diff options
Diffstat (limited to 'npc/012-2/helena.txt')
-rw-r--r-- | npc/012-2/helena.txt | 109 |
1 files changed, 59 insertions, 50 deletions
diff --git a/npc/012-2/helena.txt b/npc/012-2/helena.txt index cb3fdb2f2..79e7edd5e 100644 --- a/npc/012-2/helena.txt +++ b/npc/012-2/helena.txt @@ -38,10 +38,10 @@ L_Daily: .@k=getq2(HurnscaldQuest_Bandits); .@h=getq3(HurnscaldQuest_Bandits); mesn; - mesq l("Ah, @@, my friend! Are you here to help us with 5 @@? Or perhaps you have 5 more @@ to show that Hurnscald is getting safer?", strcharinfo(0), getitemlink(TreasureKey), getitemlink(BanditHood)); + 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((.@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 ""; @@ -72,10 +72,10 @@ L_Daily: L_TooWeak: mesn; - mesq lg("Hello, madam!", "Hello, sir!"); + mesq lg("Good day, adventureress.", "Good day, adventurer."); next; mesn; - mesq l("Ah, we have serious problems of robbery. I need someone really strong to help me, and you don't qualify."); + 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: @@ -85,45 +85,42 @@ L_Weak: L_Busy: mesn; - mesq l("Ah, @@! I'm busy now, can we talk again later?", strcharinfo(0)); + mesq l("Sorry, %s. Please come back later, I am busy.", strcharinfo(0)); close; L_DoIt: mesn; - mesq l("@@, we are counting on you! We, the whole Hurnscald town!", strcharinfo(0)); + mesq l("%s, we are counting on you! We, the whole town of Hurnscald!", strcharinfo(0)); close; ///////////////////////// Stage 1 L_Start: mesn; - mesq l("Ah, hello."); + mesq l("Bandits ransacked this tavern and left with a giant haul."); next; mesn; - mesq l("We actually have a problem. Bandits ransacked this tavern, and took a huge loot."); + 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("We pursued them until the mines, slayed them, and took the chests where they locked our stuff into."); - next; - mesn; - mesq l("The problem is... The slimes ate the keys for the chests. This is not the first time such thing happens."); + 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 รท 4.5% = 112 Copper Slimes. You can kill Yellow Slimes too mesn; - mesq l("If you bring us 5 @@, we'll be forever grateful.", getitemlink(TreasureKey)); + mesq l("If you bring us 5 %ss I'll be forever grateful.", getitemlink(TreasureKey)); select - l("Don't worry ma'm, I'll recover the Treasure Keys at once."), - l("Ah... Slimes... Sorry, not my cup of tea..."); + 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("Wonderful! I'll be expecting you back."); + mesq l("I'll be expecting you back."); close; L_Return: mesn; - mesq lg("Adventurer, did you brought me what I asked? I see you have @@/5 @@.","Adventurer, did you brought me what I asked? I see you have @@/5 @@.", countitem(TreasureKey), getitemlink(TreasureKey)); + 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.")), @@ -137,99 +134,105 @@ L_Return: getexp 1599,0; // 20% from needed exp setq HurnscaldQuest_Bandits, 2; mesn; - mesq l("Hey hey... Good job! We can now use again the stuff we recovered from the bandits."); + 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("Here is 1000 GP for your efforts. Thanks for making Hurnscald a better place to live."); + mesq l("This might happen again in the future, so we are always gathering them, just in case."); next; mesn; - mesq l("This happens quite often, too. My friends and I are always collecting keys to reduce beer price on Hurnscald. %%2"); + 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("Ah, @@, good thing you are here.", strcharinfo(0)); + 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 a travel to their cave, I wondered why their faces are never seen. Reason is that they're monsters."); + 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("Well, perhaps a few of them are rebels, I mean, people like us, but many of them are monsters."); + mesq l("A few of them are rebels, outcasts and the like but the vast majority are monsters."); next; mesn; - mesq l("Unfortunately, I was cursed to never enter their cave again. They used a @@ to do that!", getitemlink(BlueManaPearl)); + 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("Ah... You have one too. Be careful with it, please. Many people lost their lives because they didn't handled that correctly."); + 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 too rare. I want somebody to slay the bandit leader, but if you want to do it, you must prove yourself."); + 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; - mesn; - mesq l("I will reward whoever kills the current bandit leader, of course."); select l("I would gladly aid you to get rid of that scourge."), - l("Sorry, I forgot my courage on my other set of pants."); + l("Sorry, I forgot my courage in my other set of pants."); mes ""; if (@menu == 2) close; setq HurnscaldQuest_Bandits, 3; mesn; - mesq l("Wonderful! So, how about a warm up?"); + 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("Bring me 10 @@. I'll pay you some money for that, of course.", getitemlink(BanditHood)); + 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 lg("Adventurer, did you brought me what I asked? I see you have @@/10 @@.","Adventurer, did you brought me what I asked? I see you have @@/10 @@.", countitem(BanditHood), getitemlink(BanditHood)); + 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 it.")), + 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; + inventoryplace LeatherPatch, 1, Beer, 1; delitem BanditHood, 10; + getitem LeatherPatch, 1; + getitem Beer, 1; Zeny=Zeny+2000; getexp 6842,0; // 20% from needed exp - getitem LeatherPatch, 1; setq HurnscaldQuest_Bandits, 4; mesn; - mesq l("Hey hey... Good job! I was worried you would ruin their hoods before being able to take them."); + mesq l("Great job. I was worried you would ruin their hoods in combat."); next; mesn; - mesq l("Here is 2000 GP for your efforts. Thanks for making Hurnscald a better place to live."); + mesq l("Here are 2000 GP for your efforts. Thanks for making Hurnscald a better place to live."); next; - mesc l("You also gained a @@. Bows are very slow, so you should talk to the Blacksmith to make a Quiver.", getitemlink(LeatherPatch)); + 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("So... I won't say you can't do it, @@. I will just say killing the Bandit Lord is no easy task.", strcharinfo(0)); + 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 @@ is not only a fearsome and ruthless leader. He is strong, and he have tricks on his sleeve.", getmonsterlink(BanditLord)); + 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 think you have the upper hand. So take care if you are going ranged."); + 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 up his place, but the loss of their leader will make bandits scatter long enough."); + 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?"); @@ -242,31 +245,37 @@ L_BanditLord: close; setq HurnscaldQuest_Bandits, 5; mesn; - mesq l("...You have courage. Many people tried and failed."); + mesq l("...You are brave. Or very foolish. Many people tried and failed."); next; mesn; - mesq l("I know where the Bandit Lord room is, and I have a guard stationed not far from there. Ask him for the key."); + 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("One last thing... Good luck. This is a long shot, so don't hesit in running away."); + 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("Ah... You did it!"); + 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("That's easy to know, because the bandits are less coordinated. Perhaps we will be able to sleep in peace this night!"); + mesq l("I am pleasantly surprised. Good job. Perhaps we will all be able to sleep in peace this night!"); next; - inventoryplace ForestArmor, 1; + 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("Here is the @@, like my armor, and one of the best for rangers.", getitemlink(ForestArmor)); + 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("Any friend of Hurnscald is my friend too. Come to me again, if you want to do daily quests!"); + 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: |