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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 find the missing Music Scores. I know where you can find them.";
    mes "There's certain people who have them, I can't tell you EXACTLY where they're at, but...";
    next;
    mes .npcname$;
    mes "Locations:";
    .@size = 4;
    for ( .@i = 1; .@i <= .@size; .@i++ ) {
    mes ""+.@i+") "+$q_loc$[.@i]+"";
    }
    close;
    }
    mes .npcname$;
    mes "Wow you seemed to have gathered all of the Music Scores!";
    next;
    if ( Weight >= MaxWeight/50 )
    {
        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;
    
    delitem 505, 4; // Deletes the 4 Music Scores.
    getitem 509, 100; // Gets reward.
    BQComplete++; // Completes the Quest.
    end;
    
OnInit:
.npcname$ = "[Bard]";
end;
}
 
prontera,150,150,4  script  Quest1  1_M_BARD,{
    
    if ( Class != Job_Bard ) // Checks to see if you are bard or not.
    {
        mes .npcname$;
        mes "Sorry but you need to be a Bard to talk to me.";
        close;
    }
    
    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 ( !BQTalked ) // 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.";
            BQTalked++;
            close;
    } else
    
    if ( BQTalked ) // 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,{
    end;
OnInit:
getmapxy(.@map$,.@x,.@y,1);
$q_loc$[2] = .@map$+"|"+.@x+"|"+.@y;
}
prontera,150,153,4  script  Quest3  1_M_BARD,{
    end;
OnInit:
getmapxy(.@map$,.@x,.@y,1);
$q_loc$[3] = .@map$+"|"+.@x+"|"+.@y;
}
prontera,150,154,4  script  Quest4  1_M_BARD,{
    end;
OnInit:
getmapxy(.@map$,.@x,.@y,1);
$q_loc$[4] = .@map$+"|"+.@x+"|"+.@y;
}
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