// TMW2 scripts. // Author: // Saulc // Variables: // CandorQuests_Maya // Values: // 0 Default. // 1 5 cotton cloth -> candor shirt // 2 if end meye quest -> 10k + pearl + (random item) --> pearl ring // 3 wolvern tooth +20k + 2000monster point ->claw pendant 005-1,42,37,0 script Maya NPC_RAIJIN_FEMALE_LEGION_ARTIS,{ .Item1 = CottonCloth; .Item2 = Pearl; .Item3 = WolvernTooth; function quest_close { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Maybe next time."); goodbye; close; } function quest_giveitem { .@maya = getq(CandorQuest_Maya); if (.@maya == 2) { if (countitem("Iron Ingot") == 0) { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("You don't have the item."); goodbye; close; } delitem .Item3, 1; Zeny = Zeny + 8000; getexp 1500,0; setq CandorQuest_Tolchi, 3; speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Thanks mate that all i need ! Have a good day !"); } if (.@maya == 1) { if (countitem("Coal") <= 2) { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("You don't have the item."); goodbye; close; } delitem .Item2, 3; Zeny = Zeny + 800; getexp 100,0; setq CandorQuest_Maya, 2; } if (.@maya == 0) { if (countitem("Iron Ore") == 0) { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("You don't have the item."); goodbye; close; } delitem .Item1, 1; Zeny = Zeny + 200; getitem RustyKnife, 1; getexp 50,0; setq CandorQuest_Maya, 1; } close; } function quest_first { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Can you bring me 2 @@", getitemlink(.Item1)); do { select l("Yes."), l("No."); switch (@menu) { case 1: quest_giveitem; break; case 2: quest_close; break; } } while (@menu != 2); } function quest_second { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Can you bring me 3 @@", getitemlink(.Item2)); do { select l("Yes."), l("No."); switch (@menu) { case 1: quest_giveitem; break; case 2: quest_close; break; } } while (@menu != 2); } function quest_third { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Can you bring me 4 @@", getitemlink(.Item3)); do { select l("Yes."), l("No."); switch (@menu) { case 1: quest_giveitem; break; case 2: quest_close; break; } } while (@menu != 2); } .@maya = getq(CandorQuest_Maya, if (BaseLevel <= 4 || BaseLevel <= 9 && .@maya == 1 || BaseLevel <= 14 && .@maya == 2) { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("You aren't strong enought. Come Back Later."); goodbye; close; } if (.@maya == 3) { speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Hey ! How are you today ? Thanks again for your help."); goodbye; close; } speech S_FIRST_BLANK_LINE | S_LAST_NEXT, l("Hello can you help me?"); do { select rif(.@maya == 0, l("Yes.")), rif(.@maya == 1, l("Yes.")), rif(.@maya == 2, l("Yes.")), l("No."); switch (@menu) { case 1: quest_first; setq CandorQuest_Maya, 0; break; case 2: quest_second; break; case 3: quest_third; break; case 4: quest_close; goodbye; break; } } while (@menu != 4); closedialog; goodbye; close; OnTimer1000: domovestep; OnInit: initpath "move", 44, 35, "dir", UP, 0, "wait", 30, 0, "move", 43, 40, "dir", UP, 0, "wait", 30, 0, "move", 40, 35, "dir", UP, 0, "wait", 30, 0, "dir", LEFT, 0, "wait", 30, 0, "move", 42, 37, "dir", DOWN, 0, "dir", UP, 0, "wait", 30, 0, "Mmove", 45, 37, "dir", DOWN, 0, "wait", 30, 0, "move", 33, 37, "dir", LEFT, 0, "wait", 30, 0, "move", 33, 37, "dir", RIGHT, 0, "wait", 30, 0; initialmove; initnpctimer; .distance = 5; }