Added NPCs in rgsr_in (#7488)

* Added missing NPCs in rgsr_in (used for item reform, enchant)
* Attempt to clean up some dialog
* Added Group_0 in item_randomopt_group.yml (apply no randomoption)

Thanks to @Dia !

Co-authored-by: aleos <aleos89@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
This commit is contained in:
Atemo 2023-01-14 15:58:06 +01:00 committed by GitHub
parent 2bcd31b58b
commit 65ebbdc992
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 880 additions and 199 deletions

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@ -65303,6 +65303,12 @@ Body:
BuyingStore: true
Script: |
laphine_synthesis();
- Id: 101355
AegisName: OS_Weapon_Reform
Name: OS Weapon Modification Box
Type: DelayConsume
Script: |
item_reform();
- Id: 101359
AegisName: MajorAutoSpell_Up
Name: Major Auto Spell Shadow Spellbook

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@ -12285,3 +12285,5 @@ Body:
MinValue: 1
MaxValue: 5
Chance: 769
- Id: 145
Group: Group_0 # Note: this group is left empty. It can be used to remove the current options, when applied.

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@ -3109,7 +3109,7 @@ Body:
CardsAllowed: false
ResultItem: Club_
ChangeRefine: 2
#RandomOptionGroup: G0 # TODO: translate to our group names
RandomOptionGroup: Group_0
ClearSlots: true
RemoveGrade: true
- BaseItem: Avd_Knife
@ -3139,11 +3139,11 @@ Body:
CardsAllowed: false
ResultItem: Tsurugi
ChangeRefine: -20
#RandomOptionGroup: G0 # TODO: translate to our group names
RandomOptionGroup: Group_0
- BaseItem: C_Hill_Wind_Mask
ResultItem: Katar
ChangeRefine: 5
#RandomOptionGroup: G0 # TODO: translate to our group names
RandomOptionGroup: Group_0
RemoveGrade: true
- BaseItem: SeeOtter_Fan
Materials:
@ -4589,200 +4589,200 @@ Body:
# Amount: 10
# ResultItem: D_Glacier_M_Mace
# ChangeRefine: 1
# - Item: OS_Weapon_Reform
# BaseItems:
# - BaseItem: Beam_Claymore_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Beam_Claymore_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Meuchler_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Meuchler_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Blasti_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Blasti_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Virtual_Bow_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Virtual_Bow_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: MH_P89_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: MH_P89_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: AC_B44_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: AC_B44_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: HR_S55_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: HR_S55_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Burning_Knuckle_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Burning_Knuckle_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Cannon_Rapier_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Cannon_Rapier_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Saphir_Hall_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Saphir_Hall_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Ultio_Spes_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Ultio_Spes_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Rutilus_Stick_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Rutilus_Stick_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: ElectricFox_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: ElectricFox_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Circuit_Board_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Circuit_Board_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Kuroiro_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Kuroiro_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
# - BaseItem: Boost_Lance_OS
# MinimumRefine: 7
# CardsAllowed: false
# Materials:
# - Material: EP17_1_EVT02
# Amount: 200
# - Material: EP17_1_EVT39
# Amount: 40
# - Material: Weapon_Stone_1
# Amount: 70
# ResultItem: Boost_Lance_AD
# RandomOptionGroup: G0 # TODO: translate to our group names
- Item: OS_Weapon_Reform
BaseItems:
- BaseItem: Beam_Claymore_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Beam_Claymore_AD
RandomOptionGroup: Group_0
- BaseItem: Meuchler_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Meuchler_AD
RandomOptionGroup: Group_0
- BaseItem: Blasti_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Blasti_AD
RandomOptionGroup: Group_0
- BaseItem: Virtual_Bow_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Virtual_Bow_AD
RandomOptionGroup: Group_0
- BaseItem: MH_P89_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: MH_P89_AD
RandomOptionGroup: Group_0
- BaseItem: AC_B44_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: AC_B44_AD
RandomOptionGroup: Group_0
- BaseItem: HR_S55_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: HR_S55_AD
RandomOptionGroup: Group_0
- BaseItem: Burning_Knuckle_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Burning_Knuckle_AD
RandomOptionGroup: Group_0
- BaseItem: Cannon_Rapier_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Cannon_Rapier_AD
RandomOptionGroup: Group_0
- BaseItem: Saphir_Hall_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Saphir_Hall_AD
RandomOptionGroup: Group_0
- BaseItem: Ultio_Spes_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Ultio_Spes_AD
RandomOptionGroup: Group_0
- BaseItem: Rutilus_Stick_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Rutilus_Stick_AD
RandomOptionGroup: Group_0
- BaseItem: ElectricFox_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: ElectricFox_AD
RandomOptionGroup: Group_0
- BaseItem: Circuit_Board_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Circuit_Board_AD
RandomOptionGroup: Group_0
- BaseItem: Kuroiro_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Kuroiro_AD
RandomOptionGroup: Group_0
- BaseItem: Boost_Lance_OS
MinimumRefine: 7
CardsAllowed: false
Materials:
- Material: EP17_1_EVT02
Amount: 200
- Material: EP17_1_EVT39
Amount: 40
- Material: Weapon_Stone_1
Amount: 70
ResultItem: Boost_Lance_AD
RandomOptionGroup: Group_0
- Item: Hero_Weapon_Up_Box_5
BaseItems:
- BaseItem: Up_Blade_Katar

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@ -95045,8 +95045,9 @@ Body:
# AegisName: MD_ED_LGTHIGHGUARD
# - Id: 20542
# AegisName: MD_ED_LGTGUARD
# - Id: 20543
# AegisName: MD_ED_M_SCIENCE
- Id: 20543
AegisName: MD_ED_M_SCIENCE
Name: MD_ED_M_SCIENCE
# - Id: 20544
# AegisName: MINERAL_R_MJ
# - Id: 20545

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@ -55,3 +55,4 @@ Footer:
- Path: npc/re/merchants/barters/refine.yml
- Path: npc/re/merchants/barters/enchantgrade.yml
- Path: npc/re/merchants/barters/cashmall.yml
- Path: npc/re/merchants/barters/rgsr_in.yml

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@ -0,0 +1,219 @@
# This file is a part of rAthena.
# Copyright(C) 2022 rAthena Development Team
# https://rathena.org - https://github.com/rathena
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
###########################################################################
# Barter Database
###########################################################################
#
# Barter Settings
#
###########################################################################
# - Name NPC name.
# Map Map name. (Default: not on a map)
# X Map x coordinate. (Default: 0)
# Y Map y coordinate. (Default: 0)
# Direction Direction the NPC is looking. (Default: North)
# Sprite Sprite name of the NPC. (Default: FakeNpc)
# Items: List of sold items.
# - Index Index of the item inside the shop. (0-...)
# Maximum index depends on client.
# Item Aegis name of the item.
# Stock Amount of item in stock. 0 means unlimited. (Default: 0)
# Zeny Cost of them item in Zeny. (Default: 0)
# RequiredItems: List of required items (Optional)
# - Index Index of the required item. (0-4)
# Item Aegis name of required item.
# Amount Amount of required item. (Default: 1)
# Refine Refine level of required item. (Default: 0)
###########################################################################
Header:
Type: BARTER_DB
Version: 1
Body:
- Name: barter_rgsr_in_1
Items:
- Index: 0
Item: Weapon_Stone_1
Zeny: 10000
RequiredItems:
- Index: 0
Item: Weapon_Ore_1
Amount: 5
- Index: 1
Item: Armor_Stone_1
Zeny: 10000
RequiredItems:
- Index: 0
Item: Armor_Ore_1
Amount: 5
- Index: 2
Item: Acc_Stone_1
Zeny: 10000
RequiredItems:
- Index: 0
Item: Acc_Ore_1
Amount: 5
- Index: 3
Item: Weapon_Stone_2
Zeny: 20000
RequiredItems:
- Index: 0
Item: Weapon_Ore_2
Amount: 5
- Index: 4
Item: Armor_Stone_2
Zeny: 20000
RequiredItems:
- Index: 0
Item: Armor_Ore_2
Amount: 5
- Index: 5
Item: Acc_Stone_2
Zeny: 20000
RequiredItems:
- Index: 0
Item: Acc_Ore_2
Amount: 5
- Index: 6
Item: Weapon_Stone_3
Zeny: 50000
RequiredItems:
- Index: 0
Item: Weapon_Ore_3
Amount: 5
- Index: 7
Item: Armor_Stone_3
Zeny: 50000
RequiredItems:
- Index: 0
Item: Armor_Ore_3
Amount: 5
- Index: 8
Item: Acc_Stone_3
Zeny: 50000
RequiredItems:
- Index: 0
Item: Acc_Ore_3
Amount: 5
- Index: 9
Item: Weapon_Stone_4
Zeny: 100000
RequiredItems:
- Index: 0
Item: Weapon_Ore_4
Amount: 5
- Index: 10
Item: Armor_Stone_4
Zeny: 100000
RequiredItems:
- Index: 0
Item: Armor_Ore_4
Amount: 5
- Index: 11
Item: Acc_Stone_4
Zeny: 100000
RequiredItems:
- Index: 0
Item: Acc_Ore_4
Amount: 5
- Name: barter_rgsr_in_2
Items:
- Index: 0
Item: Weapon_Stone_2
Zeny: 10000
RequiredItems:
- Index: 0
Item: Weapon_Stone_1
Amount: 3
- Index: 1
Item: Armor_Stone_2
Zeny: 10000
RequiredItems:
- Index: 0
Item: Armor_Stone_1
Amount: 3
- Index: 2
Item: Acc_Stone_2
Zeny: 10000
RequiredItems:
- Index: 0
Item: Acc_Stone_1
Amount: 3
- Index: 3
Item: Weapon_Stone_3
Zeny: 20000
RequiredItems:
- Index: 0
Item: Weapon_Stone_2
Amount: 3
- Index: 4
Item: Armor_Stone_3
Zeny: 20000
RequiredItems:
- Index: 0
Item: Armor_Stone_2
Amount: 3
- Index: 5
Item: Acc_Stone_3
Zeny: 20000
RequiredItems:
- Index: 0
Item: Acc_Stone_2
Amount: 3
- Index: 6
Item: Weapon_Stone_4
Zeny: 50000
RequiredItems:
- Index: 0
Item: Weapon_Stone_3
Amount: 3
- Index: 7
Item: Armor_Stone_4
Zeny: 50000
RequiredItems:
- Index: 0
Item: Armor_Stone_3
Amount: 3
- Index: 8
Item: Acc_Stone_4
Zeny: 50000
RequiredItems:
- Index: 0
Item: Acc_Stone_3
Amount: 3
- Name: barter_rgsr_in_3
Items:
- Index: 0
Item: Weapon_Stone_1
Zeny: 20000
RequiredItems:
- Index: 0
Item: Shadowdecon
- Index: 1
Item: Armor_Stone_1
Zeny: 20000
RequiredItems:
- Index: 0
Item: Shadowdecon
- Index: 2
Item: Acc_Stone_1
Zeny: 20000
RequiredItems:
- Index: 0
Item: Shadowdecon

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@ -0,0 +1,451 @@
//===== rAthena Script =======================================
//= Reform NPCs in rgsr_in
//===== Changelogs: ==========================================
//= 1.0 First Version. [Capuche]
//============================================================
itemmall,14,50,3 script Equipment Reform PR Agent#it01 4_F_ZONDAGIRL,{
mes "[Equipment Reform PR Agent]";
mes "Hello, adventurer!";
mes "Are you unhappy with your equipment now?";
mes "Don't you want to try a new modification than just any other normal method?";
mes "Join the Regenschirm Institute!";
next;
switch( select( "Let's go.", "Listen to the explanation.", "Quit." ) ) {
case 1:
mes "[Equipment Reform PR Agent]";
mes "Good! Other facilities in the institute are confidential and are not accessible, so we will guide you on a special path where you outsiders can enter!";
close2;
warp "rgsr_in",125,170;
end;
case 2:
mes "[Equipment Reform PR Agent]";
mes "All around the world research is being conducted at the Regenschirm Institute to modify weapons, armor, accessories and other equipment items...";
mes "We're still collecting data and researching modifications, so we need a lot of adventurer's equipment to increase our modification research.";
next;
mes "[Equipment Reform PR Agent]";
mes "Research is ongoing, so please look forward to the addition of multiple new equipment as soon as it is completed!";
close;
case 3:
mes "[Equipment Reform PR Agent]";
mes "If you're interested later, come back!";
close;
}
}
lighthalzen,99,156,3 duplicate(Equipment Reform PR Agent#it01) Equipment Reform PR Agent#lh01 4_F_ZONDAGIRL
rgsr_in,112,167,7 script Enchant Researcher#rg02-1 MD_ED_M_SCIENCE,{
mes "[Torus]";
mes "Huh? Do you have anyone else to see on our team other than the team leader?";
mes "Then that's me~";
mes "I am in charge of Enchants.";
mes "Let's see what you got?";
next;
if (select( "Modified OS Weapon Enchant", "Quit" ) == 2) {
mes "[Torus]";
mes "Come back whenever you need it.";
mes "And we need the research.";
close;
}
mes "[Torus]";
mes "Where...";
close2;
item_enchant(33);
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad" );
end;
}
rgsr_in,115,169,5 script Weapon Researcher#rg02 MD_ED_M_SCIENCE,{
mes "[Frasa]";
mes "Let's see... You're a guest.";
mes "I like people who are sure what they want.";
mes "Modifiable items can also be read as <TIPBOX>[List]<INFO>9163</INFO></TIPBOX>.";
mes "I will try to answer any questions you have.";
next;
switch( select( "Thanos Weapons", "OS Weapons", "Quit" ) ) {
case 1:
mes "[Frasa]";
mes "^0000FFThanos weapon^000000 mods have lower and intermediate levels in the modification method.";
next;
switch( select( "Lower mods", "Intermediate mods", "Quit" ) ) {
case 1:
mes "[Frasa]";
mes "Thanos weapon lower modification.";
mes "^FF0000Refine level is reduced by 5^000000, but consumes less materials.";
mes "And for mods, the weapon needs to be refine level +9 or higher.";
close2;
item_reform("Thanos_W_Reform_1");
end;
case 2:
mes "[Frasa]";
mes "Thanos Weapon intermediate modification.";
mes "^FF0000Refine level is reduced by 1^000000, but consumes more material.";
mes "And for mods, the weapon needs to be refine level +9 or higher.";
close2;
item_reform("Thanos_W_Reform_2");
end;
case 3:
mes "[Frasa]";
mes "If you need mods, come back.";
mes "You are welcome any time you help us with our research.";
close;
}
end;
case 2:
mes "[Frasa]";
mes "^0000FFOS Weapons^000000...";
mes "For modification, the refine level must be +7 or higher.";
mes "Refine level does not decrease.";
mes "Did you bring the stuff?";
next;
if (select( "Convert", "Quit" ) == 2) {
mes "[Frasa]";
mes "If you need mods, come back.";
mes "You are welcome any time you help us with our research.";
close;
}
mes "[Frasa]";
mes "Let's see what you brought.";
close2;
item_reform("OS_Weapon_Reform");
end;
case 3:
mes "[Frasa]";
mes "If you need mods, come back.";
mes "You are welcome any time you help us with our research.";
close;
}
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad");
end;
}
rgsr_in,115,180,5 script Armor Researcher#rg02 MD_ED_M_SCIENCE,{
mes "[Algebra]";
mes "Ah, we've come this far, but our team's research is still lacking in experiments.";
mes "I'll improve it a bit next time and get the captain's permission, then let's proceed.";
mes "Okay?";
npctalk "Grimace.", "", bc_self;
close;
OnInit:
setunittitle( getnpcid(0), "Team Fresa" );
end;
}
rgsr_in,135,186, 7 script Assistant#rg02 4_M_ALCHE_D,{
npctalk "Assistant: Don't touch it... It's dangerous...", "", bc_self;
sleep2 300;
npctalk "Assistant: ...Oh..............", "Assistant#rg04", bc_self;
npctalk "Assistant: Don't worry, it's nothing...", "Assistant#rg03", bc_self;
end;
}
rgsr_in,135,189,5 script Assistant#rg03 4_M_REPAIR,{
npctalk "Assistant: ...Paycheck... Give it to me...? Then ask unnecessary questions...", "", bc_self;
npctalk "Assistant: Of course...", "Assistant#rg02", bc_self;
end;
}
rgsr_in,137,187,3 script Assistant#rg04 4_F_HUWOMAN,{
npctalk "Assistant: No, not that.... That's it. That's it...", "", bc_self;
sleep2 300;
npctalk "Assistant: Hick... It was almost a big day... You didn't see him, did you?", "Assistant#rg02", bc_self;
npctalk "Grid: ?", "Ore Researcher#rg02", bc_self;
end;
}
rgsr_in,146,169,3 script Assistant#rg05 4_M_REPAIR,{
npctalk "Assistant: Quiet... I'm...", "", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Licht");
end;
}
rgsr_in,146,167,3 script Assistant#rg06 4_M_REPAIR,{
npctalk "Assistant: Our leader is a great guy. I'm still young...", "", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Licht");
end;
}
rgsr_in,144,170,5 script Assistant#rg07 4_M_REPAIR,{
npctalk "Assistant: Hey, this data was really cool. I was wise to follow you.", "", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Licht");
end;
}
rgsr_in,106,167,5 script Assistant#rg11 4_M_REPAIR,{
npctalk "Assistant: Can we move to a larger lab one day after we do more research?", "", bc_self;
sleep2 300;
npctalk "Assistant: ....Hang.", "Assistant#rg10", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad" );
end;
}
rgsr_in,109,167,3 script Assistant#rg10 4_M_REPAIR,{
npctalk "Assistant: ....I'm.", "", bc_self;
sleep2 300;
npctalk "Assistant: Adventurer, please walk carefully. The building is old and the floor is a little creaky.", "Assistant#rg11", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad" );
end;
}
rgsr_in,146,178,3 script Assistant#rg20 4_M_REPAIR,{
npctalk "Assistant: Ask our lead about any questions you have.", "", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad" );
end;
}
rgsr_in,143,180,5 script Assistant#rg21 4_M_REPAIR,{
npctalk "Assistant: Isn't it a little noisy outside?", "", bc_self;
sleep2 200;
npctalk "Assistant: I wish I could move to a good soundproofed place.", "Assistant#rg20", bc_self;
end;
OnInit:
setunittitle( getnpcid(0), "Team Atnad" );
end;
}
rgsr_in,131,187,5 script Ore Researcher#rg02 MD_ED_M_SCIENCE,{
mes "[Grid]";
mes "Come on.";
mes "It's a low-budget lab, so it's always like this.";
mes "My assistants and I refine the gemstones used in this lab. For a fee.";
next;
switch( select( "View the exchange list", "What are you exchanging?", "Quit" ) ) {
case 1:
mes "[Grid]";
mes "Let's see...";
mes "Now there are these things.";
next;
switch( select( "Gemstone refining", "Top ore exchange", "Buy additional ore", "Cancel" ) ) {
case 1:
mes "[Grid]";
mes "Gemstone refining.";
close2;
callshop("barter_rgsr_in_1");
end;
case 2:
mes "[Grid]";
mes "Top ore exchange.";
close2;
callshop("barter_rgsr_in_2");
end;
case 3:
mes "[Grid]";
mes "Don't have enough ore? Then there's something I'm specifically collecting...";
mes "Do you have a shadow decon?";
close2;
callshop("barter_rgsr_in_3");
end;
case 4:
mes "[Grid]";
mes "If you need anything, come again.";
close;
}
end;
case 2:
mes "[Grid]";
mes "As we see in our research, the materials are very rare. There are adventurers hired by our team, but the material is not comparable to the amount we need.";
mes "So when the adventurers came with the materials, they decided to provide the corresponding research value.";
next;
mes "[Grid]";
mes "Luckily, we do the research and adventurers who come to us provide materials to use our technology.";
mes "If you want to modify something you only need to bring the presented materials.";
next;
mes "[Grid]";
mes "You're an adventurer, so you know what that means?";
close;
case 3:
mes "[Grid]";
mes "If you need anything, come again.";
close;
}
}
rgsr_in,137,178,3 script Accessories Researcher#rg02 MD_ED_M_SCIENCE,{
mes "[Champ]";
mes "Finally, I talked to an adventurer and asked him to confirm my research, was that you?";
mes "Unfortunately, our team hasn't done enough to get out there yet.";
next;
mes "[Champ]";
mes "It's still incomplete.";
mes "I'll see you next time I get permission from the captain.";
close;
OnInit:
setunittitle( getnpcid(0), "Team Zerter");
end;
}
rgsr_in,136,171,5 script Special Equipment Researcher#rg02 MD_ED_M_SCIENCE,{
mes "[Stack]";
mes "See Team Licht's performance?";
mes "We're proud of this lab.";
mes "Which one do you want to modify?";
mes "Modifiable items are located in <TIPBOX>[List]<INFO>9166</INFO></TIPBOX>.";
next;
switch( select( "Non-standard armor", "Non-standard weapon", "Quit" ) ) {
case 1:
mes "[Stack]";
mes "^0000FFNon-standard armor^000000, there are Lower, Intermediate, and Upper levels of the modification method.";
mes "Non-refineable armor is only capable of Upper modification.";
next;
switch( select( "Lower mods", "Intermediate mods", "Upper mods", "Quit" ) ) {
case 1:
mes "[Stack]";
mes "Armor Lower Mods? Okay.";
mes "^FF0000Refine level is reduced by 5^000000, but consumes less material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
close2;
item_reform("C_Armor_Reform_1");
end;
case 2:
mes "[Stack]";
mes "Armor Intermediate Mods? Okay.";
mes "^FF0000Refine level is reduced by 1^000000, but consumes more material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
close2;
item_reform("C_Armor_Reform_2");
end;
case 3:
mes "[Stack]";
mes "Armor Upper Mods? Okay.";
mes "^FF0000Refine level increases by 1^000000, but consumes more material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
mes "^FF0000Non-refineable equipment^000000 can also be granted with advanced modifications, but the refine level does not increase.";
close2;
item_reform("C_Armor_Reform_3");
end;
case 4:
mes "[Stack]";
mes "Already going?";
mes "You need to see more of our outstanding performance!";
close;
}
case 2:
mes "[Stack]";
mes "^0000FFNon-standard weapon^000000, there are Lower, Intermediate, and Upper levels of the modification method.";
next;
switch( select( "Lower mods", "Intermediate mods", "Upper mods", "Quit" ) ) {
case 1:
mes "[Stack]";
mes "Weapon Lower Mods? Okay.";
mes "^FF0000Refine level is reduced by 5^000000, but consumes less material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
close2;
item_reform("C_Weapon_Reform_1");
end;
case 2:
mes "[Stack]";
mes "Weapon Intermediate Mods? Okay.";
mes "^FF0000Refine level is reduced by 1^000000, but consumes more material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
close2;
item_reform("C_Weapon_Reform_2");
end;
case 3:
mes "[Stack]";
mes "Weapon Advanced Mods? Okay.";
mes "^FF0000Refine level increases by 1^000000, but consumes more material.";
mes "And for modification, the equipment must have a refine level of +9 or higher.";
close2;
item_reform("C_Weapon_Reform_3");
end;
case 4:
mes "[Stack]";
mes "Already going?";
mes "You need to see more of our outstanding performance!";
close;
}
end;
case 3:
mes "[Stack]";
mes "Already going?";
mes "You need to see more of our outstanding performance!";
close;
}
end;
OnInit:
setunittitle( getnpcid(0), "Team Licht");
end;
}
rgsr_in,128,174,5 script Director#rg02 1_M_LIBRARYMASTER,{
mes "[Director]";
mes "...Come on.";
mes "You may have heard the explanation when you came, but to briefly introduce you to this place, there is still a long way to go. We are working on converting many weapons, armor, accessories, etc. into something different.";
next;
mes "[Director]";
mes "It is essential to cut the refine of the equipment to be converted, but it is a labor for greater power.";
next;
mes "[Director]";
mes "Research is ongoing, so it is not known when and where something will suddenly be completed and offered to adventurers.";
mes "It is... As soon as the data is collected, it will be somehow.";
next;
mes "[Director]";
mes "And this time, Team Licht achieved it.";
mes "If you're interested, check out what research was done.";
next;
mes "[Director]";
mes "Everyone likes it quiet, so don't talk too loud.";
close;
}
rgsr_in,122,160,5 script Exit Guard#rg01 4_M_LGTGUARD,{
mes "[Exit guard]";
mes "Are you done?";
mes "^FF0000Return to Lighthalzen^000000?";
next;
if (select( "Return.", "Work remaining." ) == 2) {
mes "[Exit guard]";
mes "Please tell us at any time when you are finished.";
close;
}
mes "[Exit guard]";
mes "Let me guide you on the way back.";
close2;
warp "lighthalzen",101,156;
end;
}
rgsr_in,129,160,3 script Exit Guard#rg02 4_M_LGTGUARD,{
mes "[Exit guard]";
mes "Are you done?";
mes "^FF0000Return to Item Mall^000000?";
next;
if (select( "Return.", "Work remaining." ) == 2) {
mes "[Exit guard]";
mes "Please tell us at any time when you are finished.";
close;
}
mes "[Exit guard]";
mes "Let me guide you on the way back.";
close2;
warp "itemmall",16,47;
end;
}

View File

@ -151,6 +151,7 @@ npc: npc/re/merchants/pet_trader.txt
npc: npc/re/merchants/quivers.txt
npc: npc/re/merchants/refine.txt
npc: npc/re/merchants/renters.txt
npc: npc/re/merchants/rgsr_in.txt
npc: npc/re/merchants/shops.txt
npc: npc/re/merchants/Slot_Move_Card_Sales.txt
npc: npc/re/merchants/socket_enchant2.txt