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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2013-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Morroc Quest NPCs
//================= Description ===========================================
//= Quest NPCs related to Morroc.
//================= Current Version =======================================
//= 1.1
//=========================================================================

//== Resurrection of Satan Morroc ==========================
-	script	Continental Guard#man	FAKE_NPC,{
	mes "[Continental Guard]";
	mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected.";
	next;
	mes "[Continental Guard]";
	mes "If you really want to go to the next area, you'll be responsible for your own safety.";
	next;
	switch(select("Nevermind.", "Enter the Field.")) {
	case 1:
		mes "[Continental Guard]";
		mes "Wise choice.";
		mes "Have a safe journey.";
		close;
	case 2:
		mes "[Continental Guard]";
		mes "I see.";
		mes "I'll send you to the field shortly.";
		close2;
		warp "moc_fild20",208,207;
		end;
	}
}
moc_fild07,380,202,1	duplicate(Continental Guard#man)	Continental Guard#man1	4_M_EIN_SOLDIER
moc_fild11,189,360,6	duplicate(Continental Guard#man)	Continental Guard#man2	4_M_EIN_SOLDIER
prt_fild10,263,23,1	duplicate(Continental Guard#man)	Continental Guard#man3	4_M_EIN_SOLDIER
prt_fild09,95,19,1	duplicate(Continental Guard#man)	Continental Guard#man4	4_M_EIN_SOLDIER
prt_fild09,246,17,1	duplicate(Continental Guard#man)	Continental Guard#man5	4_M_EIN_SOLDIER
moc_fild13,32,171,6	duplicate(Continental Guard#man)	Continental Guard#man6	4_M_EIN_SOLDIER
moc_fild16,124,381,4	duplicate(Continental Guard#man)	Continental Guard#man7	4_M_EIN_SOLDIER
moc_fild16,333,380,4	duplicate(Continental Guard#man)	Continental Guard#man8	4_M_EIN_SOLDIER
moc_fild01,84,19,1	duplicate(Continental Guard#man)	Continental Guard#man9	4_M_EIN_SOLDIER

//== Pyramids Nightmare Mode ===============================
moc_prydb1,103,54,3	script	Suspicious Cat#night	4_CAT_SAILOR4,{
	mes "[Suspicious Cat]";
	mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this....";
	next;
	if(select("Mummy? What happened?", "Pretend not to know anything.") == 2)
		close;
	mes "[Suspicious Cat]";
	mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this...";
	next;
	mes "[Suspicious Cat]";
	mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!";
	next;
	if(select("Strong mummies? Where are they?", "End the conversation.") == 2) {
		mes "[Suspicious Cat]";
		mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!";
		close;
	}
	mes "[Suspicious Cat]";
	mes "Haha, it's a secret.";
	mes "I found out while I was stealing... No, I mean, just walking through the pyramid.";
	next;
	mes "[Suspicious Cat]";
	mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!";
	next;
	if(select("I would like to go, too.", "End the conversation.") == 2)
		close;
	mes "[Suspicious Cat]";
	mes "No way! I spent so much time finding that path!!";
	next;
	mes "[Suspicious Cat]";
	mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you.";
	mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!";
	next;
	mes "[Suspicious Cat]";
	mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000";
	mes "Well, it's none of my business. But I warned you anyway!";
	next;
	switch(select("Pay 5,000 zeny and set out.", "Forget it.")) {
	case 1:
		if (Zeny < 5000) {
			mes "[Suspicious Cat]";
			mes "Where do you think you're going! You're so broke!";
			close;
		}
		Zeny -= 5000;
		mes "[Suspicious Cat]";
		mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!";
		mes "Ahh, just follow me!";
		close2;
		warp "moc_prydn1",93,96;
		end;
	case 2:
		mes "[Suspicious Cat]";
		mes "Gosh, you don't even have 5000 Zeny, do you?";
		close;
	}
}

moc_prydn1,94,98,3	script	Suspicious Cat#night2	4_CAT_SAILOR4,{
	mes "[Suspicious Cat]";
	mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!";
	next;
	switch(select("Go back to Thief Guild", "Eliminate Verit", "Eliminate Ancient Mummy", "It's nothing")) {
	case 1:
		mes "[Suspicious Cat]";
		mes "Right right... let's go back.";
		close2;
		warp "moc_prydb1",100,57;
		end;
	case 2:
		.@playtime = questprogress(2290,PLAYTIME);
		if (.@playtime == 1) {
			mes "[Suspicious Cat]";
			mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!";
			close;
		} else if (.@playtime == 2)
			erasequest 2290;
		.@hunting = questprogress(2289,HUNTING);
		if (!.@hunting) {
			mes "[Suspicious Cat]";
			mes "Did you know that cats and dogs don't get along?";
			next;
			mes "[Suspicious Cat]";
			mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer.";
			mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!";
			next;
			mes "[Suspicious Cat]";
			mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds...";
			mes "It's so obvious that he's waiting to attack me from behind.";
			next;
			mes "[Suspicious Cat]";
			mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!";
			mes "Hey, it's not because I'm afraid of Majoruros!";
			next;
			mes "[Suspicious Cat]";
			mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!";
			next;
			switch(select("Help him", "Stay away")) {
			case 1:
				mes "[Suspicious Cat]";
				mes "Good, the target number is 20! Good luck!";
				setquest 2289;
				close;
			case 2:
				mes "[Suspicious Cat]";
				mes "Pah! You don't care about me? Fine, you traitor!";
				close;
			}
		} else if (.@hunting == 1) {
			mes "[Suspicious Cat]";
			mes "Is Verit's training going well?";
			next;
			switch(select("Sure.", "I want to stop.")) {
			case 1:
				mes "[Suspicious Cat]";
				mes "Good. Keep up the good work!";
				close;
			case 2:
				mes "[Suspicious Cat]";
				mes "What? You're so irresponsible!";
				erasequest 2289;
				close;
			}
		} else if (.@hunting == 2) {
			mes "[Suspicious Cat]";
			mes "Hey, you're actually useful! Good job!";
			mes "That Verit wouldn't dare come around here for a while, right? Muhahah!";
			changequest 2289,2290;
			getexp 300000,100000;
			close;
		}
	case 3:
		.@playtime = questprogress(2291,PLAYTIME);
		if (.@playtime == 1) {
			mes "[Suspicious Cat]";
			mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first.....";
			close;
		} else if (.@playtime == 2)
			erasequest 2291;
		.@hunting = questprogress(2292,HUNTING);
		if (!.@hunting) {
			mes "[Suspicious Cat]";
			mes "Precious treasures are supposed to be hidden in the deep secret places here!";
			mes "I'm sure the mummy's precious treasures are hidden in the second basement level.";
			next;
			mes "[Suspicious Cat]";
			mes "But Ancient Mummies caught me off guard and hit my head before I knew it!";
			next;
			mes "[Suspicious Cat]";
			mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!";
			next;
			mes "[Suspicious Cat]";
			mes "They can't stop me! Let's go get rid of Ancient Mummies!!";
			next;
			mes "[Suspicious Cat]";
			mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!";
			next;
			switch(select("Help him", "Stay away")) {
			case 1:
				mes "[Suspicious Cat]";
				mes "Alright, the target number is 20! Good luck!";
				setquest 2292;
				close;
			case 2:
				mes "[Suspicious Cat]";
				mes "Bah, you're so cold-hearted.";
				close;
			}
		} else if (.@hunting == 1) {
			mes "[Suspicious Cat]";
			mes "Is fighting Ancient Mummies going well?";
			next;
			switch(select("Sure.", "I want to stop.")) {
			case 1:
				mes "[Suspicious Cat]";
				mes "Good. Keep up the good work!";
				close;
			case 2:
				mes "[Suspicious Cat]";
				mes "What? You're so irresponsible!";
				erasequest 2292;
				close;
			}
		} else if (.@hunting == 2) {
			mes "[Suspicious Cat]";
			mes "Hey, you're actually useful! Good job!";
			mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!";
			changequest 2292,2291;
			getexp 600000,200000;
			close;
		}
	case 4:
		close;
	}
}