示例#1
0
    public async Task <HookResult> KeywordsHook(NpcScript npc, params object[] args)
    {
        var keyword = args[0] as string;

        if (keyword != "about_skill" || npc.HasSkill(SkillId.Weaving))
        {
            return(HookResult.Continue);
        }

        if (!npc.QuestActive(this.Id))
        {
            npc.Msg("Have you heard of the Weaving skill?<br/>It is a skill of spinning yarn from natural materials and making fabric.");
            npc.Msg("Do you want to learn the Weaving skill?<br/>Actually, I'm out of thick yarn and can't meet all the orders for fabric...<br/>If you get me some wool, I'll teach you the Weaving skill in return.<br/>An owl will deliver you a note on how to find wool if you wait outside.");
            await npc.Select();

            npc.StartQuest(this.Id);
            npc.Close();
        }
        else
        {
            // Unofficial
            npc.Msg("If you get me some wool, I'll teach you the Weaving skill in return.");
        }

        return(HookResult.End);
    }
示例#2
0
    public async Task <HookResult> ElenKeywords(NpcScript npc, params object[] args)
    {
        var keyword = args[0] as string;

        if (keyword != "about_skill" || npc.HasSkill(SkillId.Refining))
        {
            return(HookResult.Continue);
        }

        if (!npc.QuestActive(this.Id))
        {
            npc.Msg("Did my grandpa send you over this way?<br/>Hehe.... Oh, nothing.<br/>Here, take this...");
            npc.Msg("Are you interested in refining by any chance?<br/>Refining is the first step in becoming a blacksmith...");
            npc.Msg("You can use ore in its raw form.<br/>You have to melt it to extract the pure metal from it.<br/>You can simply assume that you can use the ore as it is.");
            npc.Msg("We've been looking for more ore anyway,<br/>so why don't you go to Barri Dungeon and mine some ore for us?<br/>Bring some ore and I'll teach you how to refine metal. Tee hee...<br/>Of course, if you are going to mine, you will need at least a pickaxe.");
            await npc.Select();

            npc.StartQuest(this.Id);
            npc.Close();
        }
        else
        {
            npc.Msg("Did you forget what I asked you?");
            npc.Msg("You can find ore inside Barri Dungeon over there.<br/>Of course, you can't mine with bare hands. You will need a pickaxe for that.");
        }

        return(HookResult.End);
    }
示例#3
0
	public async Task<HookResult> ElenKeywords(NpcScript npc, params object[] args)
	{
		var keyword = args[0] as string;

		if (keyword != "about_skill" || npc.HasSkill(SkillId.Refining))
			return HookResult.Continue;

		if (!npc.QuestActive(this.Id))
		{
			npc.Msg("Did my grandpa send you over this way?<br/>Hehe.... Oh, nothing.<br/>Here, take this...");
			npc.Msg("Are you interested in refining by any chance?<br/>Refining is the first step in becoming a blacksmith...");
			npc.Msg("You can use ore in its raw form.<br/>You have to melt it to extract the pure metal from it.<br/>You can simply assume that you can use the ore as it is.");
			npc.Msg("We've been looking for more ore anyway,<br/>so why don't you go to Barri Dungeon and mine some ore for us?<br/>Bring some ore and I'll teach you how to refine metal. Tee hee...<br/>Of course, if you are going to mine, you will need at least a pickaxe.");
			await npc.Select();
			npc.StartQuest(this.Id);
			npc.Close();
	}
		else
		{
			npc.Msg("Did you forget what I asked you?");
			npc.Msg("You can find ore inside Barri Dungeon over there.<br/>Of course, you can't mine with bare hands. You will need a pickaxe for that.");
		}

		return HookResult.End;
	}
示例#4
0
	public async Task<HookResult> RanaldKeywords(NpcScript npc, params object[] args)
	{
		var keyword = args[0] as string;
		
		if(keyword == "about_skill" && npc.HasSkill(SkillId.Defense) && !npc.HasSkill(SkillId.Windmill))
		{
			// Unofficial
			npc.Msg("You would like to learn more? That's the attitude!");
			npc.Msg("Unfortunately I'm a little busy right now, I've borrowed an armor from Ferghus that I have to get back to him. Unless...");
			npc.Msg("Could you deliver it to him for me? Afterwards I'll give you help with the Windmill skill.<button title='End Conversation' keyword='@end'/>");
			await npc.Select();
			npc.StartQuest(this.Id);
			//npc.GiveItem(70002); // Full Ring Mail to be Delivered (TODO: implement quest item handling)
			npc.Close();
			
			return HookResult.End;
		}
		
		return HookResult.Continue;
	}
示例#5
0
    public async Task <HookResult> RanaldKeywords(NpcScript npc, params object[] args)
    {
        var keyword = args[0] as string;

        if (keyword == "about_skill" && npc.HasSkill(SkillId.Defense) && !npc.HasSkill(SkillId.Windmill))
        {
            // Unofficial
            npc.Msg("You would like to learn more? That's the attitude!");
            npc.Msg("Unfortunately I'm a little busy right now, I've borrowed an armor from Ferghus that I have to get back to him. Unless...");
            npc.Msg("Could you deliver it to him for me? Afterwards I'll give you help with the Windmill skill.<button title='End Conversation' keyword='@end'/>");
            await npc.Select();

            npc.StartQuest(this.Id);
            //npc.GiveItem(70002); // Full Ring Mail to be Delivered (TODO: implement quest item handling)
            npc.Close();

            return(HookResult.End);
        }

        return(HookResult.Continue);
    }
	public async Task<HookResult> KeywordsHook(NpcScript npc, params object[] args)
	{
		var keyword = args[0] as string;

		if (keyword != "about_skill" || npc.HasSkill(SkillId.Weaving))
			return HookResult.Continue;

		if (!npc.QuestActive(this.Id))
		{
			npc.Msg("Have you heard of the Weaving skill?<br/>It is a skill of spinning yarn from natural materials and making fabric.");
			npc.Msg("Do you want to learn the Weaving skill?<br/>Actually, I'm out of thick yarn and can't meet all the orders for fabric...<br/>If you get me some wool, I'll teach you the Weaving skill in return.<br/>An owl will deliver you a note on how to find wool if you wait outside.");
			await npc.Select();
			npc.StartQuest(this.Id);
			npc.Close();
		}
		else
		{
			// Unofficial
			npc.Msg("If you get me some wool, I'll teach you the Weaving skill in return.");
		}

		return HookResult.End;
	}
示例#7
0
    public async Task AboutArbeit(NpcScript npc)
    {
        // Check if already doing another PTJ
        if (npc.DoingPtjForOtherNpc())
        {
            npc.Msg(L("Are you working for someone else?<br/>Can you help me after you're finished?"));
            return;
        }

        // Check if PTJ is in progress
        if (npc.DoingPtjForNpc())
        {
            var result = npc.GetPtjResult();

            // Check if report time
            if (!npc.ErinnHour(Report, Deadline))
            {
                if (result == QuestResult.Perfect)
                {
                    npc.Msg(L("You're a little early.<br/>Report to me when it's closer to the deadline."));
                }
                else
                {
                    npc.Msg(L("How's it going?"));
                }
                return;
            }

            // Report?
            npc.Msg(L("Did you complete the job I asked you to do?<br/>You can report to me even if you have not finished it<br/>and I will pay you for what you have done."), npc.Button(L("Report Now"), "@report"), npc.Button(L("Report Later"), "@later"));

            if (await npc.Select() != "@report")
            {
                npc.Msg(L("Good, I trust you.<br/>Please make sure to report before the deadline."));
                return;
            }

            // Nothing done
            if (result == QuestResult.None)
            {
                npc.GiveUpPtj();

                npc.Msg(npc.FavorExpression(), L("Are you feeling sick?<br/>You should rest instead of working so hard.<br/>But, a promise is a promise. I am sorry, but I can't pay you this time."));
                npc.ModifyRelation(0, -Random(3), 0);
            }
            // Low~Perfect result
            else
            {
                npc.Msg(L("Nice job, <username/>. You did great.<br/>For now, this is all I can give you as a token of my gratitude.<br/>Please choose one."), npc.Button(L("Report Later"), "@later"), npc.PtjReport(result));
                var reply = await npc.Select();

                // Report later
                if (!reply.StartsWith("@reward:"))
                {
                    npc.Msg(L("Yes, <username/>.<br/>even if you come back later, I will hold on to your pay.<br/>But don't be too late."));
                    return;
                }

                // Complete
                npc.CompletePtj(reply);
                remaining--;

                // Result msg
                if (result == QuestResult.Perfect)
                {
                    npc.Msg(npc.FavorExpression(), L("Fine job. Just what I asked!<br/>Thank you very much."));
                    npc.ModifyRelation(0, Random(3), 0);
                }
                else if (result == QuestResult.Mid)
                {
                    npc.Msg(npc.FavorExpression(), L("You didn't bring me enough this time.<br/>I am sorry, but I will have to deduct it from your pay."));
                    npc.ModifyRelation(0, Random(1), 0);
                }
                else if (result == QuestResult.Low)
                {
                    npc.Msg(npc.FavorExpression(), L("You don't seem to be at the top of your game today.<br/>Sorry, I can only pay you for what you've completed."));
                    npc.ModifyRelation(0, -Random(2), 0);
                }

                // Herbalism quest
                if (npc.GetPtjSuccessCount(JobType) >= 10 && !npc.HasSkill(SkillId.Herbalism) && !npc.HasQuest(200042) && !npc.HasQuest(200063))
                {
                    npc.Msg(L("Say, <username/>.  Do you have any interest in learning Herbalism?<br/>You've been such a great help to me here, I thought you might be interested in becoming a healer.<br/>If you're interested in Herbalism, I have a favor to ask you.<br/>If you do it, then I'll teach you."), npc.Button(L("I will do it"), "@yes"), npc.Button(L("No, thanks"), "@no"));
                    if (await npc.Select() == "@yes")
                    {
                        npc.StartQuest(200063);                         // Gather Base Herb (Dilys)
                        npc.Msg(L("You sound really interested in becoming a healer...<br/>If you step outside, an owl will deliver my request to you."));
                    }
                    else
                    {
                        npc.Msg(L("Really?<br/>Then, I will see you next time when you need another part-time job."));
                    }
                }
            }
            return;
        }

        // Check if PTJ time
        if (!npc.ErinnHour(Start, Deadline))
        {
            npc.Msg(L("It's not time to start work yet.<br/>Can you come back and ask for a job later?"));
            return;
        }

        // Check if not done today and if there are jobs remaining
        if (!npc.CanDoPtj(JobType, remaining))
        {
            npc.Msg(L("There are no more jobs today.<br/>I will give you another job tomorrow."));
            return;
        }

        // Offer PTJ
        var randomPtj = npc.RandomPtj(JobType, QuestIds);
        var msg       = "";

        if (npc.GetPtjDoneCount(JobType) == 0)
        {
            msg = L("Do you need some work to do?<br/>If you want, you can help me here.<br/>The pay is not great, but I will definitely pay you for your work.<br/>The pay also depends on how long you've worked for me.<br/>Would you like to try?");
        }
        else
        {
            msg = L("Ah, <username/>. Can you help me today?");
        }

        npc.Msg(msg, npc.PtjDesc(randomPtj, L("Dilys's Healer's House Part-Time Job"), L("Looking for help with delivering goods in Healer's House."), PerDay, remaining, npc.GetPtjDoneCount(JobType)));

        if (await npc.Select() == "@accept")
        {
            npc.Msg(L("Thank you for your help in advance."));
            npc.StartPtj(randomPtj);
        }
        else
        {
            npc.Msg(L("You seem busy today."));
        }
    }
示例#8
0
	public async Task AboutArbeit(NpcScript npc)
	{
		// Check if already doing another PTJ
		if (npc.DoingPtjForOtherNpc())
		{
			npc.Msg(L("Are you working for someone else?<br/>Can you help me after you're finished?"));
			return;
		}

		// Check if PTJ is in progress
		if (npc.DoingPtjForNpc())
		{
			var result = npc.GetPtjResult();

			// Check if report time
			if (!npc.ErinnHour(Report, Deadline))
			{
				if (result == QuestResult.Perfect)
					npc.Msg(L("You're a little early.<br/>Report to me when it's closer to the deadline."));
				else
					npc.Msg(L("How's it going?"));
				return;
			}

			// Report?
			npc.Msg(L("Did you complete the job I asked you to do?<br/>You can report to me even if you have not finished it<br/>and I will pay you for what you have done."), npc.Button(L("Report Now"), "@report"), npc.Button(L("Report Later"), "@later"));

			if (await npc.Select() != "@report")
			{
				npc.Msg(L("Good, I trust you.<br/>Please make sure to report before the deadline."));
				return;
			}

			// Nothing done
			if (result == QuestResult.None)
			{
				npc.GiveUpPtj();

				npc.Msg(npc.FavorExpression(), L("Are you feeling sick?<br/>You should rest instead of working so hard.<br/>But, a promise is a promise. I am sorry, but I can't pay you this time."));
				npc.ModifyRelation(0, -Random(3), 0);
			}
			// Low~Perfect result
			else
			{
				npc.Msg(L("Nice job, <username/>. You did great.<br/>For now, this is all I can give you as a token of my gratitude.<br/>Please choose one."), npc.Button(L("Report Later"), "@later"), npc.PtjReport(result));
				var reply = await npc.Select();

				// Report later
				if (!reply.StartsWith("@reward:"))
				{
					npc.Msg(L("Yes, <username/>.<br/>even if you come back later, I will hold on to your pay.<br/>But don't be too late."));
					return;
				}

				// Complete
				npc.CompletePtj(reply);
				remaining--;

				// Result msg
				if (result == QuestResult.Perfect)
				{
					npc.Msg(npc.FavorExpression(), L("Fine job. Just what I asked!<br/>Thank you very much."));
					npc.ModifyRelation(0, Random(3), 0);
				}
				else if (result == QuestResult.Mid)
				{
					npc.Msg(npc.FavorExpression(), L("You didn't bring me enough this time.<br/>I am sorry, but I will have to deduct it from your pay."));
					npc.ModifyRelation(0, Random(1), 0);
				}
				else if (result == QuestResult.Low)
				{
					npc.Msg(npc.FavorExpression(), L("You don't seem to be at the top of your game today.<br/>Sorry, I can only pay you for what you've completed."));
					npc.ModifyRelation(0, -Random(2), 0);
				}

				// Herbalism quest
				if (npc.GetPtjSuccessCount(JobType) >= 10 && !npc.HasSkill(SkillId.Herbalism) && !npc.HasQuest(200042) && !npc.HasQuest(200063))
				{
					npc.Msg(L("Say, <username/>. Do you have any interest in learning Herbalism?<br/>You've been such a great help to me here, I thought you might be interested in becoming a healer.<br/>If you're interested in Herbalism, I have a favor to ask you.<br/>If you do it, then I'll teach you."), npc.Button(L("I will do it"), "@yes"), npc.Button(L("No, thanks"), "@no"));
					if (await npc.Select() == "@yes")
					{
						npc.SendOwl(200063); // Gather Base Herb (Dilys)
						npc.Msg(L("You sound really interested in becoming a healer...<br/>If you step outside, an owl will deliver my request to you."));
					}
					else
					{
						npc.Msg(L("Really?<br/>Then, I will see you next time when you need another part-time job."));
					}
				}
			}
			return;
		}

		// Check if PTJ time
		if (!npc.ErinnHour(Start, Deadline))
		{
			npc.Msg(L("It's not time to start work yet.<br/>Can you come back and ask for a job later?"));
			return;
		}

		// Check if not done today and if there are jobs remaining
		if (!npc.CanDoPtj(JobType, remaining))
		{
			npc.Msg(L("There are no more jobs today.<br/>I will give you another job tomorrow."));
			return;
		}

		// Offer PTJ
		var randomPtj = npc.RandomPtj(JobType, QuestIds);
		var msg = "";

		if (npc.GetPtjDoneCount(JobType) == 0)
			msg = L("Do you need some work to do?<br/>If you want, you can help me here.<br/>The pay is not great, but I will definitely pay you for your work.<br/>The pay also depends on how long you've worked for me.<br/>Would you like to try?");
		else
			msg = L("Ah, <username/>. Can you help me today?");

		npc.Msg(msg, npc.PtjDesc(randomPtj, L("Dilys's Healer's House Part-Time Job"), L("Looking for help with delivering goods in Healer's House."), PerDay, remaining, npc.GetPtjDoneCount(JobType)));

		if (await npc.Select() == "@accept")
		{
			npc.Msg(L("Thank you for your help in advance."));
			npc.StartPtj(randomPtj);
		}
		else
		{
			npc.Msg(L("You seem busy today."));
		}
	}
示例#9
0
	public async Task AboutArbeit(NpcScript npc)
	{
		// Check if already doing another PTJ
		if (npc.DoingPtjForOtherNpc())
		{
			npc.Msg(L("So, you want to work at a Healer's House, do you?<br/>I appreciate your enthusiasm, but finish the work you're doing first."));
			return;
		}

		// Check if PTJ is in progress
		if (npc.DoingPtjForNpc())
		{
			var result = npc.GetPtjResult();

			// Check if report time
			if (!npc.ErinnHour(Report, Deadline))
			{
				if (result == QuestResult.Perfect)
					npc.Msg(L("It's not the deadline yet. Come back later.<p/>Alright. I'll see you later!"));
				else
					npc.Msg(L("I trust that your work is going well?"));

				return;
			}

			// Report?
			npc.Msg(L("So, do you want to wrap up today's work here?<br/>You can report and finish the work without completing it,<br/>but it's good to finish something you've started."),
				npc.Button(L("Report Now"), "@report"),
				npc.Button(L("Report Later"), "@later")
				);

			if (await npc.Select() != "@report")
			{
				npc.Msg(L("Alright! Go for it!<br/>I look forward to your report!"));
				return;
			}

			// Nothing done
			if (result == QuestResult.None)
			{
				npc.GiveUpPtj();

				npc.Msg(npc.FavorExpression(), L("Weak.<br/>If you keep this up,<br/>you'll never get paid."));
				npc.ModifyRelation(0, -Random(3), 0);
			}
			// Low~Perfect result
			else
			{
				npc.Msg(L("Ha ha. I knew I was an excellent judge of character!<br/>Now, I should pay you for the work you have done, hmm? Take your pick here.<br/>I have to give to other workers, too, so don't even think about taking them all! Hahaha."),
					npc.Button(L("Report Later"), "@later"),
					npc.PtjReport(result)
					);
				var reply = await npc.Select();

				// Report later
				if (!reply.StartsWith("@reward:"))
				{
					npc.Msg(npc.FavorExpression(), L("Eh? What, are you going to just leave?"));
					return;
				}

				// Complete
				npc.CompletePtj(reply);
				remaining--;

				// Result msg
				if (result == QuestResult.Perfect)
				{
					npc.Msg(npc.FavorExpression(), L("Alright! Well done!<br/>You've worked hard."));
					npc.ModifyRelation(0, Random(3), 0);
				}
				else if (result == QuestResult.Mid)
				{
					npc.Msg(npc.FavorExpression(), L("Hmm. That's not quite enough.<br/>I'll deduct it from your pay."));
					npc.ModifyRelation(0, Random(1), 0);
				}
				else if (result == QuestResult.Low)
				{
					npc.Msg(npc.FavorExpression(), L("Is this the best you can do?<br/>Then I have no choice but to pay only a little."));
					npc.ModifyRelation(0, -Random(2), 0);
				}

				// Herbalism quest
				if (npc.GetPtjSuccessCount(JobType) >= 10 && !npc.HasSkill(SkillId.Herbalism) && !npc.HasQuest(200042) && !npc.HasQuest(200063))
				{
					// Unofficial/Copy of Dilys
					npc.Msg(L("Say, <username/>. Do you have any interest in learning Herbalism?<br/>You've been such a great help to me here, I thought you might be interested in becoming a healer.<br/>If you're interested in Herbalism, I have a favor to ask you.<br/>If you do it, then I'll teach you."), npc.Button(L("I will do it"), "@yes"), npc.Button(L("No, thanks"), "@no"));
					if (await npc.Select() == "@yes")
					{
						npc.SendOwl(200042); // Gather Base Herb (Manus)
						npc.Msg(L("You sound really interested in becoming a healer...<br/>If you step outside, an owl will deliver my request to you."));
					}
					else
					{
						npc.Msg(L("Really?<br/>Then, I will see you next time when you need another part-time job."));
					}
				}
			}
			return;
		}

		// Check if PTJ time
		if (!npc.ErinnHour(Start, Deadline))
		{
			npc.Msg(L("Try again later.<br/>It's not time for work yet."));
			return;
		}

		// Check if not done today and if there are jobs remaining
		if (!npc.CanDoPtj(JobType, remaining))
		{
			npc.Msg(L("Come back tomorrow."));
			return;
		}

		// Offer PTJ
		var randomPtj = npc.RandomPtj(JobType, QuestIds);
		var msg = "";

		if (npc.GetPtjDoneCount(JobType) == 0)
			msg = L("Looking for some work, are you?<br/>I happen to be in need of extra hands here,<br/>so help me out here and I'll pay you adequately.<br/>It's not much, though...<p/>So, are you interested?");
		else
			msg = L("So, you're here to help out again.");

		npc.Msg(msg, npc.PtjDesc(randomPtj,
			L("Manus's Healer's House part-time job"),
			L("Looking for help with delivering goods to Healer's House."),
			PerDay, remaining, npc.GetPtjDoneCount(JobType)));

		if (await npc.Select() == "@accept")
		{
			if (npc.GetPtjDoneCount(JobType) == 0)
				npc.Msg(L("Great. Good choice.<br/>Remember to report back to me before the deadline.<br/>"));
			else
				npc.Msg(L("I look forward to your job well done."));

			npc.StartPtj(randomPtj);
		}
		else
		{
			if (npc.GetPtjDoneCount(JobType) == 0)
				npc.Msg(L("If you don't want to report, though, I won't force you."));
			else
				npc.Msg(L("You must be feeling off today."));
		}
	}
示例#10
0
    public async Task AboutArbeit(NpcScript npc)
    {
        // Check if already doing another PTJ
        if (npc.DoingPtjForOtherNpc())
        {
            npc.Msg(L("So, you want to work at a Healer's House, do you?<br/>I appreciate your enthusiasm, but finish the work you're doing first."));
            return;
        }

        // Check if PTJ is in progress
        if (npc.DoingPtjForNpc())
        {
            var result = npc.GetPtjResult();

            // Check if report time
            if (!npc.ErinnHour(Report, Deadline))
            {
                if (result == QuestResult.Perfect)
                {
                    npc.Msg(L("It's not the deadline yet. Come back later.<p/>Alright. I'll see you later!"));
                }
                else
                {
                    npc.Msg(L("I trust that your work is going well?"));
                }

                return;
            }

            // Report?
            npc.Msg(L("So, do you want to wrap up today's work here?<br/>You can report and finish the work without completing it,<br/>but it's good to finish something you've started."),
                    npc.Button(L("Report Now"), "@report"),
                    npc.Button(L("Report Later"), "@later")
                    );

            if (await npc.Select() != "@report")
            {
                npc.Msg(L("Alright! Go for it!<br/>I look forward to your report!"));
                return;
            }

            // Nothing done
            if (result == QuestResult.None)
            {
                npc.GiveUpPtj();

                npc.Msg(npc.FavorExpression(), L("Weak.<br/>If you keep this up,<br/>you'll never get paid."));
                npc.ModifyRelation(0, -Random(3), 0);
            }
            // Low~Perfect result
            else
            {
                npc.Msg(L("Ha ha. I knew I was an excellent judge of character!<br/>Now, I should pay you for the work you have done, hmm? Take your pick here.<br/>I have to give to other workers, too, so don't even think about taking them all! Hahaha."),
                        npc.Button(L("Report Later"), "@later"),
                        npc.PtjReport(result)
                        );
                var reply = await npc.Select();

                // Report later
                if (!reply.StartsWith("@reward:"))
                {
                    npc.Msg(npc.FavorExpression(), L("Eh? What, are you going to just leave?"));
                    return;
                }

                // Complete
                npc.CompletePtj(reply);
                remaining--;

                // Result msg
                if (result == QuestResult.Perfect)
                {
                    npc.Msg(npc.FavorExpression(), L("Alright! Well done!<br/>You've worked hard."));
                    npc.ModifyRelation(0, Random(3), 0);
                }
                else if (result == QuestResult.Mid)
                {
                    npc.Msg(npc.FavorExpression(), L("Hmm. That's not quite enough.<br/>I'll deduct it from your pay."));
                    npc.ModifyRelation(0, Random(1), 0);
                }
                else if (result == QuestResult.Low)
                {
                    npc.Msg(npc.FavorExpression(), L("Is this the best you can do?<br/>Then I have no choice but to pay only a little."));
                    npc.ModifyRelation(0, -Random(2), 0);
                }

                // Herbalism quest
                if (npc.GetPtjSuccessCount(JobType) >= 10 && !npc.HasSkill(SkillId.Herbalism) && !npc.HasQuest(200042) && !npc.HasQuest(200063))
                {
                    // Unofficial/Copy of Dilys
                    npc.Msg(L("Say, <username/>. Do you have any interest in learning Herbalism?<br/>You've been such a great help to me here, I thought you might be interested in becoming a healer.<br/>If you're interested in Herbalism, I have a favor to ask you.<br/>If you do it, then I'll teach you."), npc.Button(L("I will do it"), "@yes"), npc.Button(L("No, thanks"), "@no"));
                    if (await npc.Select() == "@yes")
                    {
                        npc.SendOwl(200042);                         // Gather Base Herb (Manus)
                        npc.Msg(L("You sound really interested in becoming a healer...<br/>If you step outside, an owl will deliver my request to you."));
                    }
                    else
                    {
                        npc.Msg(L("Really?<br/>Then, I will see you next time when you need another part-time job."));
                    }
                }
            }
            return;
        }

        // Check if PTJ time
        if (!npc.ErinnHour(Start, Deadline))
        {
            npc.Msg(L("Try again later.<br/>It's not time for work yet."));
            return;
        }

        // Check if not done today and if there are jobs remaining
        if (!npc.CanDoPtj(JobType, remaining))
        {
            npc.Msg(L("Come back tomorrow."));
            return;
        }

        // Offer PTJ
        var randomPtj = npc.RandomPtj(JobType, QuestIds);
        var msg       = "";

        if (npc.GetPtjDoneCount(JobType) == 0)
        {
            msg = L("Looking for some work, are you?<br/>I happen to be in need of extra hands here,<br/>so help me out here and I'll pay you adequately.<br/>It's not much, though...<p/>So, are you interested?");
        }
        else
        {
            msg = L("So, you're here to help out again.");
        }

        npc.Msg(msg, npc.PtjDesc(randomPtj,
                                 L("Manus's Healer's House part-time job"),
                                 L("Looking for help with delivering goods to Healer's House."),
                                 PerDay, remaining, npc.GetPtjDoneCount(JobType)));

        if (await npc.Select() == "@accept")
        {
            if (npc.GetPtjDoneCount(JobType) == 0)
            {
                npc.Msg(L("Great. Good choice.<br/>Remember to report back to me before the deadline.<br/>"));
            }
            else
            {
                npc.Msg(L("I look forward to your job well done."));
            }

            npc.StartPtj(randomPtj);
        }
        else
        {
            if (npc.GetPtjDoneCount(JobType) == 0)
            {
                npc.Msg(L("If you don't want to report, though, I won't force you."));
            }
            else
            {
                npc.Msg(L("You must be feeling off today."));
            }
        }
    }
示例#11
0
    public async Task <HookResult> BeforeKeywords(NpcScript npc, params object[] args)
    {
        var keyword = args[0] as string;

        if (keyword != "about_skill")
        {
            return(HookResult.Continue);
        }

        // Arrow revolver can only be learned by humans
        if (!npc.Player.IsHuman)
        {
            npc.Msg(L("(Missing dialog: Aranwen about non-humans and bows? (Arrow Revolver)"));

            return(HookResult.Break);
        }

        // Aranwen can't do anything for you before AR is enabled
        if (!IsEnabled("ArrowRevolver"))
        {
            npc.Msg(L("I know a little bit about bows,<br/>but it's not quite the right time."));
            npc.Msg(L("Please come back some other time."));

            return(HookResult.Break);
        }

        // Check Fire Arrow title
        if (npc.Title != 88)
        {
            npc.Msg(L("...I am sorry, but someone that has yet to master the skill<br/>should not be bluntly asking questions about skills like this."));
            npc.Msg(L("...if you are interested in high-leveled bowman skills, then<br/>you should at least master the Fire Arrow skill first."));

            return(HookResult.Break);
        }

        // Check skill
        if (npc.HasSkill(SkillId.ArrowRevolver2))
        {
            // Unofficial
            npc.Msg(L("...You've learned Arrow Revolver. I hope you keep learning<br/>until you master it."));

            return(HookResult.Break);
        }

        // Start quest
        if (!npc.QuestActive(this.Id))
        {
            if (!npc.HasItem(this.ScrollId))
            {
                npc.Msg(L("Hmmm... <username/>, you knew how to shoot a Fire Arrow?<br/>It seems like you are interested in bows, and...<br/>it's nice to meet someone who's talent is only surpassed by their work ethic."));
                npc.Msg(L("I think it'll be very beneficial for you to learn this skill called the Arrow Revolver..."));
                npc.Msg(L("Arrow Revolver is a skill that lets you fire arrows consecutively.<br/>You'll fire multiple arrows in quick succession, not giving your enemy enough time to react..<br/>This skill will allow you to shoot up to 5 arrows at once."));
                npc.Msg(L("Arrow Revolver is very effective against powerful enemies by applying multiple<br/>damages and wounds in the blink of an eye. It's also effective against groups of enemies."));
                npc.Msg(L("...Are you interested in learning this skill?<br/>Yes, the Arrow Revolver...<br/>Please promise me that you will not quit on me midway through. Okay?"), npc.Button(L("Okay!"), "@yes"), npc.Button(L("No"), "@no"));

                if (await npc.Select() == "@yes")
                {
                    npc.Player.GiveItem(Aura.Channel.World.Entities.Item.CreateQuestScroll(this.Id));
                    npc.Player.GiveItem(BookOnArrowRevolver);

                    npc.Msg(L("Great, <username/>.<br/>I'll give you this book and the quest.<br/>Technically speaking, Arrow Revolver<br/>relies somewhat on the power of Mana."));
                    npc.Msg(L("Gather together all of the pages in this book.<br/>Our ancestors seperated them in hopes of preventing<br/>the reoccurrence of the same mistakes that had been made by inexperienced bowmen."));
                    npc.Msg(L("Read the scroll carefully, and once you complete the book,<br/>you'll be able to use Arrow Revolver.<br/>...Good luck."));
                }
                else
                {
                    npc.Msg(L("...I see.<br/>Please talk to me when you change your mind."));
                }

                return(HookResult.Break);
            }
        }
        // Finish quest
        else
        {
            // Check if book is complete and finish quest if it is
            var book = npc.Player.Inventory.GetItem(a => a.Info.Id == BookOnArrowRevolver && a.OptionInfo.Suffix == BookOnArrowRevolverPage10);
            if (book != null)
            {
                npc.FinishQuest(this.Id, "talk");
                npc.Player.Inventory.Remove(book);

                npc.Msg(L("Yes? Please don't block my view."));
            }
            else
            {
                npc.Msg(L("...You're learning Arrow Revolver. I hope you keep trying<br/>until you master it."));
            }

            return(HookResult.Break);
        }

        return(HookResult.Continue);
    }