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quest new7and8th_skills begin state start begin when 50514.use begin say_title(item_name(50514)) say("") if pc.get_skill_group() == 0 then say("You didn't start an apprenticeship yet.") return end local check_learned = 0 local help_skill_list = { {{236}, {240},}, {{237}, {241},}, {{238}, {242},}, {{239}, {243},}, {{244},}, } local skill_list = help_skill_list[pc.get_job() + 1][pc.get_skill_group()] for i = 1, table.getn(skill_list) do skill_vnum = skill_list[i] if pc.get_skill_level(skill_vnum) > 0 then check_learned = 1 end end if check_learned == 1 then say("You already learn one of boost skills.") return end help_skill_list_name = { [236] = "Sword Spin Boost", [237] = "Ambush Boost", [238] = "Finger Strike Boost", [239] = "Shooting Dragon Boost", [240] = "Spirit Strike Boost", [241] = "Fire Arrow Boost", [242] = "Dark Strike Boost", [243] = "Summon Lightning Boost", [244] = "Wolf's Breath Boost" } local skill_vnum_list = {} local skill_name_list = {} for i = 1, table.getn(skill_list) do skill_vnum = skill_list[i] if pc.get_skill_level(skill_vnum) < 1 then table.insert(skill_vnum_list, skill_vnum) table.insert(skill_name_list, help_skill_list_name[skill_vnum]) end end if table.getn(skill_vnum_list) == 0 then say("There are no boost skills available.") return end table.insert(skill_name_list, "Cancel") say("This ancient book seems to be very powerful! It is") say("the key to tremendous skills. But first you must") say("decide! Fighters can only master a single skill.") say("Choose wisely") local i = select_table(skill_name_list) if i == table.getn(skill_name_list)then return end local name = skill_name_list[i] local vnum = skill_vnum_list[i] say_title(item_name(50514)) say("") say(string.format("You choose to learn %s.", name)) say("You're sure about your decision?") local confirm = select("Yes", "No") if confirm == 1 then pc.remove_item(item.get_vnum(), 1) pc.set_skill_level(vnum, 1) return end return end when 50515.use begin say_title(item_name(50515)) say("") if pc.get_skill_group() == 0 then say("You didn't start an apprenticeship yet.") return end local check_learned = 0 local anti_skill_list = {221, 222, 223, 224, 225, 226, 227, 228, 229} for i = 1, table.getn(anti_skill_list) do skill_vnum = anti_skill_list[i] if pc.get_skill_level(skill_vnum) > 0 then check_learned = 1 end end if check_learned == 1 then say("You already learn one of ward skills.") return end anti_skill_list_name = { [221] = "Sword Spin Ward", [222] = "Ambush Ward", [223] = "Finger Strike Ward", [224] = "Shooting Dragon Ward", [225] = "Spirit Strike Ward", [226] = "Fire Arrow Ward", [227] = "Dark Strike Ward", [228] = "Summon Lightning Ward", [229] = "Wolf's Breath Ward" } local skill_vnum_list = {} local skill_name_list = {} for i = 1, table.getn(anti_skill_list) do skill_vnum = anti_skill_list[i] if pc.get_skill_level(skill_vnum) < 1 then table.insert(skill_vnum_list, skill_vnum) table.insert(skill_name_list, anti_skill_list_name[skill_vnum]) end end if table.getn(skill_vnum_list) == 0 then say("There are no ward skills available.") return end table.insert(skill_name_list, "Cancel") say("This ancient book seems to be very powerful! It is") say("the key to tremendous skills. But first you must") say("decide! Fighters can only master a single skill.") say("Choose wisely") local i = select_table(skill_name_list) if i == table.getn(skill_name_list)then return end local name = skill_name_list[i] local vnum = skill_vnum_list[i] say_title(item_name(50515)) say("") say(string.format("You choose to learn %s.", name)) say("You're sure about your decision?") local confirm = select("Yes", "No") if confirm == 1 then pc.remove_item(item.get_vnum(), 1) pc.set_skill_level(vnum, 1) return end return end when 50525.use begin say_title(item_name(50525)) say("") if pc.get_skill_group() == 0 then say("You didn't start an apprenticeship yet.") return end if get_time() < pc.getqf("next_time") then if not pc.is_skill_book_no_delay() then say("When your training is done, you have to") say("rest for 12 to 24 hours.") return end end GRAND_MASTER_SKILL_LEVEL = 30 PERFECT_MASTER_SKILL_LEVEL = 40 local check_learned = 0 local new_skill_list = {221, 222, 223, 224, 225, 226, 227, 228, 229, 236, 237, 238, 239, 240, 241, 242, 243, 244} for i = 1, table.getn(new_skill_list) do skill_vnum = new_skill_list[i] if pc.get_skill_level(skill_vnum) >= GRAND_MASTER_SKILL_LEVEL and pc.get_skill_level(skill_vnum) < PERFECT_MASTER_SKILL_LEVEL then check_learned = 1 end end if check_learned == 0 then say("No skill was learned yet through the skill") say("training of the grand masters.") return end new_skill_list_name = { [221] = "Sword Spin Ward", [222] = "Ambush Ward", [223] = "Finger Strike Ward", [224] = "Shooting Dragon Ward", [225] = "Spirit Strike Ward", [226] = "Fire Arrow Ward", [227] = "Dark Strike Ward", [228] = "Summon Lightning Ward", [229] = "Wolf's Breath Ward", [236] = "Sword Spin Ward", [237] = "Ambush Ward", [238] = "Finger Strike Ward", [239] = "Shooting Dragon Ward", [240] = "Spirit Strike Ward", [241] = "Fire Arrow Ward", [242] = "Dark Strike Ward", [243] = "Summon Lightning Ward", [244] = "Wolf's Breath Ward" } local skill_vnum_list = {} local skill_name_list = {} for i = 1, table.getn(new_skill_list) do skill_vnum = new_skill_list[i] if pc.get_skill_level(skill_vnum) >= GRAND_MASTER_SKILL_LEVEL and pc.get_skill_level(skill_vnum) < PERFECT_MASTER_SKILL_LEVEL then table.insert(skill_vnum_list, skill_vnum) table.insert(skill_name_list, new_skill_list_name[skill_vnum]) end end if table.getn(skill_vnum_list) == 0 then say("There are no ward or boost skills available.") return end say("When your waste your Good/Evils points during") say("the training it's possible that you can be") say("downgraded, even under the level of a Ronin.") say("") say("Do you want to continue?") local s = select("Yes", "No") if s == 2 then return end say_title(item_name(50525)) say("") say("Choose the skill you want to learn:") table.insert(skill_name_list, "Cancel") local i = select_table(skill_name_list) if i == table.getn(skill_name_list)then return end local name = skill_name_list[i] local vnum = skill_vnum_list[i] local level = pc.get_skill_level(vnum) local cur_alignment = pc.get_real_alignment() local need_alignment = 1000 + 500 * (level - 30) say_title(item_name(50525)) say("") if cur_alignment <- 19000+need_alignment then say_reward("You don't have enough alignment points") say_reward("for a Grand Master training.") return end if get_time() < pc.getqf("next_time") then if pc.is_skill_book_no_delay() then pc.remove_skill_book_no_delay() else say("When your training is done, you have to") say("rest for 12 to 24 hours.") end end say(string.format("You choose to learn %s.", name)) say("You're sure about your decision?") local confirm = select("Yes", "No") if confirm == 1 then pc.setqf("next_time", get_time() + 60 * 60 * math.random(12, 24)) say_title(item_name(50525)) say("") if pc.learn_grand_master_skill(vnum) then if pc.get_skill_level(vnum) == 40 then say(string.format("%s became a perfect Master.", name)) else say(string.format("You raised %s to G%d.", name, level-30+1+1)) end say("My body is full of power. Something comes out here!") say("You have completed higher level of training successfully.") else pc.change_alignment(-number(need_alignment / 3, need_alignment / 2)) say("That did not work. Darn!") end pc.remove_item(item.get_vnum(), 1) end return end when 71000.use begin say_title(item_name(71000)) say("") if pc.get_skill_group() == 0 then say("You didn't start an apprenticeship yet.") return end local check_learned = 0 local new_skill_list = {221, 222, 223, 224, 225, 226, 227, 228, 229, 236, 237, 238, 239, 240, 241, 242, 243, 244} for i = 1, table.getn(new_skill_list) do skill_vnum = new_skill_list[i] if pc.get_skill_level(skill_vnum) > 0 then check_learned = 1 end end if check_learned == 0 then say("You didn't learn any boost or ward skill yet.") return end say("You will forgot anything you learn about boost") say("and ward, are you sure about your decision?") local confirm = select("Yes", "No") if confirm == 1 then for i = 1, table.getn(new_skill_list) do skill_vnum = new_skill_list[i] if pc.get_skill_level(skill_vnum) > 0 then pc.set_skill_level(skill_vnum, 0) end end pc.remove_item(item.get_vnum(), 1) end return end end end
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