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author | Jesusaves <cpntb1@ymail.com> | 2018-12-30 22:20:20 -0200 |
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committer | Jesusaves <cpntb1@ymail.com> | 2018-12-30 22:20:20 -0200 |
commit | f77ddc50f628d2c9e301aa417d9dc05aaec37ed9 (patch) | |
tree | 5eb81b34721dc65ec1f186ec0bbfcbe91c878ae7 /npc/002-4 | |
parent | aa8111f7bb0a6bc62f72b8a615d54a3a8b4f336c (diff) | |
download | serverdata-f77ddc50f628d2c9e301aa417d9dc05aaec37ed9.tar.gz serverdata-f77ddc50f628d2c9e301aa417d9dc05aaec37ed9.tar.bz2 serverdata-f77ddc50f628d2c9e301aa417d9dc05aaec37ed9.tar.xz serverdata-f77ddc50f628d2c9e301aa417d9dc05aaec37ed9.zip |
Move Nard and Elmo to 002-3. Unlink 002-4 from world.
Diffstat (limited to 'npc/002-4')
-rw-r--r-- | npc/002-4/_import.txt | 2 | ||||
-rw-r--r-- | npc/002-4/elmo.txt | 119 | ||||
-rw-r--r-- | npc/002-4/nard.txt | 319 |
3 files changed, 0 insertions, 440 deletions
diff --git a/npc/002-4/_import.txt b/npc/002-4/_import.txt index 5def6f5d9..c2cede277 100644 --- a/npc/002-4/_import.txt +++ b/npc/002-4/_import.txt @@ -1,5 +1,3 @@ // Map 002-4: Nard's Room // This file is generated automatically. All manually added changes will be removed when running the Converter. "npc/002-4/doors.txt", -"npc/002-4/elmo.txt", -"npc/002-4/nard.txt", diff --git a/npc/002-4/elmo.txt b/npc/002-4/elmo.txt deleted file mode 100644 index 2f7ea7037..000000000 --- a/npc/002-4/elmo.txt +++ /dev/null @@ -1,119 +0,0 @@ -// TMW2 Script. -// Authors: -// Jesusalva -// Description: -// Elmo's second dialog. He is Nard's deputy and second-in-command. -// Elmo was created in Evol by Qwerty Dragon and Reid - -002-4,27,27,0 script Elmo NPC_ELMO,{ - showavatar NPC_ELMO; // this is handled by avatars.xml - - if (getq(CandorQuest_Sailors) == 2) goto L_Party; - if (LOCATION$ == "Candor") goto L_Candor; - - - sailortalk; - end; // double-sure - -L_Candor: - mesn; - if (getq(General_Narrator) < 1) mes l("\"Hey, have you already got the money necessary for the travel?"); - if (getq(General_Narrator) < 1) mes l("If you haven't, maybe there are a few things you can do besides selling items.\""); - if (getq(General_Narrator) >= 1) mesq l("Maybe there are things in Candor which still require your attention? I overheard some of them."); - next; - - mes ""; - - // Valon Quest - .@q=getq(CandorQuest_Trainer); - if (.@q < 1) { - mesc l("##BFirst and foremost, you should talk to Trainer, inside the big house.##b"), 1; - mes l("Besides being able to train you, he is a walking encyclopedia - Ask him anything you are unsure about!"); - next; - mes l("To find him, just leave the ship and turn left. You should also touch the Soul Menhir when you leave this ship."); - mes l("The Soul Menhir will attach your soul, so when you die, you'll appear where you last touched it."); - close; - } else if (.@q < 12) { - mes l("- Inside the big house is someone who can train you. All experience is handy!"); - } - - // Barrel Quest - .@q=getq(CandorQuest_Barrel); - if (.@q < 4) - mes l("- I think you can help the storehouse for some quick cash."); - - // Kids Quest - .@q=getq(CandorQuest_HAS); - if (.@q < 4) - mes l("- You can always play with kids. Not very profitable, though."); - - // Sailors Quest - .@q=getq(CandorQuest_Sailors); - if (.@q < 3) - mes l("- Some of our crew are missing. They're probably wasting their time at beach."); - - // Vincent Quest - .@q=getq(CandorQuest_Vincent); - if (.@q < 2) - mes l("- I overheard rumors about a festival. Maybe someone needs help with their figurine?"); - - // Tolchi Quest - .@q=getq(CandorQuest_Tolchi); - if (.@q < 2) - mes l("- The weapon master, Tolchi, could use your help. But she will most likely force you to visit Tulimshar in the end."); - - // Maya Quest - .@q=getq(CandorQuest_Maya); - if (.@q < 4) - mes l("- There is a woman walking on the island, called Maya. Once she realises you're willing to help, she'll start paying well."); - - // Rosen Quest - .@q=getq(CandorQuest_Rosen); - if (.@q < 3) - mes l("- The weapon seller, Rosen, wanted to help new players to improve their equipment."); - - // Ship Quests - .@q1=getq(ShipQuests_Dan); - .@q2=getq(ShipQuests_ChefGado); - .@q3=getq(ShipQuests_Peter); - if (.@q1 < 3 || .@q2 < 2 || .@q3 != 5) - mes l("- Some sailors within this ship may need your help: Chef Gado, Dan, Peter... help them all and collect rewards!"); - - // Report in an abstract way to the player how good they are at getting travel - // discounts, and how much work is left to do. Some points are easy/required to get (eg. Dan, Peter, HAS, etc.) - close2; - .@n=nard_reputation(); - if (.@n >= 15) - npctalk3 l("Nard is truly amazed at you. I am impressed, too."); - else if (.@n >= 13) - npctalk3 l("Nard is amazed at you."); - else if (.@n >= 11) - npctalk3 l("Nard is very impressed, you're really a hard worker. Congrats!"); - else if (.@n >= 9) - npctalk3 l("Nard is impressed, you're a hard worker."); - else if (.@n >= 7) - npctalk3 l("Nard noticed your hard work."); - else if (.@n >= 5) - npctalk3 l("Nard likes people who work hard. Work harder!"); - else if (.@n >= 3) - npctalk3 l("You really should do some tasks to impress our captain."); - else - npctalk3 l("Nard doesn't like people who gets money without working for it."); - - end; - -L_Party: - mesn; - mesq l("What? A party?"); - next; - setq CandorQuest_Sailors, 3; - getexp 25, 0; - Zeny = (Zeny + 1000); - mesq l("Alright, I'll show up later. Thanks for calling me. Here's 1000 GP for your efforts."); // With this, the final cost is 50 GP - close; - -OnInit: - .sex = G_MALE; - .distance = 5; - end; -} diff --git a/npc/002-4/nard.txt b/npc/002-4/nard.txt deleted file mode 100644 index 24b5997fd..000000000 --- a/npc/002-4/nard.txt +++ /dev/null @@ -1,319 +0,0 @@ -// TMW2 scripts. -// Authors: -// Qwerty Dragon -// Reid -// Jesusalva -// Description: -// Captain Nard dialogs. -// Nard is a fair merchant ship's captain. -// Original Nard's from Evol by Qwerty Dragon and Reid - -002-4,25,26,0 script Nard NPC_NARD,{ - showavatar NPC_NARD; // this is handled by avatars.xml - - .@narrator = getq(General_Narrator); - .@price=1200; - -L_Checker: - if (.@narrator) goto L_Travel; - if (getq(ShipQuests_Julia) >= 3) goto L_NotYet; - // Introduction - mesn; - mesq l("Hello."); - next; - mesq l("Let me introduce myself, I am Nard, captain of this ship."); - next; - mesq lg("I am pleased to see that you have woken up and are active. Elmo came here to tell me this good news!"); - next; - mesn; - mesq l("Hehehe, he is a bit nervous, please forgive him, it is not everyday we have a new member in the crew!"); - next; - mesq l("So, how do you feel? I see that Juliet did a marvellous job! You look like you're in good health now."); - next; - -L_Menu: - menu - lg("I feel ok."), L_Ok, - l("Who's this Juliet?"), L_Juliet, - lg("I'm a bit sick..."), -; - - mes ""; - mesn; - mesq l("Oh, I was going to ask you if you wanted to help the crew search for some food and explore the island out there."); - next; - -L_MenuQuest: - menu - l("What do you need?"), -, - l("Is there a reward?"), L_NeedHead, - l("Wait, you never came here before?"), L_CandorIsland; - - mes ""; - mesn; - mesq l("Ship travels are not free. See if you can gather some money, and I'll bring you to Tulimshar!"); - next; - showavatar NPC_ELMO; - setcamnpc "Elmo"; - mesn l("Elmo"); - mesq l("I, Elmo, captain's deputy, will help you to make the maximum possible money in Candor!"); - next; - showavatar NPC_NARD; - mesn; - mesq l("Why we're going Tulimshar, you may ask? Because well, believe me, if you want to find out anything, the best place to ask around is Tulim!"); - LOCATION$ = "Candor"; - setq ShipQuests_Julia, 3; - - // Referral program - if (#REFERRAL_PROG == 0 && $REFERRAL_ENABLED) { - next; - clear; - showavatar NPC_LOF_RICH; - mesc l("But before, a message from our developers!"), 3; - next; - mesn l("TMW2 Staff"); - mesc l("Hello, and welcome to TMW2: Moubootaur Legends!"), 3; - next; - mesn l("TMW2 Staff"); - mesc l("Did you came here by someone advise? If yes, write their name here!"), 3; - mesc l("If this is not the case, just click on \"Send\"."), 3; - .@ref$=""; - do - { - input .@ref$; - debugmes "Hercules is bugged: "+.@ref$; - mes ""; - if (.@ref$ != "") { - .@ref=gf_accid(strip(.@ref$)); - if (.@ref > 0) { - if (.@ref == getcharid(3)) { - mesn l("TMW2 Staff"); - mesc l("Hahah, silly, that's yourself!"), 3; - mesc l("Try again!"), 3; - next; - .@ref$=""; - } else { - #REFERRAL_PROG=.@ref; - getitembound FriendGift, 1, 1; - mesn l("TMW2 Staff"); - mesc l("Well, welcome to the game! If you have any doubt, shout on #world for help!"), 3; - mesc l("Your friend also sent you a gift - open it when you get level 5!"), 3; - next; - } - } else { - mesn l("TMW2 Staff"); - mesc l("Oops, there is nobody known as @@ on this game.", .@ref$), 3; - mesc l("Could you try again? There could be a typo!"), 3; - next; - .@ref$=""; - } - } else { - .@ref$="None"; - mesn l("TMW2 Staff"); - mesc l("I see. Well, welcome to the game! If you have any doubt, shout on #world for help!"), 3; - next; - } - } while (.@ref$ == ""); - showavatar NPC_NARD; - } - - close; - - -L_NeedHead: - mes ""; - mesn; - mesq l("You're pretty much stranded on this forsaken island if you don't help me!"); - next; - mesq l("Also, I believe hard work always pay off."); - next; - goto L_MenuQuest; - -L_Ok: - mes ""; - mesn; - mesq l("Good to know."); - next; - mesq l("We have made a stop at a little island, before making it on to the port of Tulimshar."); - next; - mesq l("It would be good for you to do some exercise, the ship isn't big enough for that."); - next; - - goto L_SpecialTask; - -L_Juliet: - mes ""; - mesn; - mesq l("You have an awful case of amnesia."); - next; - mesq l("She is the nurse and shipkeeper of this ship."); - next; - mesq lg("But most important, she is the one who took care of you when you were unconscious."); - next; - -L_SpecialTask: - mesq l("I know that you are just starting to feel better, but I'd like you to explore the island we're currently at."); - next; - - goto L_MenuQuest; - -L_CandorIsland: - mes ""; - mesn; - mesq l("I never said that. I come here frequently to trade. It is you who should explore the island."); - next; - mesq l("This is ##BCandor Island##b. A very small community lives here."); - next; - mesq l("If they were any bigger, monsters would come and kill everyone."); - next; - - goto L_MenuQuest; - -L_NotYet: - mesn; - menu - l("I've brought the money you've asked for."),-, - l("Please excuse me, captain."), L_Close; - - mes ""; - if (Zeny >= .@price) { - mesq l("Ten, fifty, thousand... Yep, this is the amount I've asked for."); - next; - setq General_Narrator, 1; - mesq l("Set sail! We're going to Tulimshar!"); - next; - showavatar; - setcam 0, 0; - mesc l("Some time later..."); - next; - restorecam; - showavatar NPC_NARD; // this is handled by avatars.xml - mesn; - mesq l("Welcome to Tulimshar, @@!", strcharinfo(0)); - next; - Zeny = Zeny-.@price; - LOCATION$="Tulim"; - mesn; - mesq l("You can explore the city as you want, but if I were you, I would ##Btouch the Soul Menhir##b, north of here, to don't respawn at Candor."); - next; - mesn; - mesq l("Other than that, you can explore the city as you want, but as you had a memory loss, You should visit the townhall."); - next; - mesn; - mesq l("When you get out of the ship, it is the first building you'll see. Talk to ##BLua##b, she is an alliance representative."); - next; - mesn; - mesq l("The Alliance have records of everyone. And if you need another trip, talk to me!"); - - } else { - mesq l("You still haven't completed your tasks."); - next; - mesq l("You still need @@ GP for the trip to Tulimshar.", (.@price-Zeny)); - } - close; - -L_Travel: - if (nard_reputation() >= 15) - .@price-=1150; - else if (nard_reputation() >= 13) - .@price-=1000; - else if (nard_reputation() >= 11) - .@price-=750; - else if (nard_reputation() >= 9) - .@price-=600; - else if (nard_reputation() >= 7) - .@price-=350; - else if (nard_reputation() >= 5) - .@price-=200; - mesn; - mesq l("Hi @@.", strcharinfo(0)); - next; - mesq l("You are currently at @@.", LOCATION$); - mes ""; - mes l("A ship travel will cost you @@ GP.", .@price); - - if (Zeny >= .@price) { - menu - rif(LOCATION$ != "Candor", l("To Candor Island.")), L_TCandor, - rif(LOCATION$ != "Tulim", l("To Tulimshar.")), L_TTulim, - rif(ST_TIER == 7 && gettimetick(2) < QUEST_ELEVARTEMPO ,l("Help me, I need Jesusaves Grimorie!")), L_Tier2, - rif(ST_TIER == 9 && countitem(Lifestone) && gettimetick(2) < QUEST_ELEVARTEMPO ,l("Help me, I need Jesusaves Grimorie!")), L_Tier2Ok, - l("No, I'll save my money."), -; - } else { - mes l("You still need @@ GP to afford it.", (.@price-Zeny)); - } - - close; - -L_TCandor: - Zeny=Zeny-.@price; - PC_DEST$="Candor"; - - mes ""; - mesn; - mesq l("Candor Island, then? Yes, that is a pretty island, right?"); - next; - mesq l("I was planning to go there soon, anyway. All aboard!"); - close2; - addtimer nard_time(PC_DEST$), "#NardShip::OnEvent"; - @timer_navio_running = 1; - warp "002-5", 39, 26; - end; - -L_TTulim: - Zeny=Zeny-.@price; - PC_DEST$="Tulim"; - @timer_navio_running = 1; - - mes ""; - mesn; - mesq l("Tulimshar, right? The oldest human city-state!"); - next; - mesq l("I was planning to go there soon, anyway. All aboard!"); - close2; - addtimer nard_time(PC_DEST$), "#NardShip::OnEvent"; - @timer_navio_running = 1; - warp "002-5", 39, 26; - end; - -L_Tier2: - mes ""; - mesn; - mesq l("WHAT?! ARE YOU OUT OF MIND?!?!"); - next; - mesn; - if (nard_reputation() < 8) { - mesq l("THAT GRIMORIE IS A SUPER DUPER MEGA UPER RARE BOOK, I CANNOT GIVE IT TO ANYBODY ASKING ME ABOUT!!"); - next; - mesn; - mesq l("GET OUT OF HERE, YOUR NOBODY!"); - close; - } - mesq l("That is a rare, precious book, which writes itself!"); - next; - mesn; - mesq l("I cannot just give it to you for nothing. Run to Elanore and fetch me a @@. You need to make a new one, an old one I won't accept.", getitemlink(Lifestone)); - ST_TIER=8; - close; - -L_Tier2Ok: - mes ""; - mesn; - mesc l("*tut*"); - next; - inventoryplace JesusalvaGrimorium, 1; - delitem Lifestone, 1; - getitem "JesusalvaGrimorium", 1; - getexp 200, 0; - ST_TIER=10; - mesn; - mesq l("Here, take it. If the mana goes out of your body, I'll have your class master to return the book to me."); - close; - -L_Close: - close; - -OnInit: - .sex = G_MALE; - .distance = 5; - end; -} |