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author | Jesusaves <cpntb1@ymail.com> | 2021-07-07 20:36:00 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2021-07-07 20:36:00 -0300 |
commit | 6967b9e0b63d19141d4f59b7933a960ac81916d0 (patch) | |
tree | 8ecd9cd2461f3598cb7faece71eb77162aa4ef2a /npc/009-8 | |
parent | 9877fd4ad81120af8e63e96d5d429092014dc017 (diff) | |
parent | 046c659193e1ca8bd13478678d1277df8bf9395c (diff) | |
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Merge branch 'master' into legacy
Override all files with 'master' version.
This version is meant to preserve git history as requested by bjorn.
Diffstat (limited to 'npc/009-8')
-rw-r--r-- | npc/009-8/_import.txt | 5 | ||||
-rw-r--r-- | npc/009-8/_warps.txt | 15 | ||||
-rw-r--r-- | npc/009-8/celestia.txt | 297 | ||||
-rw-r--r-- | npc/009-8/mapflags.txt | 2 |
4 files changed, 319 insertions, 0 deletions
diff --git a/npc/009-8/_import.txt b/npc/009-8/_import.txt new file mode 100644 index 00000000..be35dd64 --- /dev/null +++ b/npc/009-8/_import.txt @@ -0,0 +1,5 @@ +// Map 009-8: Chez Celestia +// This file is generated automatically. All manually added changes will be removed when running the Converter. +"npc/009-8/_warps.txt", +"npc/009-8/celestia.txt", +"npc/009-8/mapflags.txt", diff --git a/npc/009-8/_warps.txt b/npc/009-8/_warps.txt new file mode 100644 index 00000000..cec1ec14 --- /dev/null +++ b/npc/009-8/_warps.txt @@ -0,0 +1,15 @@ +// This file is generated automatically. All manually added changes will be removed when running the Converter. +// Map 009-8: Chez Celestia warps +009-8,26,122,0 warp #009-8_26_122 0,0,009-1,74,48 +009-8,22,134,0 warp #009-8_22_134 0,0,009-1,71,54 +009-8,56,55,0 warp #009-8_56_55 1,0,069-2,44,127 +009-8,53,40,0 warp #009-8_53_40 0,0,069-2,97,127 +009-8,58,40,0 warp #009-8_58_40 0,0,069-2,116,127 +009-8,79,99,0 warp #009-8_79_99 0,0,069-2,117,61 +009-8,87,78,0 warp #009-8_87_78 0,0,069-2,86,61 +009-8,87,56,0 warp #009-8_87_56 0,0,069-2,55,61 +009-8,79,39,0 warp #009-8_79_39 0,0,069-2,24,61 +009-8,33,39,0 warp #009-8_33_39 0,0,069-2,117,30 +009-8,24,56,0 warp #009-8_24_56 0,0,069-2,86,30 +009-8,24,78,0 warp #009-8_24_78 0,0,069-2,55,30 +009-8,32,98,0 warp #009-8_32_98 0,0,069-2,24,30 diff --git a/npc/009-8/celestia.txt b/npc/009-8/celestia.txt new file mode 100644 index 00000000..e4ef6f2d --- /dev/null +++ b/npc/009-8/celestia.txt @@ -0,0 +1,297 @@ + +009-8,29,124,0 script Celestia NPC144,{ + callfunc "CelestiaState"; + if (getequipid(equip_head) == 4027) // check if yeti mask (4027) is equipped + goto L_YetiMask; + if (getequipid(equip_head) == 647) // check if Developer's Cap (647) is equipped + goto L_Debug; + if (QL_CELESTIA == 2) // check if the player has the easy quest + goto L_ExplainEasy; + if (QL_CELESTIA >= 5 && QL_CELESTIA < 206) // check if the player has the adv quest + goto L_ExplainAdv; + if (QL_CELESTIA > 1) // the player finished a quest or both + goto L_ThankYou; + goto L_Intro; // if all checks fail go to L_Intro (first meeting) + +L_YetiMask: + mes "Celestia is clearly alarmed upon seeing you."; // send message to dialog window + next; // require the player to press the "next" button in the dialog window + mes "Before you have a chance to speak, she screams,"; // every use of "mes" creates a new line + mes "##B\"YETI IN MY HOUSE!\"##b"; // here we created a new line to add emphasis (and ##B to make bold) + mes "as she jumps back a few feet."; + next; + mes "You catch a glimpse of a black bow while some kind of dark mist quickly overcomes you."; + next; + mes "You feel a sharp pain in your heart and everything fades into darkness."; + heal -Hp, 0; // set the current hp to 0 (kill the player) + set @scared_celestia, 1; // set a temporary variable (resets on log out) in the player scope (variable is stored in the player, not in the npc) + close; // terminate the script and require the player to press the "close" button + +L_Intro: + mes "\"Hi, my name is Celestia.\""; + next; + mes "\"I used to be a great adventurer who's hunted thousands of yeti single-handedly, though, since I moved to Hurnscald I've been hosting tea parties instead.\""; + next; + goto L_MainMenu; + +L_MainMenu: + mes "\"Are you here for this afternoon's tea party?\""; + if (QL_CELESTIA == 1) // check if the player can do the easy quest + goto L_EasyQuestMenu; // go to a special menu that has one more option to start the easy quest + if (QL_CELESTIA == 4) // check if the player can do the quest + goto L_AdvQuestMenu; // go to a special menu that has one more option to start the adv quest + menu // else we just show a boring menu + "Party! Of course I came out for the party!", L_CameForParty, + "I'm sorry, life is much too serious for tea.", L_SrsBsns, + rif(get_nibble(##03_TMWQUEST, 0), l("Actually, have you ever heard of Yeti's kidnapping little girls?")), L_VaultQuest, + "(Walk away)", L_InstaClose; + +L_EasyQuestMenu: + menu // here we display a special menu + "Party! Of course I came out for the party!", L_CameForParty, + "I'm sorry, life is much too serious for tea.", L_SrsBsns, + "Is there anything that I can do to help?", L_OfferHelp, // <= this will start the first quest + rif(get_nibble(##03_TMWQUEST, 0), l("Actually, have you ever heard of Yeti's kidnapping little girls?")), L_VaultQuest, + "(Walk away)", L_InstaClose; + +L_AdvQuestMenu: + menu // here we display a special menu + "Party! Of course I came out for the party!", L_CameForParty, + "I'm sorry, life is much too serious for tea.", L_SrsBsns, + "I heard you were looking for help from experienced adventurers...", L_Scared, // <= this will start the adv quest + rif(get_nibble(##03_TMWQUEST, 0), l("Actually, have you ever heard of Yeti's kidnapping little girls?")), L_VaultQuest, + "(Walk away)", L_InstaClose; + +L_CameForParty: + mes "\"Wonderful, I am happy to have you over."; + mes "Lets get things started with some puerh tea.\""; + next; + mes "Celestia hands you a cup filled with some type of tea that is unlike anything you have seen before."; + mes "It has a very dark color and an unusual aroma reminiscent of a moist forest."; + next; + mes "For a moment you wonder if Celestia might have gotten confused and tossed in a handful of forest dirt into the teapot."; + mes "You ponder whether or not it would be wise to drink it."; + menu + "(Drink the tea, hoping for the best)", L_DrinkTea, + "Uh are you sure this is fit to drink?", L_QuestionTea; + +L_DrinkTea: + mes "To your pleasant surprise the tea is actually quite good."; + next; + mes "Despite its initial dubious fragrance, the tea comes off as very smooth and mellow with a bit of natural sweetness and a touch of an earthy forest like flavour, but in a very good way."; + next; + mes "Clearly an exotic tea, with a refined flavor fit for a refined woman such as Celestia."; + close; + +L_QuestionTea: + mes "\"Yes, did you really think I was some kind of monster that would try to poison you in my own house?\""; + mes "##a(it would be way too messy anyway)##0"; + next; + mes "Celestia then picks up the cup of tea and drinks it in front of you to demonstrate that it is not only harmless but also quite delectable."; + close; + +L_SrsBsns: + mes "\"Have it your way.\""; + close; + +L_OfferHelp: + mes "\"Yes there is.\""; + next; + mes "\"I am a bit frustrated by the lack of a decent grocery store in Hurnscald, and there is only so much that I can get from Hinnak and Oscar.\""; + next; + mes "\"This poses a problem as the few items that I am not able to pick up locally are required for the tea parties that I host.\""; + next; + set QL_CELESTIA, 2; // set state to "got the easy quest" + goto L_ExplainEasy; + +L_ExplainEasy: + npcaction 9; // clear npc dialog to make room for the item list + mes "\"Please go out and find these items and I will make it more than worth your time and effort.\""; + mes; // send a blank line (line break) + mes " %%E 100 ["+ getitemlink("ChocolateBar") +"]"; // use getitemlink to display a click-able item link in the dialog + mes " %%E 50 ["+ getitemlink("GingerBreadMan") +"]"; + next; + mes "\"I really hope you can find a reliable provider for these items before it forces me to put an end to my tea parties.\""; + if (countitem("ChocolateBar") >= 100 && countitem("GingerBreadMan") >= 50) // check if the player has the items + menu // if yes then allow the player to give them + "I have the grocery order of Chocolate Bars and Ginger Bread Men for you.", L_GiveGroceries, + "I will come back later.", L_InstaClose; + close; + +L_GiveGroceries: + mes "Celestia smiles."; + next; + mes "\"Wonderful, I am so glad you were able to track them down."; + mes "That will be enough to keep me in supply for some time.\""; + next; + mes "\"Here, take this Beret."; + mes "I hope it looks better on you than it does on me, as it does not go well with my fine dresses.\""; + next; + mes "Celestia also hands you a heavy pouch filled with gold pieces."; + mes; + mes "["+getitemlink("Beret")+"]"; + mes "[10,000 GP]"; + mes "[20,000 EXP]"; + delitem "ChocolateBar", 100; // remove chocolate bars + delitem "GingerBreadMan", 50; // remove ginger bread men + getitem "Beret", 1; // give beret + getexp 20000, 0; // XXX is this amount reasonable? + set Zeny, Zeny + 10000; // XXX is this amount reasonable? + set QL_CELESTIA, 3; // set the state to "completed easy quest" + close; + +L_ThankYou: + mes "\"Welcome back %%1\""; + next; + goto L_MainMenu; + +L_VaultQuest: + mesn; + mesq l("I've heard of Yetis %s little girls, and kidnapping them to eat immediately after.", b(l("eating"))); + next; + mesn; + mesq l("If a Yeti kidnapped your friend and you had the time to come here tell me this, they're likely already gone."); + next; + mesc l("Thinking back, Cindy was in a cage. Something seems off."); + close; + +L_Scared: + mes "Celestia takes a close look at you and seems to be satisfied."; + next; + mes "\"Wonderful, I am glad you came out."; + mes "I am really concerned about the growing yeti threat."; + mes "There simply does not seem to be enough yeti hunters out there to keep their population from growing.\""; + next; + mes "\"To the point that a few days ago a yeti somehow managed to get inside my house, and I have never heard of one moving this far south before.\""; + next; + menu + "A Yeti in your house, did you kill it?", L_YetiHouse, + "A Yeti in your house, are you alright?", L_YetiHouse; + +L_YetiHouse: + mes "Seemingly out of nowhere Celestia pulls a black bow and a fistful of arrows from her dress."; + mes "\"Don't worry about me, I am able to protect myself."; + mes "The real concern is the safety of the children of Hurnscald, as yeti tend to prefer children.\""; + next; + mes "\"It is scary to think about how many children that yeti could have run into before stumbling into my house to meet its doom."; + mes "If one yeti has already made it this far south it is only a matter of time before more will follow.\""; + next; + mes "\"What disturbs me the most is that Hurnscald is a favorite trading post for adventurers, yet none of them did anything when the yeti entered town.\""; + next; + mes "\"Since they are not concerned about keeping Hurnscald safe I am taking matters into my own hands and recruiting more yeti hunters.\""; + next; + set QL_CELESTIA, 5; // set state to "got advanced quest"; + goto L_ExplainAdv; + +L_ExplainAdv: + mes "\"Please, for the sake of the children of Hurnscald go out and ##Bslay at least 200 yetis##b to help knock down their growing numbers.\""; + if (QL_CELESTIA == 205) // check if the player killed 200 yetis + menu + "I have returned from the great yeti hunt.", L_YetiComplete; + if (QL_CELESTIA > 5) // check if at least 1 yeti killed + menu + "About those yetis...", L_Encourage; + close; + +L_YetiComplete: + mes "\"You are my hero!\""; + next; + mes "\"Here, take it. This [@@677|family heirloom@@] has been passed from mother to daughter for countless generations now.\""; + next; + mes "\"It pains me to let it go, as it is the only remaining trinket of my late mother, but you have proven yourself worthy of it.\""; + next; + menu + "Thank you, I will cherish it dearly.", L_AcceptTrinket, + "This token is too important, you should keep it.", L_RefuseTrinket; + +L_AcceptTrinket: + mes "\"May our path cross again.\""; + mes; + mes l("%s", getitemlink("HeartNecklace")); + getitem HeartNecklace, 1; + QL_CELESTIA = 206; + close; + +L_RefuseTrinket: + mes "\"Really?\""; + next; + mes "\"Please at least accept this humble payment for your trouble.\""; + next; + mes "\"May out path cross again.\""; + mes; + mes "[150,000 GP]"; + Zeny = Zeny + 150000; + QL_CELESTIA = 206; + close; + +L_Encourage: + mes "\"You are doing great so far."; + mes "Keep it up and I know you will be able to make a difference in the growing Yeti threat.\""; + close; + +L_InstaClose: + close; + + + +L_Debug: + npcaction 9; + mes "state: " + QL_CELESTIA; + mes "scared: " + @scared_celestia; + mes "---"; + mes "000 can not do easy quest"; + mes "001 can do easy quest"; + mes "002 has gotten easy quest"; + mes "003 completed easy quest"; + mes "004 can do adv quest"; + mes "005 got adv quest"; + mes "006 killed 1 yeti"; + mes "[...]"; + mes "205 killed 200 yeti"; + mes "206 got adv quest reward"; + mes "---"; + if (debug) + menu + "restart|reset quest", L_ResetState, + "toggle|toggle scared", L_ToggleScared, + // TODO set state to [...] + "edit|set state manually", L_SetState, + "close", L_InstaClose; + close; + +L_ToggleScared: + @scared_celestia = !(@scared_celestia); + goto L_Debug; + +L_ResetState: + QL_CELESTIA = 0; + @scared_celestia = 0; + npcaction 5; // force close dialog + warp "009-1", 72, 48; + end; + +L_SetState: + input @cel_state; + if (@cel_state >= 0 && @cel_state < 256) + QL_CELESTIA = @cel_state; + goto L_Debug; +} + +function script CelestiaState { + if (BaseLevel >= 40 && QL_CELESTIA == 0) // if the player is at least level 40 + set QL_CELESTIA, 1; // show the quest marker + if (BaseLevel >= 90 && QL_CELESTIA == 3 && @scared_celestia) // check if level >= 90, if scared celestia and if easy quest done + set QL_CELESTIA, 4; // show the quest marker for the secret advanced quest + return; +} + +009-1,74,49,0 script Celestia Door NPC32767,0,0,{ + warp "009-8", 26, 124; + callfunc "CelestiaState"; + end; +} +009-1,72,54,0 script Celestia BackDoor NPC32767,0,0,{ + warp "009-8", 23, 134; + callfunc "CelestiaState"; + end; +} diff --git a/npc/009-8/mapflags.txt b/npc/009-8/mapflags.txt new file mode 100644 index 00000000..b87cce76 --- /dev/null +++ b/npc/009-8/mapflags.txt @@ -0,0 +1,2 @@ +//009-8 mapflag town +//009-8 mapflag resave 009-2,149,43 |