//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; } }