009-2,123,71,0 script Airlia NPC108,{
// Subquest 1a: Caretaker's daughter (initial, once)
@LETTER_REWARD_GOLD_INITIAL = 1000;
@LETTER_REWARD_EXP_INITIAL = 2000;
@Q_STATUS_RECIEVED_FIRST_LETTER = 2;
@Q_STATUS_DELIVERED_FIRST_LETTER = 3;
// Subquest 1b: Continued delivery of letters (unlimited)
@LETTER_REWARD_GOLD = 42;
@LETTER_REWARD_EXP = 500;
@Q_STATUS_HAS_NO_NEW_LETTER = 4;
@Q_STATUS_HAS_NEW_LETTER = 5;
// Subquest 2a: Fetch those undead drops (initial, once)
// TODO: Set sane values below
@FETCH_AMOUNT_INITIAL = 50;
@FETCH_LABEL_INITIAL$ = "Bone";
@FETCH_REWARD_GOLD_INITIAL = 5000;
@FETCH_REWARD_EXP_INITIAL = 50000;
@Q_STATUS_HELP_AIRLIA = 1;
@Q_STATUS_INITIAL_FETCH_REWARDED = 2;
// Subquest 2b: Fetch those undead drops (unlimited)
// TODO: Set sane values below
@FETCH_AMOUNT = 10;
@FETCH_LABEL$ = "DiseasedHeart";
@FETCH_REWARD_GOLD = 6000;
@FETCH_REWARD_EXP = 40000;
if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded;
if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch;
if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Intro;
goto L_Caretaker;
L_Caretaker:
mes "[Airlia]";
mes "\"Greetings. Do you need a housing permit, or to license your mount?\"";
next;
if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER)
menu
"Sorry, no.", L_Next,
"My what?", L_mount;
if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER)
menu
"Sorry, no.", L_Next,
"I have a letter from your father.", L_first_reward,
"My what?", L_mount;
goto L_Next;
L_Next:
mes "[Airlia]";
mes "\"Nobody ever does...\"";
close;
L_mount:
// The mention of mounts will certainly gather some interest from players,
// this section may be extended.
close;
L_first_reward:
mes "[Airlia]";
mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
if (@LETTER_REWARD_GOLD_INITIAL > 0)
mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]";
if (@LETTER_REWARD_EXP_INITIAL > 0)
mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]";
Zeny = Zeny + @LETTER_REWARD_GOLD_INITIAL;
getexp @LETTER_REWARD_EXP_INITIAL, 0;
QUEST_Graveyard_Caretaker = @Q_STATUS_DELIVERED_FIRST_LETTER;
close;
L_later_rewards:
mes "[Airlia]";
mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
if (@LETTER_REWARD_GOLD > 0)
mes "[" + @LETTER_REWARD_GOLD + " GP]";
if (@LETTER_REWARD_EXP > 0)
mes "[" + @LETTER_REWARD_EXP + " experience points]";
Zeny = Zeny + @LETTER_REWARD_GOLD;
getexp @LETTER_REWARD_EXP, 0;
QUEST_Graveyard_Caretaker = @Q_STATUS_HAS_NO_NEW_LETTER;
close;
L_Intro:
mes "[Airlia]";
mes "\"My poor father, doomed to that awful cemetery.\"";
next;
// CASE REMOVED:
// This step is pointless and just forces the player to make a selection that doesn't effect anything.
// ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks
// Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4
// If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned
//
//if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER)
// menu
// "...", -;
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"...", L_Next3,
"Oh, I have a letter from him.", L_later_rewards;
goto L_Next3;
L_Next3:
mes "[Airlia]";
mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana.";
mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\"";
next;
menu
"I believe so, yes.", L_Intro_mana_loss,
"Maybe...", L_Intro_mana_loss,
"No, that is not proven.", L_Next1;
L_Next1:
mes "[Airlia]";
mes "\"Oh...\"";
close;
L_Intro_mana_loss:
mes "[Airlia]";
mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU.";
mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\"";
next;
menu
"...", L_Intro_fou,
"I have heard of them.", L_Intro_fou,
"Keep up the good work. I have to go now, bye.", L_close;
L_Intro_fou:
mes "[Airlia]";
mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\"";
next;
menu
"Of course I will.", L_Intro_fight,
"Sure, I guess.", L_Intro_fight,
"Thanks, but no thanks. I have other business to attend to.", L_close;
L_Intro_fight:
mes "[Airlia]";
mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\"";
next;
menu
"I'm on it.", L_Next2,
"What sort of proof?", L_Intro_proof;
L_Next2:
QUEST_Airlia = @Q_STATUS_HELP_AIRLIA;
goto L_close;
L_Intro_proof:
mes "[Airlia]";
mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemlink(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\"";
QUEST_Airlia = @Q_STATUS_HELP_AIRLIA;
close;
L_Fetch:
mes "[Airlia]";
mes "\"Thank you for helping my father.\"";
next;
mes "\"Have you collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemlink(@FETCH_LABEL_INITIAL$) + "?\"";
// Make sure to check if the player has a letter to deliver.
// If the check is not made then there is a bug, where the player
// has a letter but has not completed the initial fetch
// and is prevented from turing in the letter until the fetch is completed.
if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER)
menu
"Yes.", L_Fetch_initial_reward,
"No.", L_close;
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"I have another letter from your father.", L_later_rewards,
"Yes.", L_Fetch_initial_reward,
"No.", L_close;
goto L_close;
L_Fetch_initial_reward:
if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough;
mes "[Airlia]";
mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\"";
if (@FETCH_REWARD_GOLD_INITIAL > 0)
mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]";
if (@FETCH_REWARD_EXP_INITIAL > 0)
mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]";
delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL;
Zeny = Zeny + @FETCH_REWARD_GOLD_INITIAL;
getexp @FETCH_REWARD_EXP_INITIAL, 0;
QUEST_Airlia = @Q_STATUS_INITIAL_FETCH_REWARDED;
next;
mes "[Airlia]";
// TODO: Write the dialogue when I'm not tired...
mes "\"Oh, before you leave. We all must do what we can to stop this tragedy.";
mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\"";
close;
L_Fetch_later_rewards:
if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT)
goto L_Fetch_not_enough;
mes "[Airlia]";
mes "\"Excellent work. You are definitely a great warrior.\"";
if (@FETCH_REWARD_GOLD > 0)
mes "[" + @FETCH_REWARD_GOLD + " GP]";
if (@FETCH_REWARD_EXP > 0)
mes "[" + @FETCH_REWARD_EXP + " experience points]";
delitem @FETCH_LABEL$, @FETCH_AMOUNT;
Zeny = Zeny + @FETCH_REWARD_GOLD;
getexp @FETCH_REWARD_EXP, 0;
close;
L_Fetch_not_enough:
mes "[Airlia]";
mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\"";
close;
L_Rewarded:
mes "[Airlia]";
mes "\"Thank you for your help.\"";
next;
mes "\"Have you collected the " + @FETCH_AMOUNT + " " + getitemlink(@FETCH_LABEL$) + "s?\"";
if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER)
menu
"Yes.", L_Fetch_later_rewards,
"No.", L_close;
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"I have another letter from your father.", L_later_rewards,
"Yes.", L_Fetch_later_rewards,
"No.", L_close;
goto L_close;
L_close:
close;
}