// 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: mesn; mesq l("Ah, @@, my friend! Are you here to help us with @@? Or perhaps you have more @@ to show that Hurnscald is getting safer?", strcharinfo(0), getitemlink(TreasureKey), getitemlink(BanditHood)); next; mes col("TODO, Daily Bandit Hood quest", 1); close; L_TooWeak: mesn; mesq lg("Hello, madam!", "Hello, sir!"); next; mesn; mesq l("Ah, we have serious problems of robbery. I need someone really strong to help me, and you don't qualify."); 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("Ah, @@! I'm busy now, can we talk again later?", strcharinfo(0)); close; ///////////////////////// Stage 1 L_Start: mesn; mesq l("Ah, hello."); next; mesn; mesq l("We actually have a problem. Bandits ransacked this tavern, and took a huge loot."); 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."); 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)); select l("Don't worry ma'm, I'll recover the Treasure Keys at once."), l("Ah... 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."); 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)); 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; setq HurnscaldQuest_Bandits, 2; mesn; mesq l("Hey hey... Good job! We can now use again the stuff we recovered from the bandits."); next; mesn; mesq l("Here is 1000 GP for your efforts. Thanks for making Hurnscald a better place to live."); next; mesn; mesq l("This happens quite often, too. My friends and I are always collecting keys to reduce beer price on Hurnscald. %%2"); close; ///////////////////////// Stage 2 L_Quest: mesn; mesq l("Ah, @@, 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."); next; mesn; mesq l("Well, perhaps a few of them are rebels, I mean, people like us, but many of them are monsters."); next; mesn; mesq l("Unfortunately, I was cursed to never enter their cave again. They used a @@ to do 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."); 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."); mes ""; if (@menu == 2) close; setq HurnscaldQuest_Bandits, 3; mesn; mesq l("Wonderful! So, how about a warm up?"); 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)); 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)); mes ""; select rif(countitem(BanditHood) >= 10, l("Yes, take it.")), rif(countitem(BanditHood) < 10, l("No, I'll be back with them.")), l("Hm, can we talk again later?"); mes ""; if (@menu != 1) close; delitem BanditHood, 10; Zeny=Zeny+2000; 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."); next; mesn; mesq l("Here is 2000 GP for your efforts. Thanks for making Hurnscald a better place to live."); 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)); 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)); next; mesn; mesq l("He will summon allies if he think you have the upper hand. So take care if you are going ranged."); 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."); 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 have courage. 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."); next; mesn; mesq l("One last thing... Good luck. This is a long shot, so don't hesit in running away."); close; L_Finish: mesn; mesq l("Ah... You did it!"); 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!"); next; inventoryplace ForestArmor, 1; getitem ForestArmor, 1; mesn; mesq l("Here is the @@, my armor, and one of the best for rangers.", getitemlink(ForestArmor)); next; mesn; mesq l("Any friend of Hurnscald is my friend too. Come to me if you want to do daily quests!"); close; OnInit: .@npcId = getnpcid(0, .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; }