New Intro for Renewal - continuation of https://github.com/rathena/rathena/pull/2309 (#2530)
* Update map iz_int in mapcache.dat for the new Intro Map
* Update Academy script for the new Intro based on kRO: [http://www.inven.co.kr/webzine/news/?news=176048&site=ro](http://www.inven.co.kr/webzine/news/?news=176048&site=ro)
* Add monster spawn in the new Intro Map
Thanks 805a2b3b1a (diff-8d1dca8dc246e9f4d38c6f1ad0d2c930)
for original script.
Thanks @jenkijo for the base, @Lemongrass3110 and @aleos89 for the review, and Divine Pride for some infos !
This commit is contained in:
parent
0a96c9089b
commit
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@ -112,7 +112,7 @@ save_log: yes
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// Max number of start points is MAX_STARTPOINT in char.h (default 5)
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// Location is randomly picked on character creation.
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// NOTE: For Doram, this requires client 20151001 or newer.
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start_point: iz_int,97,90:iz_int01,97,90:iz_int02,97,90:iz_int03,97,90:iz_int04,97,90
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start_point: iz_int,18,26:iz_int01,18,26:iz_int02,18,26:iz_int03,18,26:iz_int04,18,26
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start_point_pre: new_1-1,53,111:new_2-1,53,111:new_3-1,53,111:new_4-1,53,111:new_5-1,53,111
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start_point_doram: lasa_fild01,48,297
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Binary file not shown.
@ -3348,7 +3348,8 @@
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19129,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"The Eye of Hellion"
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21001,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"Escape the Wreck"
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21002,0,0,0,0,0,0,0,1002,6008,10000,0,0,0,0,0,0,"The first battle"
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21002,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"The first battle"
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21008,0,0,0,0,0,0,0,2401,6008,10000,0,0,0,0,0,0,"The first battle"
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50000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"Pirate Dagger materials"
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50001,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"Weather Beaten Old Man"
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@ -13,166 +13,382 @@
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//= 1.0.0 Initial Release. [Kisuka]
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//= 1.0.1 Converted item constants to IDs and added hair coupon. [Kisuka]
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//= 2.0.0 Converted from Hercules Script to rAthena Script. [Capuche]
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//= 2.0.1 Add new Intro Renewal based on Hercules [Jenkijo]
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//==============================================================================
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//== Starting Point (iz_int) =================================
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iz_int,18,30,0 script iz_int#intro_start HIDDEN_WARP_NPC,6,6,{
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end;
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OnTouch:
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navigateto("iz_int", 52, 30, NAV_NONE, 1); // Individual map name not required
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if (getd(".start" + strnpcinfo(1)) == 0) {
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setd ".start" + strnpcinfo(1), 1;
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initnpctimer;
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mapannounce strnpcinfo(4), "[Tip] You can move to the desired point by clicking the ground with the left mouse button.", bc_map,0xFF0000;
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}
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end;
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OnTimer9000:
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mapannounce strnpcinfo(4), "[Tip] While holding down the right mouse button, drag to rotate the screen.", bc_map,0xFF0000;
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end;
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OnTimer18000:
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mapannounce strnpcinfo(4), "[Tip] You can leave through the bluish warp gate.", bc_map,0xFF0000;
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emotion 0,0, "#room_out" + replacestr( strnpcinfo(4), "iz_int", "" );
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end;
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OnTimer21000:
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emotion 0,0, "#room_out" + replacestr( strnpcinfo(4), "iz_int", "" );
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end;
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OnTimer24000:
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emotion 0,0, "#room_out" + replacestr( strnpcinfo(4), "iz_int", "" );
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end;
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OnTimer27000:
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mapannounce strnpcinfo(4), "[Tip] Leave this area to continue.", bc_map,0xFF0000;
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stopnpctimer;
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setd ".start" + strnpcinfo(1), 0;
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end;
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}
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iz_int01,18,30,0 duplicate(iz_int#intro_start) iz_int01#intro_start HIDDEN_WARP_NPC,6,6
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iz_int02,18,30,0 duplicate(iz_int#intro_start) iz_int02#intro_start HIDDEN_WARP_NPC,6,6
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iz_int03,18,30,0 duplicate(iz_int#intro_start) iz_int03#intro_start HIDDEN_WARP_NPC,6,6
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iz_int04,18,30,0 duplicate(iz_int#intro_start) iz_int04#intro_start HIDDEN_WARP_NPC,6,6
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iz_int,51,30,0 script iz_int#intro_evt02 HIDDEN_WARP_NPC,1,1,{
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end;
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OnTouch:
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navigateto("int_land", 75, 100, NAV_NONE, 1);
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end;
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}
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iz_int01,51,30,0 duplicate(iz_int#intro_evt02) iz_int01#intro_evt02 HIDDEN_WARP_NPC,1,1
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iz_int02,51,30,0 duplicate(iz_int#intro_evt02) iz_int02#intro_evt02 HIDDEN_WARP_NPC,1,1
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iz_int03,51,30,0 duplicate(iz_int#intro_evt02) iz_int03#intro_evt02 HIDDEN_WARP_NPC,1,1
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iz_int04,51,30,0 duplicate(iz_int#intro_evt02) iz_int04#intro_evt02 HIDDEN_WARP_NPC,1,1
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//== Wounded Swordsman (iz_int) =================================
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iz_int,56,32,3 script Wounded Swordsman#intro_npc01_iz_int 4_TOWER_01,5,5,{
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@intro_npc01 = 1;
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npctalk "Oh...", "", bc_self;
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classchange HIDDEN_WARP_NPC, "", bc_self;// todo: classchange self remain on map
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classchange 4_TOWER_02, "Wounded Swordsman#intro_npc02_" + strnpcinfo(4), bc_self;
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end;
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OnTouch:
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if (@intro_npc01 == 0) {
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npctalk "Urgh... please... help me...", "", bc_self;
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sleep2 500;
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npctalk "In order to talk with me.. click my body..", "", bc_self;
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}
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else {// debug
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classchange HIDDEN_WARP_NPC, "", bc_self;
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classchange 4_TOWER_02, "Wounded Swordsman#intro_npc02_" + strnpcinfo(4), bc_self;
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}
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end;
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OnInit:
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questinfo 21001, QTYPE_QUEST, 1, Job_Novice;
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end;
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}
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iz_int01,56,32,3 duplicate(Wounded Swordsman#intro_npc01_iz_int) Wounded Swordsman#intro_npc01_iz_int01 4_TOWER_01,5,5
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iz_int02,56,32,3 duplicate(Wounded Swordsman#intro_npc01_iz_int) Wounded Swordsman#intro_npc01_iz_int02 4_TOWER_01,5,5
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iz_int03,56,32,3 duplicate(Wounded Swordsman#intro_npc01_iz_int) Wounded Swordsman#intro_npc01_iz_int03 4_TOWER_01,5,5
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iz_int04,56,32,3 duplicate(Wounded Swordsman#intro_npc01_iz_int) Wounded Swordsman#intro_npc01_iz_int04 4_TOWER_01,5,5
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iz_int,56,32,3 script Wounded Swordsman#intro_npc02_iz_int HIDDEN_WARP_NPC,{
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if (isbegin_quest(21001) == 0) {
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mes "[Wounded]";
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mes "Wow! Thanks a lot!";
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mes "I don't know how this happened to our ship";
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mes "but we should go to see the captain.";
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next;
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mes "[Wounded]";
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mes "... ohh, it seems my body is too injured.";
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mes "Maybe you can go without me?";
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setquest 21001;
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next;
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cutin "tutorial02",4;
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mes "^4d4dff!- Information -!^000000";
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mes "NPC Quest Received.";
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}
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else {
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mes "[Wounded]";
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mes "Luckily the water has not entered the ship.";
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mes "I will wait here, you should go see the captain.";
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next;
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mes "[Wounded]";
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mes "I'm fine! I'm fine!";
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mes "Don't worry about me, you should really go to the captain!";
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next;
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mes "^4d4dff!- Information -!^000000";
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}
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mes "^4d4dffQuestinfo Shortcut is Alt + U^000000";
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mes "You can check your quest status there anytime.";
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close2;
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cutin "",255;
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end;
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OnInit:
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questinfo 21001, QTYPE_QUEST, 1, Job_Novice;
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end;
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}
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iz_int01,56,32,3 duplicate(Wounded Swordsman#intro_npc02_iz_int) Wounded Swordsman#intro_npc02_iz_int01 HIDDEN_WARP_NPC
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iz_int02,56,32,3 duplicate(Wounded Swordsman#intro_npc02_iz_int) Wounded Swordsman#intro_npc02_iz_int02 HIDDEN_WARP_NPC
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iz_int03,56,32,3 duplicate(Wounded Swordsman#intro_npc02_iz_int) Wounded Swordsman#intro_npc02_iz_int03 HIDDEN_WARP_NPC
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iz_int04,56,32,3 duplicate(Wounded Swordsman#intro_npc02_iz_int) Wounded Swordsman#intro_npc02_iz_int04 HIDDEN_WARP_NPC
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// - Captain Carocc (Ship)
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// -----------------------------------------------------------------------------
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iz_int,100,91,3 script Captain Carocc#iz_int 4_M_REINDEER,{
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if (Class == Job_Novice) {
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cutin "fly_trock", 2;
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if (!isbegin_quest(7471)) {
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mes "[Captain Carocc]";
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mes "Had a good dream?";
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mes "Soon, we will get to ^4d4fffIzlude^000000.";
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next;
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mes "[Captain Carocc]";
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mes "And you can talk to other people like you just talked to me.";
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next;
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cutin "tutorial01",3;
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mes "!- Information -!";
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mes "^4d4fffLeft mouse click allows basic game controls.";
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mes "Such as conversation with NPC, movement, and attacks.^000000";
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next;
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cutin "fly_trock",2;
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mes "[Captain Carocc]";
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mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
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mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
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next;
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mes "[Captain Carocc]";
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mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
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mes "You are one of them of course.";
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next;
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mes "[Captain Carocc]";
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mes "I would like to tell you more stories, but it's time to get ready for arrival.";
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mes "There is an academy in Izlude for newcomers like yourself.";
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next;
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mes "[Captain Carocc]";
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mes "Let me give you more details later.";
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mes "See you back at the harbor deck.";
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next;
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mes "[Captain Carocc]";
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mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
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mes "All transportation is made through the portals.";
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setquest 7471;
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completequest 7471;
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close2;
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cutin "", 255;
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end;
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}
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int_land,78,103,5 script Captain Carocc#intro_npc03 4_M_REINDEER,{
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switch( isbegin_quest(21008) ) {
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case 0:
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mes "[Captain Carocc]";
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mes "Now, we are here in Izlude~";
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mes "Go through that ^4d4fffShining Portal^000000 and exit outside.";
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mes "There are still people in the cabins?!";
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mes "At least you are safe.";
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mes "Are you alright?";
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next;
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if (select("I'm alright, but others need help.", "I think I am the last?") == 1) {
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mes "[Captain Carocc]";
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mes "There are more people left?";
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mes "I will send a rescue team to them.";
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mes "Thank you for your report.";
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} else {
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mes "[Captain Carocc]";
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mes "Alright, that's good.";
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mes "The storm came unexpectedly but I never thought it would hit us that hard.";
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}
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next;
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mes "[Captain Carocc]";
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mes "Let's talk more when we get off to the deck.";
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mes "There are lots of things I want to teach you.";
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close2;
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cutin "", 255;
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end;
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mes "At least most people made it to safety.";
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next;
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mes "[Captain Carocc]";
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mes "Look at the trees there, ^4d4dfffollow them to the southwest^000000 to find a new ship.";
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mes "The ship will take you to ^4d4dffIzlude^000000, our original destination.";
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next;
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mes "[Captain Carocc]";
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mes "Ah! Speaking of it, those ^4d4dffPorings^000000 on this island drop several materials we could use for repairs.";
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next;
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mes "[Captain Carocc]";
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mes "^4d4dffKill the Porings and bring 2 Lumbers to the southern crew^000000.";
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next;
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mes "[Captain Carocc]";
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mes "It is a hard task, but you look tough enough.";
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specialeffect2 EF_HEAL2;
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heal 9999,0;
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skilleffect 34,0;
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sc_start SC_BLESSING,240000,10;
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skilleffect 29,0;
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sc_start SC_INCREASEAGI,240000,10;
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if (isbegin_quest(21001) == 1) {
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completequest 21001;
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getexp 600,600;
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}
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setquest 21008;
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next;
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mes "[Captain Carocc]";
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mes "Speaking of Porings, you have to equip your gears.";
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mes "You should have a ^4d4dffweapon and an armor^000000 equipped.";
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next;
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cutin "tutorial03",4;
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mes "!- Information -!";
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mes "^4d4dffYou can equip gear or use items by simply double clicking them.";
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mes "The item window can be opened by pressing Alt + E or using the menu button.^000000";
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next;
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mes "!- Information -!";
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mes "^4d4dffEquipped Items can be seen by pressing Alt + Q.";
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mes "Either double click or drag & drop to equip or unequip them.^000000";
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next;
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cutin "",255;
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mes "[Captain Carlock]";
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mes "Did you check all your equipment?";
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mes "^4d4dffSkill distribution^000000 should be done.";
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next;
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mes "[Captain Carlock]";
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mes "For a smooth battle, you have to distribute your abilities properly.";
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mes "^4d4dffIf you want to increase your strength, you need to raise Str^000000. ^4d4dffIf you want to increase your hit, you must raise Dex^000000.";
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break;
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case 1:
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mes "[Captain Carocc]";
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specialeffect2 EF_HEAL2;
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heal 9999, 0;
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skilleffect 34,0;
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sc_start SC_BLESSING,240000,10;
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skilleffect 29,0;
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sc_start SC_INCREASEAGI,240000,10;
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mes "^4d4dffThe Ship^000000 is anchored in the southwest. It will take you to Izlude.";
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mes "Don't forget to ^4d4dffget some Lumber^000000 for the ship.";
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next;
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mes "[Captain Carocc]";
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mes "Don't forget to raise your ^4d4dffskills^000000.";
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break;
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case 2:
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mes "[Captain Carocc]";
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mes "Everything is ready to sail over to Izlude.";
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mes "The ship is located at the south-western part of the island.";
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close;
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}
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next;
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mes "! - Information -!";
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mes "^4d4dffYou get a stats bonus for every level you raise.";
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mes "The status window can be opened and closed with the shortcut Alt + A^000000.";
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next;
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mes "! - Information -!";
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mes "^4d4dffPlease properly allocate the stats you need to battle^000000.";
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next;
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mes "[Captain Carocc]";
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mes "Kill Porings and bring the Lumber to the crew.";
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mes "Good luck!";
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close;
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OnInit:
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questinfo 21008, QTYPE_QUEST, 1, Job_Novice;
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end;
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}
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iz_int01,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int01 4_M_REINDEER
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iz_int02,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int02 4_M_REINDEER
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iz_int03,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int03 4_M_REINDEER
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iz_int04,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int04 4_M_REINDEER
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int_land01,78,103,5 duplicate(Captain Carocc#intro_npc03) Captain Carocc#intro_npc03_01 4_M_REINDEER
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int_land02,78,103,5 duplicate(Captain Carocc#intro_npc03) Captain Carocc#intro_npc03_02 4_M_REINDEER
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int_land03,78,103,5 duplicate(Captain Carocc#intro_npc03) Captain Carocc#intro_npc03_03 4_M_REINDEER
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int_land04,78,103,5 duplicate(Captain Carocc#intro_npc03) Captain Carocc#intro_npc03_04 4_M_REINDEER
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// - Lumin (Ship)
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// -----------------------------------------------------------------------------
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iz_int,91,81,3 script Lumin#iz_int 4_M_NOV_RUMIN,{
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if (Class == Job_Novice) {
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if (!isbegin_quest(7471)) {
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mes "[Lumin]";
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mes "............";
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mes "...?";
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next;
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cutin "fly_trock",2;
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mes "[Captain Carocc]";
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mes "Hey, you awake now?";
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mes "That fella without much talk, I rescued him from the ocean.";
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next;
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mes "[Captain Carocc]";
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mes "Think he lost his memory.";
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mes "I gave him a new name 'Lumin'. But, just call him Lu...";
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next;
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mes "[Captain Carocc]";
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mes "And you can talk to other people like you just talked to me.";
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next;
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cutin "tutorial01",3;
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mes "!- Information -!";
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mes "^4d4fffLeft mouse click allows basic game control.";
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mes "Such as conversation with NPC, movement, and attacks.^000000";
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next;
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cutin "fly_trock",2;
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mes "[Captain Carocc]";
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mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
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mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
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next;
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mes "[Captain Carocc]";
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mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
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mes "You are one of them of course.";
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next;
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mes "[Captain Carocc]";
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mes "I would like to tell you more stories, but it's time to get ready for arrival.";
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mes "There is an academy in Izlude for newcomers like yourself.";
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next;
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mes "[Captain Carocc]";
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mes "Let me give you more detail later.";
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mes "See you back at the harbor deck.";
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next;
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mes "[Captain Carocc]";
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mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
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mes "All transportation is made through those portals.";
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setquest 7471;
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completequest 7471;
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next;
|
||||
cutin "nov_lumin01",0;
|
||||
mes "[Lumin]";
|
||||
mes "Yes.";
|
||||
next;
|
||||
cutin "fly_trock",2;
|
||||
mes "[Carocc]";
|
||||
mes "Oh, boy.";
|
||||
mes "What cute reaction.";
|
||||
close2;
|
||||
cutin "", 255;
|
||||
end;
|
||||
}
|
||||
cutin "nov_lumin01",0;
|
||||
//== Lumin (int_land) ==========================================
|
||||
int_land,73,100,3 script Lumin#new_ship 4_M_NOV_RUMIN,{
|
||||
if (isbegin_quest(7471) == 0) {
|
||||
cutin "nov_lumin01.bmp",0;
|
||||
mes "[Lumin]";
|
||||
mes ".....";
|
||||
mes ".............";
|
||||
mes "..?";
|
||||
next;
|
||||
select("Should I introduce myself?", "My name is ~!");
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "I am "+strcharinfo(0)+"!";
|
||||
cutin "fly_trock.bmp",2;
|
||||
mes "[Captain Carocc]";
|
||||
mes "Had a good dream?";
|
||||
mes "Soon, we will get to Izlude. And you can talk to other people like you just talked to me.";
|
||||
next;
|
||||
mes "[Lu]";
|
||||
mes ".....";
|
||||
mes "[Captain Carocc]";
|
||||
mes "I think that guy over there lost his memory. I gave him a new name.";
|
||||
mes "Lumin.";
|
||||
next;
|
||||
mes "[Lu]";
|
||||
mes ".....";
|
||||
mes "....So?";
|
||||
mes "[Captain Carocc]";
|
||||
mes "Many youngsters visit the ^4d4dffRune-Midgarts Kingdom^000000 to chase their dreams.";
|
||||
mes "Izlude is a satellite city of Prontera, the capital of the Rune-Midgarts Kingdom.";
|
||||
next;
|
||||
mes "- Lu just walked away with a cynical look on his face.";
|
||||
mes "[Captain Carocc]";
|
||||
mes "Izlude always welcomes young adventurers like you who have just started their journey through the world.";
|
||||
mes "You are one of them, of course.";
|
||||
next;
|
||||
cutin "fly_trock",2;
|
||||
mes "[Carocc]";
|
||||
mes "He's just shy, you know.";
|
||||
mes "You will see him again in Izlude, be good to him please.";
|
||||
mes "[Captain Carocc]";
|
||||
mes "I would like to tell you more stories, but it's time to get ready for arrival.";
|
||||
mes "There is an academy in Izlude for newcomers like yourself.";
|
||||
next;
|
||||
mes "[Carocc]";
|
||||
mes "From now on, I'll be driving this ship around Izlude.";
|
||||
mes "Let's go, shall we?";
|
||||
mes "[Captain Carocc]";
|
||||
mes "Let me give you more details later. See you back at the harbor deck.";
|
||||
next;
|
||||
mes "[Captain Carocc]";
|
||||
mes "To get off this ship, you should enter the ^4d4dffShining Portal^000000 over there.";
|
||||
mes "All transportation is made through the portals.";
|
||||
setquest 7471;
|
||||
completequest 7471;
|
||||
next;
|
||||
cutin "nov_lumin01.bmp", 0;
|
||||
mes "[Lumin]";
|
||||
mes "Yes.";
|
||||
next;
|
||||
classchange HIDDEN_WARP_NPC, "", bc_self;// todo: classchange self remain on map
|
||||
cutin "fly_trock.bmp",2;
|
||||
mes "[Captain Carocc]";
|
||||
mes "Oh boy.";
|
||||
mes "What a cute reaction.";
|
||||
close2;
|
||||
cutin "", 255;
|
||||
cutin "",255;
|
||||
end;
|
||||
}
|
||||
cutin "nov_lumin01.bmp",0;
|
||||
mes "[Lumin]";
|
||||
mes ".....";
|
||||
next;
|
||||
select("Should I introduce myself?", "My name is ~!");
|
||||
mes "[" + strcharinfo(0) + "]";
|
||||
mes "I am " + strcharinfo(0) + "!";
|
||||
next;
|
||||
mes "[Lu]";
|
||||
mes ".....";
|
||||
next;
|
||||
mes "[Lu]";
|
||||
mes ".....";
|
||||
mes "....So?";
|
||||
next;
|
||||
classchange HIDDEN_WARP_NPC, "", bc_self;// todo: classchange self remain on map
|
||||
mes "- Lu just walked away with a cynical look on his face.";
|
||||
next;
|
||||
cutin "fly_trock.bmp",2;
|
||||
mes "[Captain Carocc]";
|
||||
mes "Looks like... he has a shy personality.";
|
||||
mes "When you go to Izlude, will you check on him?";
|
||||
next;
|
||||
mes "[Captain Carocc]";
|
||||
mes "From now on I'll be sailing the ship around the island.";
|
||||
mes "Let's go, shall we?";
|
||||
close2;
|
||||
cutin "",255;
|
||||
end;
|
||||
|
||||
OnInit:
|
||||
questinfo 7471, QTYPE_QUEST, 1, Job_Novice;
|
||||
setquestinfo_req 7471,21008,1;
|
||||
end;
|
||||
}
|
||||
int_land01,73,100,3 duplicate(Lumin#new_ship) Lumin#new_ship01 4_M_NOV_RUMIN
|
||||
int_land02,73,100,3 duplicate(Lumin#new_ship) Lumin#new_ship02 4_M_NOV_RUMIN
|
||||
int_land03,73,100,3 duplicate(Lumin#new_ship) Lumin#new_ship03 4_M_NOV_RUMIN
|
||||
int_land04,73,100,3 duplicate(Lumin#new_ship) Lumin#new_ship04 4_M_NOV_RUMIN
|
||||
|
||||
int_land,58,69,5 script Sailor#intro_npc04 4W_SAILOR,{
|
||||
if (isbegin_quest(21008) == 1) {
|
||||
if (countitem(6008) < 2) {
|
||||
mes "[Sailor]";
|
||||
mes "These Porings stole my materials to repair the ship. Can you help me to get them back?";
|
||||
mes "There are plenty of Porings on this island.";
|
||||
next;
|
||||
mes "[Sailor]";
|
||||
mes "I would really appreciate it if you help me.";
|
||||
mes "I am not allowed to set foot on this island.";
|
||||
mes "That's why I ask for your help~";
|
||||
close;
|
||||
}
|
||||
mes "[Sailor]";
|
||||
mes "Unbelievable, perfect! Any chance you want to join my crew?";
|
||||
mes "Enough talking!!";
|
||||
mes "Come on, we're ready to set sail!";
|
||||
mes "Thank you so much!";
|
||||
next;
|
||||
mes "[Sailor]";
|
||||
mes "If you want to sail with us to Izlude, jump on board!";
|
||||
delitem 6008,2;
|
||||
getexp 100,100;
|
||||
getitem 611,5;
|
||||
completequest 21008;
|
||||
next;
|
||||
mes "[Sailor]";
|
||||
mes "Oh, and take these ^4d4dffMagnifiers^000000.";
|
||||
mes "When you hunt monsters you can find ^4d4dffunidentified items^000000.";
|
||||
next;
|
||||
mes "[Sailor]";
|
||||
mes "Using a Magnifier will identify the item.";
|
||||
next;
|
||||
mes "[Sailor]";
|
||||
mes "Maybe you already have some unidentified items from your fights with those Porings?";
|
||||
close;
|
||||
}
|
||||
mes "[Sailor]";
|
||||
mes "The ship is heading to Izlude soon~!";
|
||||
mes "I'll let you know when we set sail~!";
|
||||
close;
|
||||
|
||||
OnInit:
|
||||
questinfo 21002, QTYPE_QUEST, 1, Job_Novice;
|
||||
setquestinfo_req 21002,21008,1;
|
||||
end;
|
||||
}
|
||||
|
||||
iz_int01,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN
|
||||
iz_int02,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN
|
||||
iz_int03,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN
|
||||
iz_int04,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN
|
||||
int_land01,58,69,5 duplicate(Sailor#intro_npc04) Sailor#intro_npc04_01 4W_SAILOR
|
||||
int_land02,58,69,5 duplicate(Sailor#intro_npc04) Sailor#intro_npc04_02 4W_SAILOR
|
||||
int_land03,58,69,5 duplicate(Sailor#intro_npc04) Sailor#intro_npc04_03 4W_SAILOR
|
||||
int_land04,58,69,5 duplicate(Sailor#intro_npc04) Sailor#intro_npc04_04 4W_SAILOR
|
||||
|
||||
// - Captain Carocc
|
||||
// -----------------------------------------------------------------------------
|
||||
@ -4900,7 +5116,7 @@ new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{
|
||||
mes "[Poring]";
|
||||
mes "Dear oh dear...what do we have 'ere?";
|
||||
next;
|
||||
if (select("What happend?", "Ignore him/it?") == 2) {
|
||||
if (select("What happened?", "Ignore him/it?") == 2) {
|
||||
mes "[Poring]";
|
||||
mes "Oh dear, oh dear...";
|
||||
close;
|
||||
|
12
npc/re/mobs/int_land.txt
Normal file
12
npc/re/mobs/int_land.txt
Normal file
@ -0,0 +1,12 @@
|
||||
//===== rAthena Script =======================================
|
||||
//= Beginner Area Monster Spawn Script
|
||||
//===== Changelogs: ==========================================
|
||||
//= 1.0 First version. [Ridley]
|
||||
//= 1.1 Export from Hercules to rAthena. [Jenkijo]
|
||||
//============================================================
|
||||
|
||||
int_land,0,0 monster Poring 2401,30,5000
|
||||
int_land01,0,0 monster Poring 2401,30,5000
|
||||
int_land02,0,0 monster Poring 2401,30,5000
|
||||
int_land03,0,0 monster Poring 2401,30,5000
|
||||
int_land04,0,0 monster Poring 2401,30,5000
|
@ -5,6 +5,7 @@
|
||||
//npc: npc/re/mobs/academy.txt
|
||||
npc: npc/re/mobs/championmobs.txt
|
||||
npc: npc/re/mobs/citycleaners.txt
|
||||
npc: npc/re/mobs/int_land.txt
|
||||
npc: npc/re/mobs/towns.txt
|
||||
|
||||
// -------------------------- Dungeons --------------------------
|
||||
|
@ -52,6 +52,63 @@ izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161
|
||||
izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161
|
||||
izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161
|
||||
|
||||
//= iz_int(Intro) & int_land(Secluded Island) ================
|
||||
iz_int,27,30,0 warp #room_out 1,1,iz_int,51,30
|
||||
iz_int01,27,30,0 warp #room_out01 1,1,iz_int01,51,30
|
||||
iz_int02,27,30,0 warp #room_out02 1,1,iz_int02,51,30
|
||||
iz_int03,27,30,0 warp #room_out03 1,1,iz_int03,51,30
|
||||
iz_int04,27,30,0 warp #room_out04 1,1,iz_int04,51,30
|
||||
|
||||
iz_int,47,30,0 warp #room_in 1,1,iz_int,22,30
|
||||
iz_int01,47,30,0 warp #room_in01 1,1,iz_int01,22,30
|
||||
iz_int02,47,30,0 warp #room_in02 1,1,iz_int02,22,30
|
||||
iz_int03,47,30,0 warp #room_in03 1,1,iz_int03,22,30
|
||||
iz_int04,47,30,0 warp #room_in04 1,1,iz_int04,22,30
|
||||
|
||||
iz_int,56,15,0 script #ship_out WARPNPC,1,1,{
|
||||
end;
|
||||
OnTouch:
|
||||
.@num$ = replacestr( strnpcinfo(2), "ship_out", "" );
|
||||
.@map$ = "int_land" + .@num$;
|
||||
savepoint .@map$,77,101;
|
||||
warp .@map$,85,107;
|
||||
end;
|
||||
}
|
||||
iz_int01,56,15,0 duplicate(#ship_out) #ship_out01 WARPNPC,1,1
|
||||
iz_int02,56,15,0 duplicate(#ship_out) #ship_out02 WARPNPC,1,1
|
||||
iz_int03,56,15,0 duplicate(#ship_out) #ship_out03 WARPNPC,1,1
|
||||
iz_int04,56,15,0 duplicate(#ship_out) #ship_out04 WARPNPC,1,1
|
||||
|
||||
int_land,49,57,0 script #intro_to_izlude WARPNPC,2,2,{
|
||||
end;
|
||||
OnTouch:
|
||||
if (isbegin_quest(21008) == 1) {
|
||||
mes "^4d4dffOnce you leave this island there is no way back.";
|
||||
mes "Are you sure you want to go directly to Izlude?^000000";
|
||||
next;
|
||||
mes "^4d4dffIf you do, the quest will be deleted from your Quest Log.^000000";
|
||||
next;
|
||||
if (select("Do not go to Izlude yet", "Sail to Izlude!") == 1) {
|
||||
mes "[Sailor]";
|
||||
mes "You want to stay here longer?";
|
||||
mes "Good, then I'll wait until you're ready~";
|
||||
close;
|
||||
}
|
||||
completequest 21008;
|
||||
}
|
||||
mes "[Sailor]";
|
||||
mes "Let's head towards Izlude!";
|
||||
close2;
|
||||
if (isbegin_quest(21001) == 1)
|
||||
completequest 21001;
|
||||
warp "izlude" + replacestr( strnpcinfo(2), "intro_to_izlude", "" ),196,209;
|
||||
end;
|
||||
}
|
||||
int_land01,49,57,0 duplicate(#intro_to_izlude) #intro_to_izlude_a WARPNPC,2,2
|
||||
int_land02,49,57,0 duplicate(#intro_to_izlude) #intro_to_izlude_b WARPNPC,2,2
|
||||
int_land03,49,57,0 duplicate(#intro_to_izlude) #intro_to_izlude_c WARPNPC,2,2
|
||||
int_land04,49,57,0 duplicate(#intro_to_izlude) #intro_to_izlude_d WARPNPC,2,2
|
||||
|
||||
//= Izlude Academy ===========================================
|
||||
izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29
|
||||
izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29
|
||||
@ -62,20 +119,6 @@ iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28
|
||||
iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28
|
||||
new_1-3,96,176,0 warp #to_ac01-2 1,1,iz_ac01,49,73
|
||||
|
||||
iz_int,96,73,0 script iz_int_iz WARPNPC,2,2,{
|
||||
end;
|
||||
|
||||
OnTouch:
|
||||
savepoint "izlude",128,98,1,1;
|
||||
warp "izlude"+strnpcinfo(2)+"", 195, 209;
|
||||
end;
|
||||
}
|
||||
|
||||
iz_int01,96,73,0 duplicate(iz_int_iz) iz_int_iz#_a WARPNPC,2,2
|
||||
iz_int02,96,73,0 duplicate(iz_int_iz) iz_int_iz#_b WARPNPC,2,2
|
||||
iz_int03,96,73,0 duplicate(iz_int_iz) iz_int_iz#_c WARPNPC,2,2
|
||||
iz_int04,96,73,0 duplicate(iz_int_iz) iz_int_iz#_d WARPNPC,2,2
|
||||
|
||||
//= Izlude Academy Duplicates ================================
|
||||
izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29
|
||||
izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29
|
||||
|
Loading…
x
Reference in New Issue
Block a user