viewing paste Unknown #35683 | Athena

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prontera,150,151,4  script  Bard    1_M_BARD,{
    mes .npcname$;
    if ( BQComplete ) // If completed.
    {
    mes ("You completed the Bard Quest.");
    close();
    }
 
    if ( !BQuest1 || !BQuest2 || !BQuest3 || !BQuest4 ) 
    {   // Checks to see if you haven't completed all 4 quests yet.
    mes ("Please help me. Not really me, my friend. I know where you can find them. \r");
    mes ("Once you complete all 4 of their tasks, seek me again.");
    next;
    mes .npcname$;
    mes ("Locations:");
    .@size = 4;
    for ( .@i = 1; .@i <= .@size; .@i++ ) {
    mes (""+.@i+") "+$q_loc$[.@i]+"");
    }
    close();
    }
    mes ("Wow you seemed to have gathered all of the Music Scores!");
    next();
    if ( Weight >= MaxWeight/2 )
    {
        mes .npcname$;
        mes ("Uh oh, it seems like you have too much weight, please store some items to recieve my reward.");
        close();
    }
    mes .npcname$;
    mes ("I'll take those Music Scores off of ya!");
    mes ("Here's a little something for helping me out.");
    close2();
 
    .@size = getarraysize ( .SheetsID );
    for ( .@i = 1; .@i < .@size; .@i++ ) {
    delitem (.SheetsID[.@i], 1); // Deletes the 4 Music Scores.
}
    getitem (501, 1); // Gets reward.
    BQComplete++; // Completes the Quest.
    end();
    
    OnInit:
    .npcname$ = "[Bard]";
    setarray .SheetsID[1],6343,6340,6342,6341;
    end();
}
 
prontera,150,150,4  script  Quest1  1_M_BARD,{
    
    if ( BQuest1 ) // Checks to see if quest is finished or not.
    {
        mes .npcname$;
        mes ("You have already fulfilled my request! Thanks a ton.");
        close();
    }
    
    if ( !BQStart1 ) // Checks to see if you've never talked to the NPC before.
    {
        mes ("Hello "+strcharinfo(0)+".");
        mes ("I was wondering if you are willing to help me locate some items.");
        mes ("It's all for a greater purpose.");
        next();
        mes .npcname$;
        mes ("Here's what we need:");
        .@size = getarraysize( .ItemList ); // gets array size of the Item List.
        for ( .@i = 1; .@i <= .@size; .@i++ ) // loops
        {
            mes (""+getitemname( .ItemList[.@i] )+" x "+.ItemAm[.@i]+".");
        }
            next();
            mes .npcname$;
            mes ("Come talk to me again if you wish to see the list of items or if you have gathered them all.");
            BQStart1++;
            close();
    } else
    
    if ( BQStart1 ) // Checks to see if you've already talked to the NPC already.
        {
        .@size = getarraysize( .ItemList );
        for ( .@i = 1; .@i <= .@size; .@i++ )
        {
            if( countitem( .ItemList[.@i] ) < .ItemAm[.@i] ) // Output what you need and what you have in your inventory.
            {
                mes .npcname$;
                mes ("Sorry but you have "+getitemname(.ItemList[.@i])+" x "+countitem(.ItemList[.@i])+".");
                mes ("You need "+getitemname(.ItemList[.@i])+" x "+.ItemAm[.@i]+".");
                close();
            }
        }
        mes .npcname$;
        mes ("You have all the items!");
        close2();
        BQuest1++;
        .@size = getarraysize( .ItemList );
        for ( .@i = 1; .@i <= .@size; .@i++ )
        {
            delitem (.ItemList[.@i], .ItemAm[.@i]);
        }
        end();
        }
    end();
 
 
OnInit:
 
    .npcname$ = "[Quest1]";
    setarray .ItemList[1],501,502,503;
    setarray .ItemAm[1],1,2,3;
    getmapxy ( .@map$,.@x,.@y,1 );
    $q_loc$[1] = .@map$+"|"+.@x+"|"+.@y;
    end();
}
 
prontera,150,152,4  script  Quest2  1_M_BARD,{
if ( BQuest2 ) {
    mes .npcname$;
    mes ("You fulfilled my requests, thanks a ton "+strcharinfo(0)+"!");
    close();
}
if ( !BQStart2 ) {
    BQStart2++;
    mes .npcname$;
    mes ("Hey there "+strcharinfo(0)+".");
    mes ("There's something I gotta tell ya'.");
    next();
        mes .npcname$;
        mes ("I would like it if you could possibly kill 10 of any of the following monsters for me.");
        mes ("Come back if you ever want to see the list of monsters again!");
    next();
 
MobListing:
for ( .@i = 1; .@i <= getarraysize(.MobID); .@i++ )
{
    mes (""+strmobinfo(1,.MobID[.@i])+"");
    }
    close();
} else
 
    mes .npcname$;
    mes ("Here's the list of the mobs again.");
    callsub ("MobListing");
    end();
 
OnNPCKillEvent:
if ( BQuest2 ) { // Checks if the quest is finished.
    end();
}
    
if ( !BQStart2 ) { // Checks if you have talked to the NPC first to initiate the KillEvent.
    end();
}
    .@killedRID = killedrid;
        .@size = getarraysize( .MobID );
    for ( .@i = 1; .@i <= .@size; .@i++ ) {
    if ( .@killedRID == .MobID[.@i] ) {
        BQMobCount++;
        dispbottom ("[Bard Quest] Obtained ("+BQMobCount+")/("+.BQMaxMob+") Mob kills.");
    
    }
}
    if ( BQMobCount >= .BQMaxMob ) {
    sleep2 (1000);
    dispbottom ("[Bard Quest] Mob Kill Completed.");
    BQuest2++;
    end();
}
    end();
OnInit:
    .npcname$ = "[Bard Quest 2]";
    setarray .MobID[1],1002,1004,1005;
    .BQMaxMob = 10;
    getmapxy( .@map$,.@x,.@y,1 );
    $q_loc$[2] = .@map$+"|"+.@x+"|"+.@y;
    end();
}
prontera,150,153,4  script  Quest3  1_M_BARD,{
if ( BQuest3 ) {
    mes .npcname$;
    mes ("You've already fulfilled my request, thanks a ton "+strcharinfo(0)+"!");
    close();
}
 
if (!BQStart3 ) 
{
    mes .npcname$;
    mes ("Hello "+strcharinfo(0)+".");
    mes ("I'll help you get that Bard Hat if you can answer a couple questions!");
    next();
    mes .npcname$;
    .@QSize = getarraysize( .QList$ );
 
    for ( .@i = 1; .@i < .@QSize; .@i++ ) 
    {
    mes (""+.@i+") "+.QList$[.@i]);
}
    next();
    mes .npcname$;
    mes ("Come and talk to me again when you feel you're prepared to answer my riddles.");
    BQStart3++;
    close();
}
    mes .npcname$;
    mes ("So are you prepared to answer my riddles?");
    next();
        switch(select("Yes please.","No thanks."))
    {
        case 1:
        .@QSize = getarraysize( .QList$ );
        for ( .@i = 1; .@i < .@QSize; .@i++) {
            mes .npcname$;
            mes (""+.@i+") "+.QList$[.@i]);
            input .@input$; 
        if ( .@input$ != .AList$[.@i]) { 
            mes ("Seem's like you put in a wrong answer for that question.");
            mes ("Better luck next time.");
            close();
        }
    next();
}
        mes .npcname$;
        mes ("Wow you got all of them correct!");
        mes ("I guess I don't have the oldest tricks in the book!");
        emotion(e_sad);
        BQuest3++;
        
        close();
        case 2:
        close();
}
 
OnInit:
    .npcname$ = "[ Bard Quest 3 ]";
    setarray .QList$[1]
        ,"How much is 1+1"
        ,"How much is 2+2"
        ,"How many fingers am I holding up?"
        ,"What's my name?"
        ,"What is our maintown?";
 
    setarray .AList$[1]
        ,"2"
        ,"4"
        ,"5"
        ,""+strnpcinfo(1)+""
        ,"Prontera|prontera";
 
        getmapxy( .@map$,.@x,.@y,1 );
        $q_loc$[3] = .@map$+"|"+.@x+"|"+.@y;
    end();
}
prontera,150,154,4  script  Quest4  1_M_BARD,{
    end();
OnInit:
    getmapxy( .@map$,.@x,.@y,1 );
    $q_loc$[4] = .@map$+"|"+.@x+"|"+.@y;
    end();
}
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