quests_morocc.txt 9.0 KB

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  1. //===== rAthena Script =======================================
  2. //= Morroc Quest NPCs
  3. //===== By: ==================================================
  4. //= Euphy
  5. //===== Current Version: =====================================
  6. //= 1.1
  7. //===== Compatible With: =====================================
  8. //= rAthena Project
  9. //===== Description: =========================================
  10. //= [Official Conversion]
  11. //= Quest NPCs related to Morroc.
  12. //===== Additional Comments: =================================
  13. //= 1.0 First Version.
  14. //= 1.0a Gathered remaining dialogues. [Euphy]
  15. //= 1.1 Added new warpers for Satan Morroc maps. [Euphy]
  16. //============================================================
  17. // Resurrection of Satan Morroc
  18. // ============================================================
  19. - script Continental Guard#man -1,{
  20. mes "[Continental Guard]";
  21. mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected.";
  22. next;
  23. mes "[Continental Guard]";
  24. mes "If you really want to go to the next area, you'll be responsible for your own safety.";
  25. next;
  26. switch(select("Nevermind.:Enter the Field.")) {
  27. case 1:
  28. mes "[Continental Guard]";
  29. mes "Wise choice.";
  30. mes "Have a safe journey.";
  31. close;
  32. case 2:
  33. mes "[Continental Guard]";
  34. mes "I see.";
  35. mes "I'll send you to the field shortly.";
  36. close2;
  37. warp "moc_fild20",208,207;
  38. end;
  39. }
  40. }
  41. moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 852
  42. moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 852
  43. prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 852
  44. prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 852
  45. prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 852
  46. moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 852
  47. moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 852
  48. moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 852
  49. moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 852
  50. // Pyramids Nightmare Mode :: nightmare_pry
  51. //============================================================
  52. moc_prydb1,103,54,3 script Suspicious Cat#night 547,{
  53. mes "[Suspicious Cat]";
  54. mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this....";
  55. next;
  56. if(select("Mummy? What happened?:Pretend not to know anything.") == 2)
  57. close;
  58. mes "[Suspicious Cat]";
  59. mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this...";
  60. next;
  61. mes "[Suspicious Cat]";
  62. mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!";
  63. next;
  64. if(select("Strong mummies? Where are they?:End the conversation.") == 2) {
  65. mes "[Suspicious Cat]";
  66. mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!";
  67. close;
  68. }
  69. mes "[Suspicious Cat]";
  70. mes "Haha, it's a secret.";
  71. mes "I found out while I was stealing... No, I mean, just walking through the pyramid.";
  72. next;
  73. mes "[Suspicious Cat]";
  74. mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!";
  75. next;
  76. if(select("I would like to go, too.:End the conversation.") == 2)
  77. close;
  78. mes "[Suspicious Cat]";
  79. mes "No way! I spent so much time finding that path!!";
  80. next;
  81. mes "[Suspicious Cat]";
  82. mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you.";
  83. mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!";
  84. next;
  85. mes "[Suspicious Cat]";
  86. mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000";
  87. mes "Well, it's none of my business. But I warned you anyway!";
  88. next;
  89. switch(select("Pay 5,000 zeny and set out.:Forget it.")) {
  90. case 1:
  91. if (Zeny < 5000) {
  92. mes "[Suspicious Cat]";
  93. mes "Where do you think you're going! You're so broke!";
  94. close;
  95. }
  96. set Zeny, Zeny-5000;
  97. mes "[Suspicious Cat]";
  98. mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!";
  99. mes "Ahh, just follow me!";
  100. close2;
  101. warp "moc_prydn1",93,96;
  102. end;
  103. case 2:
  104. mes "[Suspicious Cat]";
  105. mes "Gosh, you don't even have 5000 Zeny, do you?";
  106. close;
  107. }
  108. }
  109. moc_prydn1,94,98,3 script Suspicious Cat#night2 547,{
  110. mes "[Suspicious Cat]";
  111. mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!";
  112. next;
  113. switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) {
  114. case 1:
  115. mes "[Suspicious Cat]";
  116. mes "Right right... let's go back.";
  117. close2;
  118. warp "moc_prydb1",100,57;
  119. end;
  120. case 2:
  121. set .@playtime, checkquest(2290,PLAYTIME);
  122. if (.@playtime == 0 || .@playtime == 1) {
  123. mes "[Suspicious Cat]";
  124. mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!";
  125. close;
  126. } else if (.@playtime == 2)
  127. erasequest 2290;
  128. set .@hunting, checkquest(2289,HUNTING);
  129. if (.@hunting == -1) {
  130. mes "[Suspicious Cat]";
  131. mes "Did you know that cats and dogs don't get along?";
  132. next;
  133. mes "[Suspicious Cat]";
  134. mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer.";
  135. mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!";
  136. next;
  137. mes "[Suspicious Cat]";
  138. mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds...";
  139. mes "It's so obvious that he's waiting to attack me from behind.";
  140. next;
  141. mes "[Suspicious Cat]";
  142. mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!";
  143. mes "Hey, it's not because I'm afraid of Majoruros!";
  144. next;
  145. mes "[Suspicious Cat]";
  146. mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!";
  147. next;
  148. switch(select("Help him:Stay away")) {
  149. case 1:
  150. mes "[Suspicious Cat]";
  151. mes "Good, the target number is 20! Good luck!";
  152. setquest 2289;
  153. close;
  154. case 2:
  155. mes "[Suspicious Cat]";
  156. mes "Pah! You don't care about me? Fine, you traitor!";
  157. close;
  158. }
  159. } else if (.@hunting == 0 || .@hunting == 1) {
  160. mes "[Suspicious Cat]";
  161. mes "Is Verit's training going well?";
  162. next;
  163. switch(select("Sure.:I want to stop.")) {
  164. case 1:
  165. mes "[Suspicious Cat]";
  166. mes "Good. Keep up the good work!";
  167. close;
  168. case 2:
  169. mes "[Suspicious Cat]";
  170. mes "What? You're so irresponsible!";
  171. erasequest 2289;
  172. close;
  173. }
  174. } else if (.@hunting == 2) {
  175. mes "[Suspicious Cat]";
  176. mes "Hey, you're actually useful! Good job!";
  177. mes "That Verit wouldn't dare come around here for a while, right? Muhahah!";
  178. changequest 2289,2290;
  179. getexp 300000,100000;
  180. close;
  181. }
  182. case 3:
  183. set .@playtime, checkquest(2291,PLAYTIME);
  184. if (.@playtime == 0 || .@playtime == 1) {
  185. mes "[Suspicious Cat]";
  186. mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first.....";
  187. close;
  188. } else if (.@playtime == 2)
  189. erasequest 2291;
  190. set .@hunting, checkquest(2292,HUNTING);
  191. if (.@hunting == -1) {
  192. mes "[Suspicious Cat]";
  193. mes "Precious treasures are supposed to be hidden in the deep secret places here!";
  194. mes "I'm sure the mummy's precious treasures are hidden in the second basement level.";
  195. next;
  196. mes "[Suspicious Cat]";
  197. mes "But Ancient Mummies caught me off guard and hit my head before I knew it!";
  198. next;
  199. mes "[Suspicious Cat]";
  200. mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!";
  201. next;
  202. mes "[Suspicious Cat]";
  203. mes "They can't stop me! Let's go get rid of Ancient Mummies!!";
  204. next;
  205. mes "[Suspicious Cat]";
  206. mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!";
  207. next;
  208. switch(select("Help him:Stay away")) {
  209. case 1:
  210. mes "[Suspicious Cat]";
  211. mes "Alright, the target number is 20! Good luck!";
  212. setquest 2292;
  213. close;
  214. case 2:
  215. mes "[Suspicious Cat]";
  216. mes "Bah, you're so cold-hearted.";
  217. close;
  218. }
  219. } else if (.@hunting == 0 || .@hunting == 1) {
  220. mes "[Suspicious Cat]";
  221. mes "Is fighting Ancient Mummies going well?";
  222. next;
  223. switch(select("Sure.:I want to stop.")) {
  224. case 1:
  225. mes "[Suspicious Cat]";
  226. mes "Good. Keep up the good work!";
  227. close;
  228. case 2:
  229. mes "[Suspicious Cat]";
  230. mes "What? You're so irresponsible!";
  231. erasequest 2292;
  232. close;
  233. }
  234. } else if (.@hunting == 2) {
  235. mes "[Suspicious Cat]";
  236. mes "Hey, you're actually useful! Good job!";
  237. mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!";
  238. changequest 2292,2291;
  239. getexp 600000,200000;
  240. close;
  241. }
  242. case 4:
  243. close;
  244. }
  245. }