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//===== rAthena Script =======================================
//= 2012 Headgear Quests
//===== By: ==================================================
//= Euphy, -SkittleNugget-
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= [Official Conversion]
//= Enhance gears by synthesizing them with Energy Crystals.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= Script is a little messy, could use some cleaning.
//============================================================
// Main NPC :: 2012_hat_quest
//============================================================
moc_para01,41,169,3 script Reno#2012hat 64,{
// iRO has (very) minor differences in dialogue from the original script.
// To use iRO's version, uncomment the line below.
//set .@features_iRO,1;
//custom translation - all checks below
if (checkweight(1301,1) == 0 || MaxWeight - Weight < 800) {
mes "- Carrying too many items, cannot proceed. -";
close;
}
setarray .@type$[0],"lower","intermediate","advanced","highest";
setarray .@crystal$[0],"Rough","Purified","High";
// playtime checks
setarray .@quests_playtime[0],5161,5169,5174,5225,5226,5227;
for (set .@i,0; .@i<6; set .@i,.@i+1) {
if (checkquest(.@quests_playtime[.@i],PLAYTIME) == 2) {
erasequest .@quests_playtime[.@i];
mes "[Reno]";
if (.@i < 3) // hunting quest wait time
mes "The waiting time for a "+.@type$[.@i]+" collection quest has expired. You can now take another request.";
else // buff wait time
mes "The waiting time for storing "+.@crystal$[.@i]+" Energy Crystals has expired. You can now store them again.";
close;
}
}
// hunting quest checks
callsub L_CheckHunting,5161,5162,7,.@type$[0],6623,10; //Rough_Energy_Crystal
callsub L_CheckHunting,5169,5170,4,.@type$[1],6624,10; //Purified_Energy_Crystal
callsub L_CheckHunting,5174,5175,4,.@type$[2],6625,5; //High_Purity_Energy_Xtal
callsub L_CheckHunting,5174,5179,4,.@type$[3],6625,10; //High_Purity_Energy_Xtal
// buff checks
set .@energy_buf00, getstatus(SC_QUEST_BUFF1) + getstatus(SC_QUEST_BUFF2) + getstatus(SC_QUEST_BUFF3);
if (!.@energy_buf00) {
for (set .@i,0; .@i<3; set .@i,.@i+1) {
if (isbegin_quest(.@i + 5222)) {
set .@item, 6623 + .@i;
set .@amount, 2 + rand(3);
mes "[Reno]";
mes getitemname(.@item)+" storage is now complete.";
next;
setquest 5225 + .@i;
erasequest 5222 + .@i;
getitem .@item,.@amount;
mes "[Reno]";
mes "^0000FF"+.@amount+" "+getitemname(.@item)+"s^000000 were extracted.";
close;
}
}
}
mes "[Reno]";
mes "Hi? I am Reno from the Energy Crystal Research Association, or ECRA.";
next;
switch(select("ECRA?:Quest to get Energy Crystals:Energy Crystal Buffs:Compress Energy Crystals:Exchange Crystals for Headgear:Random Gear for Crystals" + ((.@features_iRO)?":See Equipment List":""))) {
case 1:
mes "[Reno]";
mes "ECRA is the institute that researches '^0000FFEnergy Crystals^000000' that shall be used as an alternative energy source in the Rune-Midgarts Kingdom, which suffers from a shortage of energy.";
next;
select("The reason for doing this?");
mes "[Reno]";
mes "I would like to explain that we are not trying to make an excuse to get away from facing problem before I explain the reason. Never! So please let me finish.";
next;
mes "[Reno]";
mes "The Research Team has sent me the results they found.";
next;
mes "[Reno]";
mes "Energy Crystals turned out to be ^0000FFgenerated inside the bodies of some monsters^000000, and according to the research, stronger monsters generate higher-class energy crystals in their bodies.";
next;
mes "[Reno]";
mes "The Research Team decided to collect Energy Crystals by giving requests to adventurers, with appropriate rewards. That enables us to collect better and be more ^FF0000efficient^000000.";
next;
mes "[Reno]";
mes "Energy Crystals, accumulated through hunting monsters by my request, shall be used for my research. ^0000FFSome of them are planned to be returned to adventurers.^000000";
next;
mes "[Reno]";
mes "Adventurers can use collected Energy Crystals for ^FF0000upgrading equipments^000000 through me.";
next;
mes "[Reno]";
mes "If it works well, it seems to be good for both ECRA and adventurers.";
close;
case 2:
mes "[Reno]";
mes "The hunting quests are ranked by monster level and difficulty. The ranges are lower, intermediate, high quests and can only be taken once per day.";
next;
setarray .@quest_status[0],
isbegin_quest(5162) + isbegin_quest(5163) + isbegin_quest(5164) + isbegin_quest(5165) + isbegin_quest(5166) + isbegin_quest(5167) + isbegin_quest(5168),
isbegin_quest(5170) + isbegin_quest(5171) + isbegin_quest(5172) + isbegin_quest(5173),
isbegin_quest(5175) + isbegin_quest(5176) + isbegin_quest(5177) + isbegin_quest(5178) + isbegin_quest(5179) + isbegin_quest(5180) + isbegin_quest(5181) + isbegin_quest(5182);
setarray .@quest_index[0],5161,5169,5174;
set .@select, select("Lower level hunting [61-80]:Intermediate level hunting [80-99]:High level hunting [90 and up]:Cancel my current quest.") - 1;
if (.@select < 3) {
setarray .@min_level[0],60,80,90,100;
if (BaseLevel < .@min_level[.@select]) {
mes "[Reno]";
mes "I am sorry but the request for the "+.@type$[.@select]+" collection is only available for those level "+.@min_level[.@select]+" and higher. You do not seem to be capable of carrying out this request.";
close;
}
if (.@quest_status[.@select]) {
mes "[Reno]";
mes "You seem to be under the other request of "+.@type$[.@select]+" collection. If the quest seems to be too hard... how about you ^FF0000give up on the request^000000?";
close;
}
set .@playtime, checkquest(.@quest_index[.@select],PLAYTIME);
if (.@playtime == 0 || .@playtime == 1) {
mes "[Reno]";
mes "Currently waiting for the "+.@type$[.@select]+" collection commission. Tasks in each collection can only be completed once per day."; //custom translation
close;
}
mes "[Reno]";
mes "You selected to hunt a monster from the "+.@type$[.@select]+" collection. After hunting these monsters you will receive "+((.@features_iRO)?"10 ":"")+"^0000FF"+.@crystal$[.@select]+" Energy Crystals^000000 when you return to me.";
next;
mes "[Reno]";
mes "Please select the monster that you think you can easily hunt from the list.";
next;
switch (.@select) {
case 0:
set .@quest, select(
"[Lower class] Requiem",
"[Lower class] Bathory",
"[Lower class] Spring Rabbit",
"[Lower class] Sleeper",
"[Lower class] Evil Druid",
"[Lower class] Ground Petite",
"[Lower class] Clock"
);
break;
case 1:
set .@quest, select(
"[Intermediate class] Siroma",
"[Intermediate class] Dark Priest",
"[Intermediate class] Stapo",
"[Intermediate class] Solider"
);
break;
case 2:
set .@quest, select(
"[Advanced] Desert Wolf",
"[Advanced] Medusa",
"[Advanced] Pinguicula",
"[Advanced] Majoruros",
"[Highest] Raydric",
"[Highest] Naga",
"[Highest] Ancient Mummy",
"[Highest] Ancient Mimic"
);
if (.@quest > 4 && BaseLevel < .@min_level[3]) {
mes "[Reno]";
mes "I am sorry but the request for the most advanced collection is only available for those level "+.@min_level[3]+" and higher. You do not seem to be capable of carrying out this request.";
close;
}
break;
}
setquest .@quest_index[.@select] + .@quest;
mes "[Reno]";
mes "The request for "+.@type$[.@select]+" collection monsters has been issued. Please check the details on the issued document.";
close;
} else {
setarray .@quest_count[0],7,4,8;
for (set .@i,0; .@i<3; set .@i,.@i+1) {
if (.@quest_status[.@i]) {
mes "[Reno]";
mes "You are currently under the request of the "+.@type$[.@i]+" collection. If you give up now, all your history will be lost. Do you really want to give up?";
next;
set .@erase_quest, select("Yes:No");
switch (.@erase_quest) {
case 1:
for (set .@quest,.@quest_index[.@i]+1; .@quest<=.@quest_index[.@i]+.@quest_count[.@i]; set.@quest,.@quest+1) {
if (isbegin_quest(.@quest))
erasequest .@quest;
}
break;
case 2:
break;
}
}
}
switch (.@erase_quest) {
case 0:
mes "[Reno]";
mes "You are not under any request.";
close;
case 1:
mes "[Reno]";
mes "The written request for you has been withdrawn.";
close;
case 2:
mes "[Reno]";
mes "Please keep up on it.";
close;
}
}
case 3:
mes "[Reno]";
mes "Do you want to accumulate Energy Crystals inside of your body to receive a buff?";
next;
set .@select, select("Accumulating Energy Crystals?:Accumulate Rough Energy Crystal:Accumulate Purified Energy Crystal:Accumulate High Energy Crystal");
switch (.@select) {
case 1:
mes "[Reno]";
mes "Energy Crystals are accumulated in your body when you hunt the monsters we ask you to.";
next;
mes "[Reno]";
mes "Our research shows that some methods enable humans to accumulate the energy crystals inside of the body in the form of a buff.";
next;
mes "[Reno]";
mes "If you spend about 3 hours, you will be able to gain a small amount of Energy Crystals. So do you want to receive the buff?";
close;
case 2:
set .@playtime, checkquest(5225,PLAYTIME);
set .@quest,5222;
set .@min_level,60;
set .@rate,1;
set .@buff, SC_QUEST_BUFF1;
break;
case 3:
set .@playtime, checkquest(5226,PLAYTIME);
set .@quest,5223;
set .@min_level,80;
set .@rate,2;
set .@buff, SC_QUEST_BUFF2;
break;
case 4:
set .@playtime, checkquest(5227,PLAYTIME);
set .@quest,5224;
set .@min_level,90;
set .@rate,3;
set .@buff, SC_QUEST_BUFF3;
break;
}
if (.@playtime == 0 || .@playtime == 1) {
mes "[Reno]";
mes "Were you successful? While storing other Energy Crystals will not have much effect on your body, storing the same one may cause you harm."; //custom translation
close;
}
if (BaseLevel < .@min_level) {
mes "[Reno]";
mes "With a body like that, you can't accumulate "+.@crystal$[.@select-2]+" Energy Crystals. You must be level "+.@min_level+" or your body will be harmed in the process."; //custom translation
close;
}
if (.@energy_buf00) {
mes "[Reno]";
mes "Accumulating Energy Crystal has already begun. I am sorry but it is impossible to accumulate two different types of Energy Crystals at a time.";
close;
}
if (isbegin_quest(.@quest) > 0) {
erasequest .@quest;
mes "[Reno]";
mes "An error has occurred. Please forgive me for the inconvenience."; //custom translation
close;
}
mes "[Reno]";
mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@select-2]+" Energy Crystals. Do you want to start?";
next;
if(select("Cancel:Start") == 1) {
mes "[Reno]";
mes "I recommend that you try to ccumulate Energy Crystal when you have time.";
close;
}
mes "[Reno]";
mes "You might feel a slight tingle.";
next;
specialeffect2 EF_BASH3D;
percentheal .@rate * -5,0;
//consumeitem ??; //Keep_Connection_[.@rate]
sc_start .@buff,10800000,.@rate; // Atk/Matk + 5*rate (+5, +10, +15)
setquest .@quest;
mes "[Reno]";
mes "- Puck -";
next;
mes "[Reno]";
mes "Everything seems to be in order. Let's start accumulating "+.@crystal$[.@select-2]+" Energy Crystals. Remember to come back to me after 3 hours to get the "+.@crystal$[.@select-2]+" Energy Crystals.";
close;
case 4:
mes "[Reno]";
mes "Do you want to compress the Energy Crystals?";
next;
switch(select("What does compressing do?:Compress Rough to Purified Crystal:Compress Purified to High Crystal")) {
case 1:
mes "[Reno]";
mes "Are you curious about Energy Crystal compression? I can compress lower level Energy Crystals into higher ones.";
next;
mes "[Reno]";
mes "Here is what I can make.";
mes "^FF000010 Rough Energy Crystals^000000 = ^FF00001 Purified Energy Crystal^000000";
mes "^FF00005 Purified Energy Crystals^000000 = ^FF00001 High Energy Crystal^000000";
next;
mes "[Reno]";
mes "If you need higher grade Energy Crystals, this is a good way to get them since the lower ones are easier to get.";
close;
case 2:
set .@crystal,6623; //Rough_Energy_Crystal
set .@crystal_,6624; //Purified_Energy_Crystal
set .@rate,10;
break;
case 3:
set .@crystal,6624; //Purified_Energy_Crystal
set .@crystal_,6625; //High_Purity_Energy_Xtal
set .@rate,5;
break;
}
set .@crystal_count, countitem(.@crystal);
set .@crystal_get, .@crystal_count / .@rate;
mes "[Reno]";
mes sprintf("^FF0000%d %s^000000 = ^FF00001 %s^000000",.@rate,getitemname(.@crystal),getitemname(.@crystal_));
next;
mes "[Reno]";
mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_));
mes "Do you want to compress?";
next;
if(select("Compress:Stop") == 2) {
mes "[Reno]";
mes "Okay, please contact if you need me in the future.";
close;
}
while(1) {
if (.@crystal_count >= .@rate) { //custom translation
delitem .@crystal,.@rate;
getitem .@crystal_,1;
set .@crystal_count, countitem(.@crystal);
set .@crystal_get, .@crystal_count / .@rate;
mes "[Reno]";
mes "The compression was very successful.";
mes "There are "+.@crystal_count+" Energy Crystals left, which can compress into "+.@crystal_get+" Energy Crystals. Do you want to continue?";
next;
if(select("Compress:Stop") == 2)
break;
} else {
mes "[Reno]";
mes "You don't have enough "+getitemname(.@crystal)+"s.";
next;
break;
}
}
mes "[Reno]";
mes "Compression completed.";
close;
case 5:
disable_items;
mes "[Reno]";
mes "Do you want to exchange Energy Crystals for equipment? Please select the type of Energy Crystal that you wish to exchange.";
next;
setarray .@crystals[0], countitem(6623), countitem(6624), countitem(6625);
switch(select("See Equipment List:["+.@crystals[0]+"] Rough Energy Crystal:["+.@crystals[1]+"] Purified Energy Crystal:["+.@crystals[2]+"] High Energy Crystal")) {
case 1:
mes "[Reno]";
mes "This is the brochure regarding the equipment upgrade that our Energy Crystal research association provides. Please take a look around.";
close2;
readbook 11060,1; //Energy_Xtal_Combi_Book
end;
// Variable descriptions
// .@crystal : Energy Crystal used
// .@materials[] : equipment to upgrade
// .@showslot[] : display slots with equipment name (-1 to disable)
// .@costs[] : amount of Energy Crystals needed
// .@rewards[] : upgraded equipment
case 2:
set .@crystal,6623; //Rough_Energy_Crystal
setarray .@materials[0], 5027, 5045, 5069, 5003, 2214, 5167, 5168, 5043;
setarray .@showslot[0], -1, -1, -1, -1, -1, 1, 1, -1;
setarray .@costs[0], 100, 100, 100, 100, 100, 100, 100, 100;
setarray .@rewards[0], 18760,18761,18762,18763,18764,18769,18770,18771;
break;
case 3:
set .@crystal,6624; //Purified_Energy_Crystal
setarray .@materials[0], 2296, 5014, 5096, 2292,2615, 2355,2116, 2420, 2521, 5125;
setarray .@showslot[0], -1, -1, -1, -1, -1, 1, 1, 1, 1, 1;
setarray .@costs[0], 200, 200, 200, 200, 200, 100, 100, 100, 100, 100;
setarray .@rewards[0], 18772,18773,18774,18775,2956,15068,2183,22015,20710,18776;
break;
case 4:
set .@crystal,6625; //High_Purity_Energy_Xtal
setarray .@materials[0], 5019, 5162, 5025, 5022, 5353, 2423,2678,2679, 2355,2116, 2420, 2521, 5125;
setarray .@showslot[0], -1, 1, -1, 0, 1, -1, -1, -1, 1, 1, 1, 1, 1;
setarray .@costs[0], 300, 300, 300, 1000, 100, 300, 300, 300, 20, 20, 20, 20, 20;
setarray .@rewards[0], 18765,18768,18766,18767,18767,22014,2957,2958,15068,2183,22015,20710,18776;
break;
}
mes "[Reno]";
mes "Please select the equipment to exchange for "+getitemname(.@crystal)+"s.";
next;
set .@crystal_count, countitem(.@crystal);
set .@menu$,"";
for (set .@i,0; .@i<getarraysize(.@materials); set .@i,.@i+1) {
set .@item_name$, getitemname(.@materials[.@i]) + ((.@showslot[.@i] > -1)?"["+.@showslot[.@i]+"]":"");
set .@menu$, .@menu$ + sprintf("%s (%d/%d):",.@item_name$,.@crystal_count,.@costs[.@i]);
}
set .@index, select(.@menu$) - 1;
set .@material, .@materials[.@index];
set .@item_name$, getitemname(.@material) + ((.@showslot[.@index] > -1)?"["+.@showslot[.@index]+"]":"");
set .@cost, .@costs[.@index];
set .@reward, .@rewards[.@index];
//custom translations
if (.@material == 2615) { // Special case: Safety Ring
if (countitem(2615) < 1 || countitem(2621) < 1 || countitem(2622) < 1 || countitem(2624) < 1 ||
countitem(2625) < 1 || countitem(2623) < 1 || countitem(2626) < 1 || countitem(.@crystal) < .@cost) {
mes "[Reno]";
mes "The materials to make a Safety Ring[1] are insufficient. Please check your inventory.";
close;
}
mes "[Reno]";
mes "Before upgrading your Safety Ring, please listen to these ^FF0000precautions^000000.";
next;
mes "[Reno]";
mes "^FF0000In addition to the Safety Ring, all refinements and cards of the required materials will also disappear.^000000";
next;
} else {
if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
mes "[Reno]";
mes "The materials are insufficient. Please check your materials.";
close;
}
mes "[Reno]";
mes "Before upgrading your equipment, please listen to these ^FF0000precautions^000000.";
next;
mes "[Reno]";
mes "^FF0000When using Energy Crystals to upgrade equipment, all previous refinements, enchantments, and cards will be lost.^000000";
next;
}
mes "[Reno]";
mes "Are you familiar with the ^FF0000precautions^000000?";
next;
if(select("I am.:No.") == 2) {
mes "[Reno]";
mes "Okay. Next time, then.";
close;
}
mes "[Reno]";
mes "Then let's begin to upgrade "+.@item_name$+".";
next;
specialeffect2 EF_REPAIRWEAPON;
progressbar "ffff00",2;
delitem .@material,1;
if (.@material == 2615) {
delitem 2621,1; //Ring_
delitem 2622,1; //Earring_
delitem 2624,1; //Glove_
delitem 2625,1; //Brooch_
delitem 2623,1; //Necklace_
delitem 2626,1; //Rosary_
}
delitem .@crystal,.@cost;
getitem .@reward,1;
mes "[Reno]";
mes "The upgrade was successful. Your Energy Crystals will help our research greatly.";
close;
case 6:
mes "[Reno]";
mes "Do you want to donate Energy Crystals to get a random new headgear?";
next;
switch(select("Donate Energy Crystals?:Donate 300 Rough Energy Crystals.:Donate 600 Purified Energy Crystals.:Donate 900 High Energy Crystals.")) {
case 1:
mes "[Reno]";
mes "We are collecting Energy Crystals so that we can research more combinations of headgears for adventurers.";
next;
mes "[Reno]";
mes "Thanks to the support of adventurers we can use these Energy Crystals to further our research.";
next;
mes "[Reno]";
mes "So we receive a minimum of 300 Rough Energy Crystals, 600 Purified Energy Crystals, and 900 High Energy Crystals.";
if (!.@features_iRO) {
next;
mes "[Reno]";
mes "You may feel that this is a burden, but for the sake of our research, please continue."; //custom translation
close;
}
mes "For the donation, I'll give you a random new headgear.";
next;
mes "[Reno]";
mes "300 Rough Energy Crystals";
mes "- New Mage Hat";
mes "- New Magician Hat";
mes "- New Kitsune Mask";
mes "- New Joker Jester";
mes "- New Bunny Band";
mes "- New Munak Hat";
mes "- New Bongun Hat";
mes "- New Phantom Opera Mask";
next;
mes "[Reno]";
mes "600 Purified Energy Crystals";
mes "- Good Binoculars";
mes "- Good Fin Helm";
mes "- Good Assassin Mask";
mes "- Good Welding Mask";
mes "- Good Safety Ring";
mes "- Good Angelic Protection";
mes "- Good Angelic Guard";
mes "- Good Angelic Cardigan";
mes "- Good Angel's Reincarnation";
next;
mes "[Reno]";
mes "900 High Energy Crystals";
mes "- Enhanced Corsair";
mes "- Enhanced Bone Helm";
mes "- Enhanced Helm of Angel";
mes "- Enhanced Variant Shoes";
mes "- Enhanced Ring of Flame Lord";
mes "- Enhanced Ring of Resonance";
close;
case 2:
if (countitem(6623) < 300) {
mes "[Reno]";
mes "Thank for your support, but we need 300 Rough Energy Crystals.";
close;
}
delitem 6623,300; //Rough_Energy_Crystal
set .@r, rand(1,17);
if (.@r <= 2) getitem 18760,1; //Remodel_Wizardry_Hat
else if (.@r <= 4) getitem 18761,1; //Remodel_Magician_Hat
else if (.@r <= 6) getitem 18762,1; //Remodel_Mask_Of_Fox
else if (.@r <= 8) getitem 18763,1; //Remodel_Joker_Jester
else if (.@r <= 10) getitem 18764,1; //Remodel_Bunny_Band
else if (.@r <= 13) getitem 18769,1; //Remodel_Munak_Turban
else if (.@r <= 16) getitem 18770,1; //Remodel_Bongun_Hat
else getitem 18771,1; //Remodel_Opera_Mask
break;
case 3:
if (countitem(6624) < 600) {
mes "[Reno]";
mes "Thank for your support, but we need 600 Purified Energy Crystals.";
close;
}
delitem 6624,600; //Purified_Energy_Crystal
set .@r, rand(1,18);
if (.@r <= 3) getitem 18772,1; //Improved_Binoculars
else if (.@r <= 6) getitem 18773,1; //Improved_Fin_Helm
else if (.@r <= 9) getitem 18774,1; //Improved_Assassin_Mask
else if (.@r <= 12) getitem 18775,1; //Improved_Welding_Mask
else if (.@r <= 13) getitem 2956,1; //Safety_Ring_
else if (.@r <= 14) getitem 15068,1; //Im_Angel's_Protection
else if (.@r <= 15) getitem 2183,1; //Impr_Angel's_Safeguard
else if (.@r <= 16) getitem 22015,1; //Impr_Angel's_Arrival
else if (.@r <= 17) getitem 20710,1; //Impr_Angel's_Warmth
else getitem 18776,1; //Improved_Kiss_Of_Angel
break;
case 4:
if (countitem(6625) < 900) {
mes "[Reno]";
mes "Thank for your support, but we need 900 High Energy Crystals.";
close;
}
delitem 6625,900; //High_Purity_Energy_Xtal
set .@r, rand(1,33);
if (.@r <= 10) getitem 18765,1; //Enhanced_Corsair
else if (.@r <= 20) getitem 18768,1; //Enhanced_Bone_Helm
else if (.@r <= 25) getitem 18766,1; //Enhanced_Helm_Of_Angel
else if (.@r <= 30) getitem 22014,1; //Enhanced_Variant_Shoes
else if (.@r <= 31) getitem 2957,1; //Good_Ring_Of_Flame_Lord
else getitem 2958,1; //Good_Ring_Of_Resonance
break;
}
mes "[Reno]";
mes "Thank you very much. The Energy Crystals you donated will be greatly helpful for our research. This is your reward for your donation."; //custom translation
close;
case 7: // iRO only
mes "[Reno]";
mes "This is the brochure regarding the equipment upgrade that our Energy Crystal research association provides. Please take a look around.";
close2;
readbook 11060,1; //Energy_Xtal_Combi_Book
end;
}
//callsub L_CheckHunting,<quest index>,<start quest>,<number of quests>,"<type>",<reward id>,<reward amount>;
L_CheckHunting:
for (set .@quest,getarg(0)+1; .@quest<getarg(1)+getarg(2); set .@quest,.@quest+1) {
if (checkquest(.@quest,HUNTING) == 2) {
mes "[Reno]";
mes "Finished "+getarg(3)+" collection hunting quest.";
next;
setquest getarg(0);
erasequest .@quest;
getitem getarg(4),getarg(5);
mes "You receive "+getarg(5)+" "+getitemname(getarg(4))+"s as the "+getarg(3)+" collection reward.";
close;
}
}
return;
}