// TMW2 Script.
// Author:
// Jesusalva
// Description:
// Lena
// Variables:
// $HELENA_ST
// Tracks how many set of Treasure Keys were given by all players thus far.
// Affects beer prices on Hurnscald.
// HurnscaldQuest_Bandits
// q1 -> Current status
// q2 -> Treasure Key Timer
// q3 -> Bandit Hood Timer
012-2,47,40,0 script Helena NPC_FEMALE,{
.@q=getq(HurnscaldQuest_Bandits);
// Stage 1: Level 30, collect Treasure Key
if (BaseLevel < 30) goto L_TooWeak;
if (.@q == 0) goto L_Start;
if (.@q == 1) goto L_Return;
// Stage 2: Level 40, collect Bandit Hood
if (BaseLevel < 40) goto L_Weak;
if (.@q == 2) goto L_Quest;
if (.@q == 3) goto L_Hood;
// Stage 3: Level 45, defeat Bandit Lord
if (BaseLevel < 45) goto L_Busy;
if (.@q == 4) goto L_BanditLord;
if (.@q == 5) goto L_Busy;
if (.@q == 6) goto L_Busy;
if (.@q == 7) goto L_Finish;
goto L_Daily;
L_Daily:
.@k=getq2(HurnscaldQuest_Bandits);
.@h=getq3(HurnscaldQuest_Bandits);
mesn;
mesq l("Ah, %s my friend! Are you here to help us with 5 %ss Or perhaps you have 5 more %s to show that Hurnscald is getting safer?", strcharinfo(0), getitemlink(TreasureKey), getitemlink(BanditHood));
mes "";
select
rif((.@k < santime()) && countitem(TreasureKey) >= 5, l("I have 5 Treasure Keys with me.")),
rif((.@h < santime()) && countitem(BanditHood) >= 5, l("I have 5 Bandit Hoods with me.")),
l("Nothing at the moment.");
mes "";
switch (@menu) {
case 1:
setq2 HurnscaldQuest_Bandits, santime()+(60*60*24);
delitem TreasureKey, 5;
Zeny=Zeny+600; // 600/550 = 9.09% bonus
//Zeny=Zeny+800; // 800/550 = 45.45% bonus
getexp 2000, 0;
$HELENA_ST=$HELENA_ST+2;
mesn;
mesq l("Many thanks! %%s");
next;
goto L_Daily;
case 2:
setq3 HurnscaldQuest_Bandits, santime()+(60*60*24);
delitem BanditHood, 5;
Zeny=Zeny+250; // 250/155 = 61.29% bonus
getexp 3000, 5;
$HELENA_ST=$HELENA_ST+1;
mesn;
mesq l("Many thanks! %%s");
next;
goto L_Daily;
}
close;
L_TooWeak:
mesn;
mesq lg("Good day, adventureress.", "Good day, adventurer.");
next;
mesn;
mesq l("We have some serious problems involving bandits. I need someone strong to help me, and you don't qualify. Yet.");
close;
L_Weak:
mesn;
mesq l("You still need to grow a few levels more before being able to help me out again.");
close;
L_Busy:
mesn;
mesq l("Sorry, %s. Please come back later, I am busy.", strcharinfo(0));
close;
L_DoIt:
mesn;
mesq l("%s, we are counting on you! We, the whole town of Hurnscald!", strcharinfo(0));
close;
///////////////////////// Stage 1
L_Start:
mesn;
mesq l("Bandits ransacked this tavern and left with a giant haul.");
next;
mesn;
mesq l("We chased after them after they fled into the deep tunnels of the mines. It was a heated battle but we have slain them all and got the chests with our stuff back.");
next;
mesn;
mesq l("The problem is... The slimes ate all the keys for the chests. Blasted slimes! This is not the first time such thing happened.");
next;
// 5 ÷ 4.5% = 112 Copper Slimes. You can kill Yellow Slimes too
mesn;
mesq l("If you bring us 5 %ss I'll be forever grateful.", getitemlink(TreasureKey));
select
l("Don't worry ma'am, I'll recover the Treasure Keys at once."),
l("Slimes... Sorry, not my cup of tea...");
mes "";
if (@menu == 2)
close;
setq HurnscaldQuest_Bandits, 1;
mesn;
mesq l("I'll be expecting you back.");
close;
L_Return:
mesn;
mesq l("Did you bring me what I asked? You have %d/5 %s.", countitem(TreasureKey), getitemlink(TreasureKey));
mes "";
select
rif(countitem(TreasureKey) >= 5, l("Yes, take it.")),
rif(countitem(TreasureKey) < 5, l("No, I'll be back with them.")),
l("Hm, can we talk again later?");
mes "";
if (@menu != 1)
close;
delitem TreasureKey, 5;
Zeny=Zeny+1000;
getexp 1599,0; // 20% from needed exp
setq HurnscaldQuest_Bandits, 2;
mesn;
mesq l("Finally! The regulars were close to rioting due to lack of ale.");
next;
mesn;
mesq l("Here are %s GP for your efforts. Thanks for making Hurnscald a better place to live.", fnum(1000));
next;
mesn;
mesq l("This might happen again in the future, so we are always gathering them, just in case.");
next;
mesn;
mesq l("If you continue gathering %ss, we are able to lower our ale price! %%2", getitemlink(TreasureKey));
close;
///////////////////////// Stage 2
L_Quest:
mesn;
mesq l("%s, good thing you are here.", strcharinfo(0));
next;
mesn;
mesq l("Bandits are a huge threat to Hurnscald. We're just a small farming town, and they're countless.");
next;
mesn;
mesq l("I did travel to their cave, wondering why they hide their faces. I found out most of them are monsters after I ripped their hoods off.");
next;
mesn;
mesq l("A few of them are rebels, outcasts and the like but the vast majority are monsters.");
next;
mesn;
mesq l("Unfortunately, they placed a curse on me using a %s preventing me from entering their cave ever again.", getitemlink(BlueManaPearl));
next;
if (countitem(BlueManaPearl) >= 1) {
mesn;
mesq l("Be very, very careful with your %s. Handling it incorrectly may be fatal and many people died to that.", getitemlink(BlueManaPearl));
next;
}
mesn;
mesq l("Thankfully that item is very rare, so they will not be able to place a curse on you. Probably.");
next;
mesq l("I want somebody to slay the bandit leader, but if you want to do it, you must prove yourself first.");
next;
select
l("I would gladly aid you to get rid of that scourge."),
l("Sorry, I forgot my courage in my other set of pants.");
mes "";
if (@menu == 2)
close;
setq HurnscaldQuest_Bandits, 3;
mesn;
mesq l("Perfect!");
next;
// 8% drop. 10 / 8% = avg. 125 bandits to kill
// And for once, I won't require these bandits to be from Hurnscald Bandit Cave.
mesn;
mesq l("As a warm-up, bring me 10 %ss. I'll pay you some money for that, of course.", getitemlink(BanditHood));
close;
L_Hood:
mesn;
mesq l("%s, did you bring me the hoods I asked for? I see you have %d/10 %ss.", strcharinfo(0), countitem(BanditHood), getitemlink(BanditHood));
mes "";
select
rif(countitem(BanditHood) >= 10, l("Yes, take them.")),
rif(countitem(BanditHood) < 10, l("No, I'll be back with them.")),
l("Hm, can we talk again later?");
mes "";
if (@menu != 1)
close;
inventoryplace LeatherPatch, 1, Beer, 1;
delitem BanditHood, 10;
getitem LeatherPatch, 1;
getitem Beer, 1;
Zeny=Zeny+2000;
getexp 6842,0; // 20% from needed exp
setq HurnscaldQuest_Bandits, 4;
mesn;
mesq l("Great job. I was worried you would ruin their hoods in combat.");
next;
mesn;
mesq l("Here are 2000 GP for your efforts. Thanks for making Hurnscald a better place to live.");
next;
mesc l("I also gave you a fresh ale and a %s. Bows are awkward to handle, so you should talk to the Blacksmith to make you a %s.", getitemlink(LeatherPatch), getitemlink(LeatherQuiver));
close;
///////////////////////// Stage 3
L_BanditLord:
mesn;
mesq l("I won't say you can't do it, %s. But I will just say killing the Bandit Lord is no easy task.", strcharinfo(0));
next;
mesn;
mesq l("The %s is not only a fearsome and ruthless opponent, he has some tricks up his sleeve.", getmonsterlink(BanditLord));
next;
mesn;
mesq l("He will summon allies if he thinks you have the upper hand, depending on how you fight.");
next;
mesq l("If you go for melee, he will summon archers to keep his distance. If you use a bow, he will summon normal bandits to cut your throat.");
next;
mesn;
mesq l("I know another Bandit Lord will take his place, but the loss of their leader will make the bandits scatter long enough.");
next;
mesn;
mesq l("Will you help me- no, I mean, will you help us, the whole town of Hurnscald?");
next;
select
l("Sorry, I need to better prepare myself."),
l("I would gladly give my life for such noble goal.");
mes "";
if (@menu == 1)
close;
setq HurnscaldQuest_Bandits, 5;
mesn;
mesq l("...You are brave. Or very foolish. Many people tried and failed.");
next;
mesn;
mesq l("The den of the bandit lord is located northeast from here in a cave, hidden quite deep inside.");
next;
mesq l("I have a guard stationed not far from there. Ask him for the key.");
next;
mesn;
mesq l("Good luck, you'll need it. This is a difficult task, so don't hesitate in running away if you need to.");
close;
L_Finish:
mesn;
mesq l("...The bandits are in disarray. And you arrive victorious. I have to admit, I thought had fallen, just like the other ones.");
next;
mesn;
mesq l("I am pleasantly surprised. Good job. Perhaps we will all be able to sleep in peace this night!");
next;
inventoryplace ForestArmor, 1, Beer, 3;
inventoryplace Beer, 3;
getitem Beer, 3;
getitem ForestArmor, 1;
getexp 5842,93; // 10% from needed exp + JExp level 6
setq HurnscaldQuest_Bandits, 8;
mesn;
mesq l("You deserve this old %s of mine. They are great for skilled rangers and offer good protection.", getitemlink(ForestArmor));
next;
mesn;
mesq l("You are always welcome in the tavern and I would truly like to see you come by for some ale sometime.");
next;
mesq l("Of course, there are also always daily chores to do, if you are more interested in that. %%Q");
close;
OnInit:
.@npcId = getnpcid(.name$);
setunitdata(.@npcId, UDT_HEADTOP, FairyHat);
setunitdata(.@npcId, UDT_HEADMIDDLE, ForestArmor);
setunitdata(.@npcId, UDT_HEADBOTTOM, CottonSkirt);
setunitdata(.@npcId, UDT_WEAPON, LousyMoccasins);
setunitdata(.@npcId, UDT_HAIRSTYLE, 17);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
.sex = G_FEMALE;
.distance = 5;
end;
}