT 110", + "Complete Flee +1 added above AGI 110", + "MHP+1 added above VIT 110", + "Ranged attack power +1% added above DEX 110", + "Critical damage +1% added above LUK 110"; + end; } -ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ +ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ + disable_items; mes "[Slot Expert]"; mes "I am Slot Expert Nattuer."; mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you."; next; - if(select("Activate a Slot.:Forget it.") == 2) + if (select("Activate a Slot.:Forget it.")==2){ close; + } mes "[Slot Expert]"; mes "Slot activation is an extremely difficult procedure that can fail even with heightened care and the use of a magnifying lens."; next; mes "[Slot Expert]"; mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?"; next; - if(select("Continue.:Forget it.") == 2) + if (select("Continue.:Forget it.")==2) { close; + } mes "[Slot Expert]"; mes "Which item would you like to activate with a Slot?"; next; - setarray .@noslots[0],2917,2918,2919,2920,2921,2922; - setarray .@slotted[0],2923,2924,2925,2926,2927,2928; - .@i = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1; - .@item = .@noslots[.@i]; - .@new_item = .@slotted[.@i]; + .@choice = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice += 2916; mes "[Slot Expert]"; - mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?"; + mes "Let's confirm for the last time. Is the one you want " + getitemname(.@choice) + "?"; next; - if(select("Yes:No") == 2) { + if (select("Yes:No")==2) { mes "[Slot Expert]"; mes "Why don't you talk to me when you know for sure."; close; } - if (countitem(.@item) == 0) { + if (countitem(.@choice) < 1) { mes "[Slot Expert]"; mes "You don't have that item. Why don't you talk to me when you know for sure."; close; } - if (countitem(6081) < 5) { + if (countitem(Splendide_Coin) < 5) { mes "[Slot Expert]"; - mes "You don't have enough coins. Why don't you talk to me when you know for sure."; //custom + mes "You don't have enough coins. Why don't you talk to me when you know for sure."; close; } - delitem 6081,5; //Splendide_Coin - delitem .@item,1; - //custom to the end - if (rand(100) < 5) { - mes "[Slot Expert]"; - mes "Oh no, it failed! I'm sorry, but I warned you this could happen. Better luck next time."; + progressbar "0xFFFF00",3; + mes "[Slot Expert]"; + delitem Splendide_Coin,5; //Splendide_Coin + .@luckyday = rand(1,99); + if ( .@luckyday%20 ){ + emotion e_dots; + delitem .@choice,1; + mes "Shoot, I'm sorry. It failed."; + mes "But I'm sure it will work next time. I have a feeling."; close; } - mes "[Slot Expert]"; - mes "Success! I've activated the slot."; - getitem .@new_item,1; + emotion e_no1; + delitem .@choice,1; + getitem (.@choice+6),1; + mes "My eyes feel like they're gonna pop out."; + mes "Nonetheless, congratulations. Slot activation was successful."; close; } -ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{ +ecl_in01,33,98,5 script Armor Merchant Naphara#ec 4_M_FAIRYKID2,{ + if (checkweight(Axe,1)==0) { + mes "- Stop Here!! -"; + mes "- You have too many items. -"; + mes "- You cannot carry any more items. -"; + mes "- Lighten your load and -"; + mes "- try again. -"; + close; + } + mes "[Herb Merchant]"; + mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!"; + next; + .@item = select("Snow Flip:Peony Mommy:Slapping Herb:Yggdrasil Dust:End conversation")-1; + if (.@item==4){ + mes "[Herb Merchant]"; + mes "Come back anytime."; + close; + } + mes "[Herb Merchant]"; + switch (.@item){ + case 0: + mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000."; + break; + case 1: + mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000"; + break; + case 2: + mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000"; + break; + case 3: + mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000."; + break; + } + mes "Requires 5 seconds between uses."; + mes "It costs "+ .cost[.@item] +" Splendide Coins for each."; + next; + .@buy = select("Buy 1.:Buy 10.:Don't buy."); + if (.@buy==3){ + close; + } + if (.@buy==2){ + .@buy = 10; + } + mes "[Herb Merchant]"; + mes "Would you like to buy "+ .@buy +" "+ getitemname(.items[.@item]) +"?"; + next; + if (select("Buy.:Don't buy.")==2){ + close; + } + if (countitem(Splendide_Coin) < (.cost[.@item]*.@buy) ) { + mes "[Herb Merchant]"; + mes "You don't have enough coins."; + close; + } + mes "[Herb Merchant]"; + mes "Thank you for your business."; + delitem Splendide_Coin,.cost[.@item]*.@buy; //Splendide_Coin + getitem Snow_Flip,.@buy; + close; + +OnInit: + setarray .items[0],Snow_Flip,Peony_Mommy,Slapping_Herb,Yggdrasil_Dust; + setarray .cost[0],5,5,1,1; //Splendide Coins + end; +} + +ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ + if (checkweight(Axe,3)==0) { + mes "You have too many items to continue."; + close; + } emotion e_lv; mes "[Paltu]"; mes "Woohoo- Greetings. What are you looking for? Lots of goods here."; next; - switch(select("No thanks.:Replication?:I know you got lots up your sleeve!")) { - case 1: - emotion e_an; - mes "[Paltu]"; - mes "Really? Hmm?"; - close; - case 2: - mes "[Paltu]"; - mes "One can say that there's no one better in Eclage than I at utilizing magic resistance."; - next; - mes "[Paltu]"; - mes "I'll give you a good price whatever it is. Just trust me."; - next; - select("Could you do something for me?"); - emotion e_no1; - mes "[Paltu]"; - mes "Hey, I like your attitude."; - next; - mes "[Paltu]"; - mes "Ah- you know the hat you're wearing?"; - next; - emotion e_what; - mes "[Paltu]"; - mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?"; - next; - select("........."); - emotion e_dots,1; - emotion e_heh; - mes "[Paltu]"; - mes "See! I knew it. I knew it from the first minute."; - next; - mes "[Paltu]"; - mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000."; - next; - mes "[Paltu]"; - mes "Hmm, what was it...?"; - mes "I think you adventurers call them ^0571B0Costumes^000000? right?"; - next; - select("Yes~ What do you need?"); - mes "[Paltu]"; - mes "I need 1 ^0571B0hat to replicate^000000 and"; - mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power."; - next; - emotion e_no; - mes "[Paltu]"; - mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke."; - next; - select("Which hats can be replicated?"); - mes "[Paltu]"; - mes "Oh! You're pretty sharp!"; - mes "Almost forgot the most important thing."; - next; - mes "[Paltu]"; - mes "Hats that I can replicate are:"; - mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types."; - next; - mes "[Paltu]"; - mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation."; - next; - if(select("I'll do it later.:Show me what you got!") == 1) { - emotion e_dots; + switch (select("No thanks.:Replication?:I know you got lots up your sleeve!")) { + case 1: + emotion e_an; mes "[Paltu]"; - mes "What? Are you kidding me? Please tell me you are!"; + mes "Really? Hmm?"; close; - } - break; - case 3: - break; + + case 2: + mes "[Paltu]"; + mes "One can say that there's no one better in Eclage than I at utilizing magic resistance."; + next; + mes "[Paltu]"; + mes "I'll give you a good price whatever it is. Just trust me."; + next; + select("Could you do something for me?"); + emotion e_no1; + mes "[Paltu]"; + mes "Hey, I like your attitude."; + next; + mes "[Paltu]"; + mes "Ah- you know the hat you're wearing?"; + next; + emotion e_what; + mes "[Paltu]"; + mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?"; + next; + select("........."); + emotion e_dots,1; + emotion e_heh; + mes "[Paltu]"; + mes "See! I knew it. I knew it from the first minute."; + next; + mes "[Paltu]"; + mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000."; + next; + mes "[Paltu]"; + mes "Hmm, what was it...?"; + mes "I think you adventurers call them ^0571B0Costumes^000000? right?"; + next; + select("Yes~ What do you need?"); + mes "[Paltu]"; + mes "I need 1 ^0571B0hat to replicate^000000 and"; + mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power."; + next; + emotion e_no; + mes "[Paltu]"; + mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke."; + next; + select("Which hats can be replicated?"); + mes "[Paltu]"; + mes "Oh! You're pretty sharp!"; + mes "Almost forgot the most important thing."; + next; + mes "[Paltu]"; + mes "Hats that I can replicate are:"; + mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types."; + next; + mes "[Paltu]"; + mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation."; + next; + if (select("I'll do it later.:Show me what you got!") == 1) { + emotion e_dots; + mes "[Paltu]"; + mes "What? Are you kidding me? Please tell me you are!"; + close; + } + break; } + disable_items; + emotion e_lv2; mes "[Paltu]"; mes "Oh wow."; mes "You made the right call. I thought I was going to starve to death because the Laphines have no interest in pretty hats."; @@ -1040,134 +1102,115 @@ ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "Is there something you had in mind? Why don't you take a look?"; next; - setarray .@items[0], - 5447, //Frog_Cap - 2269, //Centimental_Flower - 2256, //Magestic_Goat - 5040, //Blush - 5171, //Valkyrie_Helm - 5038, //Deviruchi_Cap - 5096, //Assassin_Mask_ - 2286, //Elven_Ears - 5176, //Hahoe_Mask - 5016; //Boy's_Cap - setarray .@costumes[0], - 19548, //C_Frog_Cap - 19552, //C_Centimental_Flower - 19549, //C_Magestic_Goat - 19550, //C_Blush - 19546, //C_Valkyrie_Helm - 19547, //C_Deviruchi_Cap - 19553, //C_Assassin_Mask_ - 19551, //C_Elven_Ears - 0, //-- not implemented? -- - 19545; //C_Boys_Cap - if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10) - .@item_check = 1; - for(.@i = 0; .@i= 50) && (countitem(Crystal_Mirror) >= 4) && countitem(Angel_Magic_Power) && (countitem(Azure_Jewel) >= 10) && (countitem(Cardinal_Jewel) >= 10) && (countitem(Blue_Jewel) >= 10) && (countitem(Golden_Jewel) >= 10) && (countitem(Bluish_Green_Jewel) >= 10)) + .@item_check =1; + + for(.@i = 0; .@i