//Winter Sidequests at Lutia
/*Kid asks you to check on a snowman for him
Snowman says he's fine, but his carrot is starting to go bad
Kid asks you to give a carrot+mystic frozen for snowman
You give carrot to snowman, return to kid
Kid gives hat his mom made*/
//Warm Snowman Hat, ID 10640
//Arni, at Lutia11
MAP,X,Y,Z script Arni#Snowmanhat 4_M_NFLOSTMAN,{
if (SnowmanHat == 0) {
mes "^808080The kid sighs. He seems downhearted.^000000";
next;
if(select("Ignore:What's wrong?") == 1){
close;
}
mes "[Arni]";
mes "Nothing... I just haven't heard from my snowman, Finn, in a while.";
next;
mes "[Arni]";
mes "I made it a long time ago and it was brought to life overnight. Since we moved here from Farsat, my Mom won't let me visit him because the weather's being unpredictable...";
next;
if(select("Cancel:Any way I can help?") == 1){
mes "^808080The kid sighs again.^000000";
close;
}
mes "[Arni]";
mes "Yeah, can you please visit Finn?? Tell him Arni sent you.";
next;
mes "[Arni]";
mes "He's just outside Farsat. Please check how he's doing and come back and tell me!";
SnowmanHat = 1;
close;
}
if (SnowmanHat == 1) {
mes "[Arni]";
mes "Please visit my snowman, Finn. He's just outside Farsat. Check how he's doing for me!";
close;
}
if (SnowmanHat == 2) {
mes "[Arni]";
mes "Did you talk to Finn?";
next;
if(select("Not yet:Yes") == 1){
mes "After you see him, please tell me how he's doing.";
close;
}
mes "["+strcharinfo(0)+"]";
mes "He's doing fine, but it seems his carrot nose isn't doing so well.";
next;
mes "[Arni]";
mes "Aww, can you find a new carrot for him? We have none here!";
next;
mes "["+strcharinfo(0)+"]";
mes "Okay.";
next;
mes "[Arni]";
mes "Oh, oh, and please give him a mystic frozen! They tell me it's good for snowmen!";
next;
mes "^808080Guess I gotta find a carrot and a mystic frozen then...^000000";
SnowmanHat = 3;
close;
}
if (SnowmanHat == 3) {
mes "[Arni]";
mes "Please give my snowman Finn a carrot and a mystic frozen. Come back when you're done and tell me how it goes!";
close;
}
if (SnowmanHat == 4) {
mes "[Arni]";
mes "How'd it go??";
next;
if(select("I'm not finished:Yes") == 1){
mes "Okay, come back when you are, then.";
close;
}
mes "["+strcharinfo(0)+"]";
mes "I gave him the carrot and mystic frozen. He seemed happy to receive it.";
next;
mes "[Arni]";
mes "Yay, thank you so much!!";
next;
mes "[Arni]";
mes "My mom made this hat for you. It's just like the one my snowman wears!";
getexp 100000, 0; //500k exp on 5x rates
getitem 10640,1; //Warm Snowman Hat
callfunc("Get_Rep", 3, 25);
SnowmanHat = 5;
close;
}
}
//Snowman at lutia06
MAP,X,Y,Z script Snowman#Snowmanhat 4_M_SNOWMAN,{
if (SnowmanHat == 0) {
mes "^808080The snowman doesn't pay attention to you, it just looks at the sky, somewhat crestfallen.";
close;
}
if (SnowmanHat == 1) {
mes "^808080The snowman doesn't pay attention to you, it just looks at the sky, somewhat crestfallen.";
next;
mes "["+strcharinfo(0)+"]";
mes "Are you Finn, by any chance? Arni sent me.";
next;
mes "[Finn]";
mes "Arni!? He did remember me...";
next;
mes "[Finn]";
mes "I thought he'd forgotten about me!";
next;
mes "["+strcharinfo(0)+"]";
mes "He asked me to check if you were doing alright.";
next;
mes "[Finn]";
mes "I'm doing fine for the most part. Only my carrot-nose seems to be on the decline. That's vegetables for ya.";
next;
mes "["+strcharinfo(0)+"]";
mes "Want me to tell him you need a new carrot, then?";
next;
mes "[Finn]";
mes "Yes, please!";
next;
mes "^808080Time to return to Arni.^000000";
SnowmanHat = 2;
close;
}
if (SnowmanHat == 2) {
mes "[Finn]";
mes "I'm so happy Arni hasn't forgotten about me... Please tell him I'm doing alright, but my carrot-nose is starting to go bad.";
close;
}
if (SnowmanHat == 3) {
if ((countitem(515) > 0) && (countitem(995) > 0)) {
mes "["+strcharinfo(0)+"]";
mes "Here's your carrot. He also asked me to give you this mystic frozen.";
next;
mes "[Finn]";
mes "Thank you so much! Please tell him not to worry about me, I'll be fine for now~";
next;
mes "["+strcharinfo(0)+"]";
mes "I'll tell him.";
next;
mes "^808080Time to return to Arni again.^000000";
delitem 515,1; //Carrot
delitem 995,1; //Mystic Frozen
SnowmanHat = 4;
close;
}
if (SnowmanHat == 5) {
mes "[Finn]";
mes "Hello, there! Hope you're doing fine!";
close;
}
}
}
//Husky Hat, repeatable
MAP,X,Y,Z script Laurie#huskyhat 4_F_KID2,{
// Checking weight
if ((MaxWeight-Weight) < 200) {
mes "[Laurie]";
mes "Your can't carry any more items, go store some stuff!";
close;
}
else if (checkweight(18891,1) == 0) {
mes "[Laurie]";
mes "Your can't carry any more items, go store some stuff!";
close;
}
mes "[Laurie]";
mes "You look like you're not from around here.";
mes "Are ya used to the cold yet?";
next;
mes "[Laurie]";
mes "Want a hat to protect your head from the cold?";
next;
if (select("I'm not interested:Sure, why not") == 1) {
mes "[Laurie]";
mes "Don't come crying to me if you die from hypothermia then!";
close;
}
if ((countitem(6020) > 29) && (countitem(982) > 9) && (countitem(919) > 74) && (countitem(914) > 49) && countitem(12119)) {
mes "[Laurie]";
mes "Yay, you got everything I need already!";
next;
mes "[Laurie]";
mes "Give me a while to make the hat like mommy showed me.";
next;
if (select("Wait, nevermind:Okay") == 1) {
mes "[Laurie]";
mes "You don't want it anymore!? Why so indecisive!";
close;
}
mes "[Laurie]";
mes "Okay, I'll start.";
next;
emotion e_swt2
progressbar "0x00FF00", 30;
mes "[Laurie]";
mes "Aaaand...";
next;
mes "[Laurie]";
mes "Here, a Husky Hat!";
delitem 6020,30; //Fur
delitem 982,10; //White Dyestuff
delitem 919,75; //Animal Skin
delitem 914,40; //Flurr
delitem 12119,1; //Coldproof potion
getitem 18891,1; //Flower_Of_Fairy
emotion e_no1;
next;
mes "[Laurie]";
mes "See ya later!";
close;
}
mes "[Laurie]";
mes "If you bring me some materials, I can make you a ^0000FFcute hat resembling a dog^000000.";
next;
mes "[Laurie]";
mes "Bring me ^0000FF30 Fur, 10 White Dyestuff,";
mes "75 Animal Skin, 40 Fluff";
mes "and ^0000FF1 Coldproof Potion^000000 which alchemists can create or plasma card can drop,";
mes "I will make you a ^0000FFcute hat resembling a dog^000000 then.";
next;
if (select("No thanks:Sure")==1) {
mes "[Laurie]";
mes "When you die of hypothermia, you'll be sorry!";
close;
}
mes "[Laurie]";
mes "Remember to bring me ^0000FF30 Fur, 10 White Dyestuff,";
mes "75 Animal Skin, 40 Fluff";
mes "and ^0000FF1 Coldproof Potion^000000 which alchemists can create or plasma card can drop.";
close;
}
//Hatter Jr Sidequest for Bacsojin/Tanee/Moonlight Hat Creation
//uses
//$WinterMoon variable for moonlight hat
//$WinterTanee for tanee doll
//$WinterBacsojin for bacsojin doll
prontera,55,55,5 script Junior#WinterHatter 4_M_RUSCHILD,{
mes "[Hatter Jr.]";
if(getgmlevel()>=20) mes "So far, I've made " + $WinterMoon + " Moonlight Flower Hats, " + $WinterTanee + " Tanee hats, and " + $WinterBacsojin + " Bacsojin Hats!";
mes "Oh, hello there!";
mes "I'm Hatter Jr, Mr. Hatter's protégé.";
next;
mes "[Hatter Jr.]";
mes "He's been teaching me how to make hats and turn in a nice profit from the headgear market. One day I hope to be just as popular as him.";
next;
mes "[Hatter Jr.]";
mes "I'm travelling to learn about some hats, but I'm running out of zeny faster than I thought...";
next;
if (select("Cancel:Any way I can help?")==1) {
mes "[Hatter Jr.]";
mes "See ya.";
close;
}
mes "[Hatter Jr.]";
mes "I can create a hat for you if you bring me zeny and some materials. That'll work out well for both of us.";
next;
mes "[Hatter Jr.]";
mes "I'll try to make some of the headgears I've been studying: Moonlight Flower Hat, Tanigumi Girl Doll, and Bacsojin Doll. Which one do you want?";
next;
switch (select("Decline:Moonlight Flower Hat:Tanigumi Girl Doll:Bacsojin Doll")) {
case 1: //cancel
mes "[Hatter Jr.]";
mes "Okay... See ya.";
close;
case 2: //Moonlight Flower Hat, ID 5214
mes "[Hatter Jr.]";
mes "The Moonlight Flower Hat is modelled after the hood worn by the mysterious girl in the depths of Payon caves.";
next;
mes "[Hatter Jr.]";
mes "It's an Upper and Middle headgear for any class and level, gives 2 DEX and will autocast Increase Agillity randomly.";
next;
mes "[Hatter Jr.]";
mes "For this hat I will need:";
mes "^0000ff 50 Nine Tails^000000";
mes "^0000ff 50 Animal Skin^000000";
mes "^0000ff 15 Fur^000000";
mes "^0000ff 5 Orange Dyestuffs^000000";
mes "^0000ff 5 White Dyestuffs^000000";
mes "^0000ff 1 Puppy Headband^000000";
mes "^0000ff and 1 Million Zeny^000000";
next;
mes "[Hatter Jr.]";
mes "Would you like me to craft this hat?";
next;
switch (select("Sure:Never mind")) {
case 1:
if (countitem(1022) > 49 && countitem(919) > 49 && countitem(6020) > 14 && countitem(980) > 4 && countitem(982) > 4 && countitem(5118) > 0 && (Zeny >= 1000000)) {
mes "[Hatter Jr.]";
mes "Now for the hat creation...";
next;
progressbar "0x00FF00", 30;
mes "[Hatter Jr.]";
mes "Done!";
next;
Zeny -= 1000000; //1m zeny
delitem 1022,50; //Nine Tail
delitem 919,50; //Animal Skin
delitem 6020,15; //Fur
delitem 980,5; //Orange Dyestuff
delitem 982,5; //White Dyestuff
delitem 5118,1; //Puppy Headband
getitem 5214,1; //Moonlight Flower Hat
set $WinterMoon,$WinterMoon +1;
mes "[Hatter Jr.]";
mes "Thank you so much! Hope you enjoy your moonlight flower hat!";
close;
}
else{
mes "[Hatter Jr.]";
mes "You don't have the materials, come back when you have what I asked for.";
close;
}
case 2:
mes "[Hatter Jr.]";
mes "Come back when you have all the materials.";
close;
}
case 3: //Tanigumi Girl Doll (Drooping Lady Tanee), ID 5526
mes "[Hatter Jr.]";
mes "I learned to create the Tanigumi Girl Doll, or Drooping Lady Tanee, from a girl I met in Ayothaya.";
next;
mes "[Hatter Jr.]";
mes "It's an Upper headgear for anyone above level 60. It gives 2 AGI, 3 Flee, reduces damage from the wind property by 5%, and will drop bananas when killing monsters.";
next;
mes "[Hatter Jr.]";
mes "To create this hat, I will need:";
mes "^0000ff 50 Black Hair^000000";
mes "^0000ff 50 Fabric^000000";
mes "^0000ff 15 Elegant Flowers^000000";
mes "^0000ff 10 Scarlet Dyestuffs^000000";
mes "^0000ff 5 Tropical Bananas^000000";
mes "^0000ff and 1 Million Zeny^000000";
next;
mes "[Hatter Jr.]";
mes "Would you like me to craft this hat?";
next;
switch (select("Sure:Never mind")) {
case 1:
if (countitem(1020) > 49 && countitem(1059) > 49 && countitem(6510) > 14 && countitem(975) > 4 && countitem(634) > 4 && (Zeny >= 1000000)) {
mes "[Hatter Jr.]";
mes "Now for the hat creation...";
next;
progressbar "0x00FF00", 30;
mes "[Hatter Jr.]";
mes "Done!";
next;
Zeny -= 1000000; //1m zeny
delitem 1020,50; //Black Hair
delitem 1059,50; //Fabric
delitem 6510,15; //Elegant Flower
delitem 975,15; //Scarlet Dyestuff
delitem 634,5; //Tropical Banana
getitem 5526,1; //Lady Tanee Doll
set $WinterTanee,$WinterTanee +1;
mes "[Hatter Jr.]";
mes "Thank you so much! Hope you enjoy the Tanee Hat!";
close;
}
else {
mes "[Hatter Jr.]";
mes "You don't have the materials, come back when you have what I asked for.";
close;
}
case 2:
mes "[Hatter Jr.]";
mes "Come back when you have all the materials.";
close;
}
case 4: //Zaha Doll Hat (Bacsojin Hat), ID 5464
mes "[Hatter Jr.]";
mes "The Bacsojin Hat goes for a lot of zeny at Fairy Auctions, so I've been trying to learn how to create them.";
next;
mes "[Hatter Jr.]";
mes "It's an Upper headgear that anyone can wear. It gives 2 INT, and enables you to use the priest skill Magnificat.";
next;
mes "[Hatter Jr.]";
mes "To create this hat, I will need:";
mes "^0000ff 100 Golden Hair^000000";
mes "^0000ff 50 Soft Silk^000000";
mes "^0000ff 10 Violet Dyestuffs^000000";
mes "^0000ff 5 Cobalt Dyestuffs^000000";
mes "^0000ff 5 White Dyestuffs^000000";
mes "^0000ff 1 Crystal Pumps^000000";
mes "^0000ff 1 Heavenly Maiden Robe^000000";
mes "^0000ff and 3 Million Zeny^000000";
next;
mes "[Hatter Jr.]";
mes "Would you like me to craft this hat?";
next;
switch (select("Sure:Never mind")) {
case 1:
if (countitem(1060) > 99 && countitem(7166) > 49 && countitem(981) > 9 && countitem(978) > 4 && countitem(982) > 4 && countitem(2407) > 0 && countitem(2513) > 1 && (Zeny >= 3000000)) {
mes "[Hatter Jr.]";
mes "Now for the hat creation...";
next;
progressbar "0x00FF00", 30;
mes "[Hatter Jr.]";
mes "Done!";
next;
Zeny -= 3000000; //1m zeny
delitem 1060,100; //Golden Hair
delitem 7166,50; //Soft Silk
delitem 981,10; //Violet Dyestuff
delitem 978,5; //Cobaltblue Dyestuff
delitem 982,5; //White Dyestuff
delitem 2407,1; //Crystal Pumps
delitem 2513,1; //Heavenly Maiden Robe
getitem 5464,1; //Bacsojin Hat
set $WinterBacsojin,$WinterBacsojin +1;
mes "[Hatter Jr.]";
mes "Thank you so much! Hope you enjoy the Bacsojin Hat!";
close;
}
else{
mes "[Hatter Jr.]";
mes "You don't have the materials, come back when you have what I asked for.";
close;
}
case 2:
mes "[Hatter Jr.]";
mes "Come back when you have all the materials.";
close;
}
}
}
//Cat Ear Beret and White Cat Hood quest, requires cat bounty hunt mob to be killed
MAP,X,Y,Z script Cate#cathat 4_MISTY,{ //Sprite is weird and is placed far down, be careful when positioning it
if (CatBeret == 0) {
mes "[Cate]";
mes "Grr... If I ever find that bastard, I will claw his eyes out!";
next;
if(select("Leave:Inquire") == 1){
mes "[Cate]";
mes "Arrrgh!!";
close;
}
mes "["+strcharinfo(0)+"]";
mes "Hey, what's --";
next;
mes "[Cate]";
mes "What do you want!?";
next;
if(select("Nevermind:What's wrong?") == 1){
mes "[Cate]";
mes "Leave me alone!";
close;
}
mes "[Cate]";
mes "A cat robbed me of my glove! I was out investigating for the assassin guild when all of a sudden this brown cat ambushed me!";
next;
mes "[Cate]";
mes "I can't just stop working, so I haven't had a chance to search for him and beat his loser face up.";
next;
if(select("Do Nothing:Offer to help") == 1){
mes "[Cate]";
mes "Sorry, but I'm busy, so I can't keep idling away talking to you.";
close;
}
mes "["+strcharinfo(0)+"]";
mes "I can help find him, if you want.";
next;
mes "[Cate]";
mes "If you really want to, I guess some help wouldn't hurt.";
next;
mes "[Cate]";
mes "There's wanted posters around the city. That'll give you a better idea of who you're searching for.";
CatBeret = 1;
close;
}
if (CatBeret == 1) {
mes "[Cate]";
mes "So, did you find the bastard cat that stole my glove?";
next;
if(select("Not yet:Yes, I did") == 1){
mes "Make him pay!";
close;
}
if (countitem(2873) > 0) {
mes "["+strcharinfo(0)+"]";
mes "Is this it?";
next;
mes "^808080You show her a white glove resembling a cat paw.^000000";
next;
mes "[Cate]";
mes "Oh my gosh, my missing glove! Thank you, you're not as useless as you looked!";
next;
mes "["+strcharinfo(0)+"]";
mes "...";
next;
mes "[Cate]";
mes "I want to make it up to you. I'll... make you a cat-inspired headgear!";
next;
mes "[Cate]";
mes "So, pick between White Cat Hood and Cat Ear Beret, and don't you dare say no!";
next;
if(select("White Cat Hood:Cat Ear Beret") == 1){
mes "[Cate]";
mes "For this one I'll need 1 Slotted Hood, 1 Kitty Band, 10 Fabric, 10 Fluff, 3 Orange Dyestuffs, and 2 White Dyestuffs.";
mes "Also, I can't really leave my post, and I hate the snack variety here, so bring me 1 Fruit Mix! I need to be in the mood to create cute hats!";
CatBeret = 3;
next;
mes "[Cate]";
mes "^FF0000And make sure you only have ONE slotted hood on you. I'm not to be held responsible if you give me one that's refined or slotted!";
next;
mes "[Cate]";
mes "I'll be waiting for you!";
close;
}
mes "[Cate]";
mes "For the beret I'll need 1 Beret, 1 Kitty Band, 3 Orange Dyestuffs, 2 Black Dyestuffs, and 1 Slotted Ring!";
CatBeret = 4;
next;
mes "[Cate]";
mes "^FF0000And make sure you only have ONE slotted Ring on you. I'm not to be held responsible if you give me one that's carded with something important!";
next;
mes "[Cate]";
mes "Also, I can't really leave my post, and I hate the snack variety here, so bring me 1 Fruit Mix! I need to be in the mood to create cute hats!";
close;
}
mes "[Cate]";
mes "Where's my Cat Hand Glove!? Go get it!";
close;
}
if (CatBeret == 3) {
if (countitem(2502)) && (countitem(2213)) && (countitem(914) > 9) && (countitem(1059) > 9) && (countitem(980) > 2) && (countitem(982) > 1) && (countitem(12063)) {
mes "[Cate]";
mes "Ah, you've brought everything. Give me a few seconds, don't go anywhere!!";
next;
progressbar "0x00FF00", 30;
mes "[Cate]";
mes "Finally! Here, take a look!";
delitem 2502,1; //Hood[1]
delitem 2213,1; //kitty band
delitem 1059,10; //Fabric
delitem 914,10; //Fluff
delitem 980,3; //orange dyestuffs
delitem 982,2; //white dyestuffs
delitem 12063,1; //Fruit Mix
getitem 19823,1; //White Cat Hood
CatBeret = 5;
close;
}
mes "[Cate]";
mes "For the white cat hood, bring me 1 Slotted Hood, 1 Kitty Band, 10 Fabric, 10 Fluff, 3 Orange Dyestuffs, and 2 White Dyestuffs.";
next;
mes "And remember to bring me 1 Fruit Mix as well, I've been craving for some ever since I left Morroc. Pretty please?";
next;
mes "[Cate]";
mes "^FF0000Oh, and make sure you only have ONE slotted hood on you. I'm not to be held responsible if you give me one that's refined or slotted!";
close;
}
if (CatBeret == 4) {
if (countitem(5172)) && (countitem(2213)) && (countitem(980) > 2) && (countitem(983) > 1) && (countitem(2621)) && (countitem(12063)) {
mes "[Cate]";
mes "Ah, you've brought everything, there's no time to waste! Stay here, don't go anywhere!!";
next;
progressbar "0x00FF00", 30;
mes "[Cate]";
mes "Finally! Here, take a look!";
next;
mes "[Cate]";
delitem 5172,1; //beret
delitem 2213,1; //kitty band
delitem 980,3; //orange dyestuffs
delitem 983,2; //black dyestuffs
delitem 2621,1; //Ring[1]
delitem 12063,1; //Fruit Mix
getitem 18600,1;
CatBeret = 5;
close;
}
mes "[Cate]";
mes "For the cat ear beret, I need 1 Beret, 1 Kitty Band, 3 Orange Dyestuffs, 2 Black Dyestuffs, and 1 Slotted Ring!";
next;
mes "And remember to bring me 1 Fruit Mix as well, I've been craving for some ever since I left Morroc. Pretty please?";
next;
mes "[Cate]";
mes "^FF0000Oh, and make sure you only have ONE slotted ring on you. I'm not to be held responsible if you give me one that's carded with something important!";
close;
}
if (CatBeret == 5) {
mes "[Cate]";
mes "Enjoying your cat headgear?~";
next;
mes "[Cate]";
mes "You better!";
next;
mes "[Cate]";
mes "Now, leave me be. I'm busy.";
close;
}
}