//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Paradox924X
//= Copyright (C) L0ne_W0lf
//= Copyright (C) KarLaeda
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Quest NPCs related to Kunlun
//================= Description ===========================================
//= Broken Sword Quest (Kept old mechanics)
//= Lost Knife Quest
//================= Current Version =======================================
//= 1.2
//=========================================================================
//== Broken Sword :: broken_sword ==========================
gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{
if (BaseLevel > 50) {
if (b_sword == 0) {
b_sword = 1;
mes "[Shi Yan Wen]";
mes "Hmm...?";
mes "Oh, hello there~";
mes "I am Shi Yan Wen, the chief of";
mes "this village. Allow me to personally welcome you to Kunlun.";
next;
mes "[Shi Yan Wen]";
mes "Although our village hasn't";
mes "associated with other towns very";
mes "much, we have recently begun";
mes "to allow visitors coming from Alberta.";
next;
mes "[Shi Yan Wen]";
mes "I feel that this town has been";
mes "isolated for too long. Because";
mes "of that, people in this town aren't too friendly with visitors yet.";
next;
mes "[Shi Yan Wen]";
mes "Moreover, we've been having a recent problem with thieves";
mes "that have been enjoying themselves far too much in Kunlun...";
mes "Well, you've come to visit here";
mes "so I hope you enjoy your stay.";
close;
}
else if (b_sword < 18) {
switch (b_sword) {
case 1:
mes "[Shi Yan Wen]";
mes "Oh, hello there~";
mes "I am Shi Yan Wen, the chief of";
mes "this village. Allow me to personally welcome you to Kunlun.";
next;
mes "[Shi Yan Wen]";
mes "Although our village hasn't";
mes "associated with other towns very";
mes "much, we have recently begun";
mes "to allow visitors coming from Alberta.";
next;
mes "[Shi Yan Wen]";
mes "I feel that this town has been";
mes "isolated for too long. Because";
mes "of that, people in this town aren't too friendly with visitors yet.";
next;
mes "[Shi Yan Wen]";
mes "Moreover, we've been having a recent problem with thieves";
mes "that have been enjoying themselves far too much in Kunlun...";
mes "Well, you've come to visit here";
mes "so I hope you enjoy your stay.";
close;
case 2:
mes "[Shi Yan Wen]";
mes "Oh, it's you~";
mes "How do you like it here so far?";
mes "As you've probably noticed,";
mes "the village isn't that peaceful, huh?";
next;
if (select("It's alright.:I heard that something was stolen...") == 1) {
mes "[Shi Yan Wen]";
mes "Well, I'm glad you don't mind.";
mes "Just watch out for robbers,";
mes "and try not to act suspicious";
mes "in the village.";
close;
}
mes "[Shi Yan Wen]";
mes "Hmm...you've heard of it?";
mes "It was just last night when the";
mes "robbery occurred. The rumors";
mes "are true. Sadly, there are lots of thieves out there in the village...";
next;
switch(select("......:What was stolen?:Was anyone hurt?")) {
case 1:
mes "[Shi Yan Wen]";
mes "I can't believe it really";
mes "happened... Well, if you see";
mes "any suspicious characters around,";
mes "or find what was stolen, please let me know.";
b_sword = 3;
close;
case 2:
mes "[Shi Yan Wen]";
mes "Well...";
mes "Erm...it was...";
mes "...just an ordinary sword.";
mes "But to us, it's been a family treasure for many generations.";
next;
mes "[Shi Yan Wen]";
mes "I must find this sword";
mes "no matter what!";
mes "...but I can't go find it just";
mes "by myself. I'm just too busy.";
next;
mes "[Shi Yan Wen]";
mes "You know how busy it is to be the";
mes "chief of a village. This is very troubling...*Sigh*";
next;
if (select("Hope you find it soon.:Can I find it for you?") == 1) {
mes "[Shi Yan Wen]";
mes "um..Thank you.";
mes "If you somehow come across it,";
mes "please let me know.";
b_sword = 11;
close;
}
mes "[Shi Yan Wen]";
mes "Oh!~ Are you serious??";
mes "...The people in the village are";
mes "very fearful these days because";
mes "of the thieves. It is so difficult";
mes "to ask them for help...";
next;
mes "[Shi Yan Wen]";
mes "If you would help me find the sword, I will surely repay you for your efforts.";
b_sword = 3;
close;
case 3:
mes "[Shi Yan Wen]";
mes "Fortunately, no one was hurt.";
mes "However, the thieves took a";
mes "valuable family treasure";
mes "which has been passed down from";
mes "generation to generation.";
next;
mes "[Shi Yan Wen]";
mes "I must find this sword";
mes "no matter what!";
mes "...But I can't go find it just";
mes "by myself. I'm just too busy.";
next;
mes "[Shi Yan Wen]";
mes "You know how busy it is to be the";
mes "chief of a village. This is very troubling...*Sigh*";
next;
if (select("Hope you find it soon.:Can I find it for you?") == 1) {
mes "[Shi Yan Wen]";
mes "Um..Thank you.";
mes "If you somehow come across it,";
mes "please let me know.";
b_sword = 11;
close;
}
mes "[Shi Yan Wen]";
mes "Oh!~ Are you serious??";
mes "...The people in the village are";
mes "very fearful these days because";
mes "of the thieves. It is so difficult";
mes "to ask them for help...";
next;
mes "[Shi Yan Wen]";
mes "If you would help me find the sword, I will surely repay you for your efforts.";
b_sword = 3;
close;
}
case 3:
case 4:
case 5:
mes "[Shi Yan Wen]";
mes "Haven't found it yet?";
mes "There's no rush, take it easy.";
mes "You have to take care of";
mes "youself first before";
mes "doing favors for others.";
close;
case 6:
mes "[Shi Yan Wen]";
mes "Oh, you found a clue?";
mes "So far, it looks like";
mes "you're doing good work.";
mes "Take this old family medicine, it might be of use sometime soon.";
b_sword = 7;
getitem White_Potion,3;
close;
case 7:
mes "[Shi Yan Wen]";
mes "It might be helpful for you to";
mes "know that the thief sustained";
mes "an injury, so he is probably not very far from here.";
close;
case 8:
mes "[Shi Yan Wen]";
mes "What...?";
mes "My sword has been broken!?";
mes "Unbelievable~!!";
mes "How could this happen??";
next;
mes "[Shi Yan Wen]";
mes "First it's stolen, and now";
mes "it's in pieces... *Sob*";
mes "Would you please search";
mes "for the rest of my sword?";
mes "It means so much to my family...";
close;
case 9:
mes "[Shi Yan Wen]";
mes "*Sob*...";
mes "...my sword... in pieces...";
mes "I beg of you, please find them";
mes "for me. I will give you something in return.";
close;
case 10:
mes "[Shi Yan Wen]";
mes "Oh!~";
mes "You've found the pieces for me~";
mes "I knew you could do it.";
mes "But the sword is still shattered.";
mes "What shall I do...?";
next;
mes "[Shi Yan Wen]";
mes "If it's okay with you,";
mes "would you repair my sword for me?";
mes "I'll repay you for your help.";
next;
if (select("No way.:Alright.") == 1) {
mes "[Shi Yan Wen]";
mes "Well, I see...you've been such a";
mes "nice person. I truly appreciate";
mes "your hard work. It would be";
mes "wonderful if you could help";
mes "me repair the sword, but I";
mes "will not force you.";
next;
mes "[Shi Yan Wen]";
mes "I'll find some way to repair";
mes "it. Without your help, I ";
mes "would have never found it.";
mes "Please accept this as a";
mes "token of my gratitude...";
b_sword = 15;
getitem Old_Blue_Box,1;
next;
mes "[Shi Yan Wen]";
mes "If you find any information";
mes "or clues about that cursed";
mes "thief, please let me know.";
mes "I have my sword back but";
mes "there's no way I can forgive";
mes "this affront to my ancestors...";
close;
}
mes "[Shi Yan Wen]";
mes "Such generosity...";
mes "I'm truly indebted to you...";
mes "I have no idea how this sword";
mes "broke into pieces, though.";
mes "You will probably need to find a";
mes "famous blacksmith to repair it.";
next;
mes "[Shi Yan Wen]";
mes "As I already mentioned, this is";
mes "an important family treasure...";
mes "Oh! I just remembered--";
next;
mes "[Shi Yan Wen]";
mes "There's a guy named ^555555Zuo Hei^000000";
mes "in the village. He has been to";
mes "many places around the world.";
mes "He may know of such a weaponsmith. Please seek this man out.";
next;
mes "[Shi Yan Wen]";
mes "Oh, one last thing. This is";
mes "but a trinket, but please";
mes "accept this gift from me.";
b_sword = 14;
getitem Old_Blue_Box,1;
close;
case 11:
mes "[Shi Yan Wen]";
mes "The village is not in a good";
mes "mood these days, but there are";
mes "still lots of things to see in Kunlun.";
close;
case 12:
mes "[Shi Yan Wen]";
mes "Hmm.. no traces? No clues?";
mes "... Nothing? Well, that's";
mes "alright. Thank you for";
mes "trying to help.";
mes "Hmm....";
next;
mes "[Shi Yan Wen]";
mes "Here...take this.";
mes "Have a good time in Kunlun~";
b_sword = 13;
getitem White_Potion,1;
close;
case 13:
mes "[Shi Yan Wen]";
mes "Is everything going well?";
mes "The village has not been";
mes "in a good mood, lately.";
mes "Still, please try to";
mes "enjoy yourself.";
close;
case 14:
case 15:
case 16:
case 17:
mes "[Shi Yan Wen]";
mes "I really appreciate what you are";
mes "doing. It's a big relief that";
mes "something is finally being done";
mes "about these thefts.";
next;
mes "[Shi Yan Wen]";
mes "Perhaps now, peace will finally";
mes "come to the village, just like in the old days...";
close;
}
}
else if (b_sword < 32) {
mes "[Shi Yan Wen]";
mes "I appreciate what you are doing,";
mes "and your help has been";
mes "a relief to me. The Village";
mes "seems less tense, much like";
mes "it was in the old days.";
next;
mes "[Shi Yan Wen]";
mes "Although I hope you'll be";
mes "be able to repair my";
mes "sword soon, you've";
mes "already done so much for";
mes "me. I feel sorry for";
mes "asking you to do more.";
close;
}
else if (b_sword == 32) {
if (countitem(Haedonggum) < 1) {
mes "[Shi Yan Wen]";
mes "Hm.....";
mes "Not finished yet, huh?";
mes "Still, it's good to know";
mes "it's being repaired...";
mes "I'll be waiting, then.";
close;
}
mes "[Shi Yan Wen]";
mes "Oh, it's you~ Hello.";
mes "............";
mes "Is that my sword?";
mes "Wow, you've done it!";
mes "Good work!";
next;
mes "[Shi Yan Wen]";
mes "This is a small gift for you.";
mes "Please take it as thanks for a job well done!";
delitem Haedonggum,1;
b_sword = 33;
getitem Shoes_,1;
next;
mes "[Shi Yan Wen]";
mes "Thank you for all of your efforts.";
mes "With this sword repaired, I no";
mes "longer feel that I am shaming";
mes "my ancestors...";
mes "Heh heh...";
mes "Have a good time in Kunlun.";
close;
}
mes "[Shi Yan Wen]";
mes "Oh, it's you~";
mes "Once again, I'd like to thank";
mes "you for all of your help.";
mes "Enjoy your stay in our village.";
mes "Heh heh~";
close;
}
mes "[Shi Yan Wen]";
mes "Hmm...?";
mes "Oh, hello there~";
mes "I am Shi Yan Wen, the chief of";
mes "this village. Allow me to personally welcome you to Kunlun.";
next;
mes "[Shi Yan Wen]";
mes "Although our village hasn't";
mes "associated with other towns very";
mes "much, we have recently begun";
mes "to allow visitors coming from Alberta.";
next;
mes "[Shi Yan Wen]";
mes "I feel that this town has been";
mes "isolated for too long. Because";
mes "of that, people in this town aren't too friendly with visitors yet.";
next;
mes "[Shi Yan Wen]";
mes "Moreover, we've been having a recent problem with thieves";
mes "that have been enjoying themselves far too much in Kunlun...";
mes "Well, you've come to visit here";
mes "so I hope you enjoy your stay.";
close;
}
gon_in,152,35,4 script Hostess#gon 4_F_GON,{
if (b_sword < 1) {
mes "[Mei Yen Fang]";
mes "Oh...you're new here, right?";
mes "Came from out of town?";
mes "It's common to see lots of";
mes "foreigners these days.";
mes "It made people in the village busy.";
next;
mes "[Mei Yen Fang]";
mes "Oh, what am I saying...";
mes "Want some wine?";
next;
if (select("Yes, please:No, it's okay.") == 1) {
mes "[Mei Yen Fang]";
mes "Oooops~! Oh no...";
mes "A lot of customers came by earlier,";
mes "so now we're out of wine...";
mes "It's getting difficult to keep up with the increasing number of customers...";
close;
}
mes "[Mei Yen Fang]";
mes "Well, have fun in the village.";
mes "Stop by again sometime.";
close;
}
switch(b_sword) {
case 1:
case 2:
mes "[Mei Yen Fang]";
mes "Hey, you know what?";
mes "The chief's house was robbed";
mes "last night. I can't believe";
mes "this happened...I guess this is the work of those thieves...";
next;
mes "[Mei Yen Fang]";
mes "How worrisome it all is...";
mes "It could even happen to me!";
mes "I better watch out...";
mes "Oh, what am I saying?";
mes "Enjoy your time in my shop...hehe~";
b_sword = 2;
close;
case 3:
mes "[Mei Yen Fang]";
mes "Oh, it's you again~";
mes "I heard that you've decided";
mes "to help our chief.";
mes "Please do your best for him!";
mes "Everyone in the village has";
mes "been on edge...";
next;
mes "[Mei Yen Fang]";
mes "Do you see that guy over there";
mes "leaning on the table?";
mes "He seems to know about what";
mes "happened last night, but...";
mes "He's been drinking all night long.";
b_sword = 4;
close;
}
if (b_sword > 3 && b_sword < 11) {
mes "[Mei Yen Fang]";
mes "Hello there~";
mes "Feeling tension in the village,";
mes "huh? It's all because of those";
mes "thieves... ";
next;
mes "[Mei Yen Fang]";
mes "They're also making things hard for my business...";
mes " ";
mes "*Sigh*";
close;
}
else if (b_sword == 11 || b_sword == 12) {
mes "[Mei Yen Fang]";
mes "Feeling tension in the village,";
mes "huh? I Hope the thief will get caught soon.";
mes "...";
close;
}
mes "[Mei Yen Fang]";
mes "You caught him?!";
mes "Wow, you're very brave.";
mes "I should get ready to run the";
mes "shop again. But I'll need to";
mes "order some wine first.";
next;
mes "[Mei Yen Fang]";
mes "Xue Bong drank all the wine in the";
mes "shop, and I didn't restock any";
mes "since everyone has been scared";
mes "off by the thefts...";
mes "But stop by next time.";
mes "I'll have some wine ready.";
close;
}
gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{
if (b_sword < 4) {
mes "[Xue Bong]";
mes "Ahhh.. my stomach.. my head..";
mes "I shouldn't drink so much..";
mes "Ehhhh....";
emotion e_swt2;
close;
}
else if (b_sword < 6) {
switch(b_sword) {
case 4:
if (countitem(Green_Potion) < 1) {
mes "[Xue Bong]";
mes "*Urk!* I feel sick...";
mes "Can somebody bring me a potion?";
mes "*Groan*....";
emotion e_swt2;
close;
}
mes "[Xue Bong]";
mes "Ohhh...my stomach...";
mes "I need something...";
mes "Moan~ Uh, hey you!";
mes "Could you give me one";
mes "of your ^00FF00Green_Potion^000000s?";
mes "I think I'm going to barf...";
next;
switch(select("No.:Here, drink this!")) {
case 1:
mes "[Xue Bong]";
mes "Uhh...";
mes "Are you sure?";
next;
switch(select("Sorry, I don't have any.:Here, you can have it!")) {
case 1:
mes "[Xue Bong]";
mes "C'mon, man...";
mes "I...I'm in freakin' pain here...";
b_sword = 12;
close;
case 2:
delitem Green_Potion,1;
b_sword = 5;
mes "[Xue Bong]";
mes "Oh man...thanks.";
mes "I thought you were teasing me.";
mes "I feel much better now.";
mes "So...uh, what brings you here?";
next;
if (select("Heard about the thief?:Nothing.") == 1) {
mes "[Xue Bong]";
mes "Ah, a thief~";
mes "Hmm...let me see..";
mes "I went out for walk in the middle";
mes "of the night while I was drinking.";
mes "And I heard a noise.";
next;
mes "[Xue Bong]";
mes "I looked around and found that the";
mes "area near the chief's house was";
mes "brighter than any other area...";
mes "It was odd...";
mes "[Xue Bong]";
mes "So I kept watching it and";
mes "all of a sudden, I saw something";
mes "moving on the rooftops...";
next;
mes "[Xue Bong]";
mes "It disappeared in a second.";
mes "I was drunk, and it was dark";
mes "outside. I have no idea";
mes "whether it was a man,";
mes "a poring, or if I had just";
mes "drank too much..eheh.";
b_sword = 6;
close;
}
mes "[Xue Bong]";
mes "Okay then, thanks again.";
mes "Don't be a drinker like me,";
mes "unless you want to suffer from";
mes "serious hangovers. See you later~";
close;
}
case 2:
delitem Green_Potion,1;
b_sword = 5;
emotion e_thx;
mes "[Xue Bong]";
mes "Whew, Thanks!";
mes "I feel much better now.";
mes "Hmm...you seem new around here.";
mes "Anything you wanna know?";
next;
switch(select("About a thief...:How much have you been drinking?:Nothing~")) {
case 1:
mes "[Xue Bong]";
mes "Ah, a thief, eh? Let's see...";
mes "I went out for walk in the middle";
mes "of the night while I was drinking.";
mes "All of a sudden, I heard a strange noise...";
next;
mes "[Xue Bong]";
mes "I looked around and found that the";
mes "area near the chief's house was";
mes "brighter than any other area. It was odd...";
next;
mes "[Xue Bong]";
mes "So I kept watching it and,";
mes "all of a sudden, I saw something moving on the rooftops...";
next;
if (select("Where to?:Probably a Wild Rose.") == 1) {
mes "[Xue Bong]";
mes "Umm?";
mes "Well..let me see..";
mes "It came from... and head to...um...";
mes "murmur..";
next;
mes "^3355FFHe started mumbling for a bit^000000";
mes "......";
next;
mes "[Xue Bong]";
mes "Ah ha!! Right...";
mes "A shrine, yeah, the thief was";
mes "heading to a shrine and";
mes "disappeared. I'm not";
mes "sure if it was a human or an";
mes "animal...";
b_sword = 6;
next;
mes "[Xue Bong]";
mes "Anything else I can help you with?";
mes "I appreciate the potion.";
next;
switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) {
case 1:
mes "[Xue Bong]";
mes "I'll see you later then.";
mes "I'm always be here drinking..eheh.";
close;
case 2:
mes "[Xue Bong]";
mes "Ehh..Don't mind me.";
mes "I'm a social drinker...";
mes " ";
mes "It's just I don't got nobody to be social with.";
close;
case 3:
mes "[Xue Bong]";
mes "Alright.";
mes "Come again whenever you have";
mes "any other questions.";
close;
}
}
mes "[Xue Bong]";
mes "Yeah..maybe.";
mes "It was so dark outside and I was";
mes "drunk so I don't remember";
mes "clearly. I'm pretty sure it was bigger than that, though.";
close;
case 2:
mes "[Xue Bong]";
mes "Ah..um....I..I don't remember.";
mes "When I woke up, There were tons of";
mes "empty bottles around me.";
mes "...";
next;
mes "^3355FF.......";
mes "For some reason, you can't discern his testimony's reliability...^000000";
close;
case 3:
mes "[Xue Bong]";
mes "Alrighty then.";
mes "Hope you don't ever drink like me";
mes "in the future. You'll suffer";
mes "for a long time if you do.";
mes "You know what a hangover is, right?";
close;
}
}
case 5:
mes "[Xue Bong]";
mes "Oh, it's you. Hey.";
mes "Thanks for the potion last time.";
mes "What are you up to?";
mes "Got any questions for me?";
next;
switch(select("About a thief last night...:Nope, just passing by..")) {
case 1:
mes "[Xue Bong]";
mes "Ah~ a thief...?";
mes "Hmm...let me see...";
mes "I went out for walk in the middle";
mes "of the night while I was drinking.";
mes "All of a sudden, I heard a strange noise...";
next;
mes "[Xue Bong]";
mes "I looked around and found that the";
mes "area near the chief's house was";
mes "brighter than any other area. It was odd...";
next;
mes "[Xue Bong]";
mes "So I kept watching it and,";
mes "all of a sudden, I saw something moving on the rooftops...";
next;
mes "[Xue Bong]";
mes "It disappeared in a second.";
mes "I was drunk, and it was dark";
mes "outside. I have no idea";
mes "whether it was a man, a poring,";
mes "or if I just had too much to drink...heheh~";
b_sword = 6;
close;
case 2:
mes "[Xue Bong]";
mes "Okay, then, thanks again.";
mes "Don't be a drinker like me,";
mes "unless you want to suffer from";
mes "serious hangovers. See you later~";
close;
}
}
}
else if (b_sword < 11) {
mes "[Xue Bong]";
mes "Well, hopefully you can find";
mes "those thieves. To keep the";
mes "peace in our village, we need to help out our chief...";
close;
}
else if (b_sword <14) {
switch(b_sword) {
case 11:
mes "[Xue Bong]";
mes "Ahhh.. my stomach.. my head..";
mes "I shouldn't drink so much..";
mes "ughh....";
emotion e_swt2;
close;
case 12:
mes "[Xue Bong]";
mes "Enhhhh..go away.";
mes "You're merciless...";
mes "How could you turn a";
mes "blind eye to a";
mes "boozer's suffering?";
mes "Urk...!";
emotion e_an;
close;
case 13:
mes "[Xue Bong]";
mes "Enhhhh...go away.";
mes "You're so coldhearted...";
mes "How could you turn away";
mes "a drunk in need...?";
mes "*Groan*...";
emotion e_an;
close;
}
}
mes "[Xue Bong]";
mes "So you found the chief's";
mes "belongings?! I knew it!";
mes "I knew you could do it!";
mes "You're brave enough";
mes "to do anything!";
mes "Good job!";
close;
}
gon_dun01,148,156,0 script start01#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
end;
}
gon_dun01,201,25,0 script trace1-1#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
end;
OnTimer10000:
stopnpctimer;
disablenpc "trace1-1#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-1#gnbs";
end;
OnCommandOn:
enablenpc "trace1-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01,2,1,0 script timer1-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-1";
end;
OnCommandOn:
enablenpc "timer1-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-1";
end;
OnTimer3000:
donpcevent "#getitem1-1::OnCommandOn";
end;
}
gon_dun01,202,25,0 script #getitem1-1 HIDDEN_NPC,2,1,{
if (b_sword != 7) end;
b_sword = 8;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-1";
end;
OnCommandOn:
enablenpc "#getitem1-1";
donpcevent "timer1-1::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem1-1";
end;
}
gon_dun01,190,160,0 script trace1-2#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
end;
OnTimer100000:
stopnpctimer;
disablenpc "trace1-2#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-2#gnbs";
end;
OnCommandOn:
enablenpc "trace1-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01,3,1,0 script timer1-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-2";
end;
OnCommandOn:
enablenpc "timer1-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-2";
end;
OnTimer3000:
donpcevent "#getitem1-2::OnCommandOn";
end;
}
gon_dun01,190,159,0 script #getitem1-2 HIDDEN_NPC,2,1,{
if (b_sword != 7) end;
b_sword = 8;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-2";
end;
OnCommandOn:
enablenpc "#getitem1-2";
donpcevent "timer1-2::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem1-2";
end;
}
gon_dun01,163,53,0 script trace1-3#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
end;
OnTimer90000:
stopnpctimer;
disablenpc "trace1-3#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-3#gnbs";
end;
OnCommandOn:
enablenpc "trace1-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01,4,1,0 script timer1-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-3";
end;
OnCommandOn:
enablenpc "timer1-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-3";
end;
OnTimer3000:
donpcevent "#getitem1-3::OnCommandOn";
end;
}
gon_dun01,164,53,0 script #getitem1-3 HIDDEN_NPC,2,1,{
if (b_sword != 7) end;
b_sword = 8;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-3";
end;
OnCommandOn:
enablenpc "#getitem1-3";
donpcevent "timer1-3::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem1-3";
end;
}
gon_dun01,133,183,0 script trace1-4#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
end;
OnTimer150000:
stopnpctimer;
disablenpc "trace1-4#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-4#gnbs";
end;
OnCommandOn:
enablenpc "trace1-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01,5,1,0 script timer1-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-4";
end;
OnCommandOn:
enablenpc "timer1-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-4";
end;
OnTimer3000:
donpcevent "#getitem1-4::OnCommandOn";
end;
}
gon_dun01,134,183,0 script #getitem1-4 HIDDEN_NPC,2,1,{
if (b_sword != 7) end;
b_sword = 8;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-4";
end;
OnCommandOn:
enablenpc "#getitem1-4";
donpcevent "timer1-4::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem1-4";
end;
}
gon_dun01,139,257,0 script trace1-5#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
end;
OnTimer170000:
stopnpctimer;
disablenpc "trace1-5#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-5#gnbs";
end;
OnCommandOn:
enablenpc "trace1-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01,6,1,0 script timer1-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-5";
end;
OnCommandOn:
enablenpc "timer1-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-5";
end;
OnTimer3000:
donpcevent "#getitem1-5::OnCommandOn";
end;
}
gon_dun01,140,257,0 script #getitem1-5 HIDDEN_NPC,2,1,{
if (b_sword != 7) end;
b_sword = 8;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-5";
end;
OnCommandOn:
enablenpc "#getitem1-5";
donpcevent "timer1-5::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem1-5";
end;
}
gon_dun02,1,1,0 script start02#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
end;
}
gon_dun02,65,168,0 script trace2-1#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
end;
OnTimer80000:
stopnpctimer;
disablenpc "trace2-1#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-1#gnbs";
end;
OnCommandOn:
enablenpc "trace2-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,2,1,0 script timer2-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-1";
end;
OnCommandOn:
enablenpc "timer2-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-1";
end;
OnTimer3000:
donpcevent "#getitem2-1::OnCommandOn";
end;
}
gon_dun02,202,25,0 script #getitem2-1 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-1";
end;
OnCommandOn:
enablenpc "#getitem2-1";
donpcevent "timer2-1::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-1";
end;
}
gon_dun02,265,200,0 script trace2-2#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
end;
OnTimer130000:
stopnpctimer;
disablenpc "trace2-2#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-2#gnbs";
end;
OnCommandOn:
enablenpc "trace2-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,3,1,0 script timer2-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-2";
end;
OnCommandOn:
enablenpc "timer2-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-2";
end;
OnTimer3000:
donpcevent "#getitem2-2::OnCommandOn";
end;
}
gon_dun02,265,201,0 script #getitem2-2 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-2";
end;
OnCommandOn:
enablenpc "#getitem2-2";
donpcevent "timer2-2::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-2";
end;
}
gon_dun02,247,129,0 script trace2-3#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace2-3#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-3#gnbs";
end;
OnCommandOn:
enablenpc "trace2-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,4,1,0 script timer2-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-3";
end;
OnCommandOn:
enablenpc "timer2-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-3";
end;
OnTimer3000:
donpcevent "#getitem2-3::OnCommandOn";
end;
}
gon_dun02,247,128,0 script #getitem2-3 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-3";
end;
OnCommandOn:
enablenpc "#getitem2-3";
donpcevent "timer2-3::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-3";
end;
}
gon_dun02,149,74,0 script trace2-4#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
end;
OnTimer230000:
stopnpctimer;
disablenpc "trace2-4#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-4#gnbs";
end;
OnCommandOn:
enablenpc "trace2-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,5,1,0 script timer2-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-4";
end;
OnCommandOn:
enablenpc "timer2-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-4";
end;
OnTimer3000:
donpcevent "#getitem2-4::OnCommandOn";
end;
}
gon_dun02,149,75,0 script #getitem2-4 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-4";
end;
OnCommandOn:
enablenpc "#getitem2-4";
donpcevent "timer2-4::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-4";
end;
}
gon_dun02,23,105,0 script trace2-5#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
end;
OnTimer190000:
stopnpctimer;
disablenpc "trace2-5#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-5#gnbs";
end;
OnCommandOn:
enablenpc "trace2-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,6,1,0 script timer2-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-5";
end;
OnCommandOn:
enablenpc "timer2-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-5";
end;
OnTimer3000:
donpcevent "#getitem2-5::OnCommandOn";
end;
}
gon_dun02,23,106,0 script #getitem2-5 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-5";
end;
OnCommandOn:
enablenpc "#getitem2-5";
donpcevent "timer2-5::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-5";
end;
}
gon_dun02,249,39,0 script trace2-6#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace2-6#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-6#gnbs";
end;
OnCommandOn:
enablenpc "trace2-6#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02,7,1,0 script timer2-6 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-6";
end;
OnCommandOn:
enablenpc "timer2-6";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-6";
end;
OnTimer3000:
donpcevent "#getitem2-6::OnCommandOn";
end;
}
gon_dun02,249,40,0 script #getitem2-6 HIDDEN_NPC,2,1,{
if (b_sword != 8) end;
b_sword = 9;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-6";
end;
OnCommandOn:
enablenpc "#getitem2-6";
donpcevent "timer2-6::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem2-6";
end;
}
gon_dun03,1,1,0 script start03#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
end;
}
gon_dun03,11,75,0 script trace3-1#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
end;
OnTimer200000:
stopnpctimer;
disablenpc "trace3-1#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-1#gnbs";
end;
OnCommandOn:
enablenpc "trace3-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,2,1,0 script timer3-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-1";
end;
OnCommandOn:
enablenpc "timer3-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-1";
end;
OnTimer3000:
donpcevent "#getitem3-1::OnCommandOn";
end;
}
gon_dun03,10,74,0 script #getitem3-1 HIDDEN_NPC,2,1,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-1";
end;
OnCommandOn:
enablenpc "#getitem3-1";
donpcevent "timer3-1::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-1";
end;
}
gon_dun03,199,103,0 script trace3-2#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
end;
OnTimer130000:
stopnpctimer;
disablenpc "trace3-2#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-2#gnbs";
end;
OnCommandOn:
enablenpc "trace3-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,3,1,0 script timer3-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-2";
end;
OnCommandOn:
enablenpc "timer3-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-2";
end;
OnTimer3000:
donpcevent "#getitem3-2::OnCommandOn";
end;
}
gon_dun03,199,102,0 script #getitem3-2 HIDDEN_NPC,2,1,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-2";
end;
OnCommandOn:
enablenpc "#getitem3-2";
donpcevent "timer3-2::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-2";
end;
}
gon_dun03,14,162,0 script trace3-3#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-3#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-3#gnbs";
end;
OnCommandOn:
enablenpc "trace3-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,4,1,0 script timer3-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-3";
end;
OnCommandOn:
enablenpc "timer3-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-3";
end;
OnTimer3000:
donpcevent "#getitem3-3::OnCommandOn";
end;
}
gon_dun03,14,163,0 script #getitem3-3 HIDDEN_NPC,2,1,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-3";
end;
OnCommandOn:
enablenpc "#getitem3-3";
donpcevent "timer3-3::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-3";
end;
}
gon_dun03,155,263,0 script trace3-4#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
end;
OnTimer230000:
stopnpctimer;
disablenpc "trace3-4#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-4#gnbs";
end;
OnCommandOn:
enablenpc "trace3-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,5,1,0 script timer3-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-4";
end;
OnCommandOn:
enablenpc "timer3-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-4";
end;
OnTimer3000:
donpcevent "#getitem3-4::OnCommandOn";
end;
}
gon_dun03,156,263,0 script #getitem3-4 HIDDEN_NPC,2,1,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-4";
end;
OnCommandOn:
enablenpc "#getitem3-4";
donpcevent "timer3-4::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-4";
end;
}
gon_dun03,169,90,0 script trace3-5#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
end;
OnTimer190000:
stopnpctimer;
disablenpc "trace3-5#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-5#gnbs";
end;
OnCommandOn:
enablenpc "trace3-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,6,1,0 script timer3-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-5";
end;
OnCommandOn:
enablenpc "timer3-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-5";
end;
OnTimer3000:
donpcevent "#getitem3-5::OnCommandOn";
end;
}
gon_dun03,170,90,0 script #getitem3-5 HIDDEN_NPC,2,1,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-5";
end;
OnCommandOn:
enablenpc "#getitem3-5";
donpcevent "timer3-5::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-5";
end;
}
gon_dun03,162,40,0 script trace3-6#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-6#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-6#gnbs";
end;
OnCommandOn:
enablenpc "trace3-6#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,7,1,0 script timer3-6 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-6";
end;
OnCommandOn:
enablenpc "timer3-6";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-6";
end;
OnTimer3000:
donpcevent "#getitem3-6::OnCommandOn";
end;
}
gon_dun03,68,39,0 script #getitem3-6 HIDDEN_NPC,1,2,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-6";
end;
OnCommandOn:
enablenpc "#getitem3-6";
donpcevent "timer3-6::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-6";
end;
}
gon_dun03,68,212,0 script trace3-7#gnbs HIDDEN_WARP_NPC,1,1,{
if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-7#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-7#gnbs";
end;
OnCommandOn:
enablenpc "trace3-7#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03,6,1,0 script timer3-7 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-7";
end;
OnCommandOn:
enablenpc "timer3-7";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-7";
end;
OnTimer3000:
donpcevent "#getitem3-7::OnCommandOn";
end;
}
gon_dun03,68,213,0 script #getitem3-7 HIDDEN_NPC,1,2,{
if (b_sword != 9) end;
b_sword = 10;
mes "You found a ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
next;
mes "You put all the pieces on the";
mes "ground and assembled them.";
mes "It looks like you've found all of the pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-7";
end;
OnCommandOn:
enablenpc "#getitem3-7";
donpcevent "timer3-7::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnCommandOff:
disablenpc "#getitem3-7";
end;
}
gon_in,18,27,5 script Madam#gnbs 4_F_TWGRANDMOM,{
mes "[Shang Hua Yen]";
mes "Ho, ho, ho~";
mes "Who might this be?";
mes "A visitor from out of town~";
mes "Welcome!";
next;
if (select("Hello, Madam~:Where's the chief?") == 1) {
mes "[Shang Hua Yen]";
mes "Hello, darling~";
close;
}
if (Sex == 0) {
mes "[Shang Hua Yen]";
mes "Hoho~ he's upstairs.";
mes "My, are you such a pretty lady~";
mes "Just don't be too enraptured by my husband, alright?";
mes "Tee hee~";
close;
}
mes "[Shang Hua Yen]";
mes "Oh, he's upstairs...";
mes "My~! Aren't you a darling young";
mes "man. But still, not nearly as handsome as my husband~";
mes "Tee hee~";
emotion e_lv;
close;
}
gon_dun03,62,222,0 script Strange dead body#gnbs HIDDEN_NPC,{
if (b_sword < 7) {
mes "Here's a decomposing corpse.";
mes "It seems like monsters devoured it.";
close;
}
else if (b_sword > 6 && b_sword < 11) {
mes "There's a written message between the bones of the corpse.";
mes "of the corpse.";
mes "Take a look?";
next;
if (select("Yes.:Eew, no!") == 1) {
mes "^3355FFThe paper is old and fading,";
mes "but there are words on it.";
mes "It's written in blood.";
mes "The letters are faded and it's almost impossible to read...^000000 ";
next;
mes "^FF0000Damn I can't.. believe.. failed..";
mes "Sayum... I should've..";
mes "watchout.. ehhh.. but.. break";
mes "..pieces.. and seperate..";
mes "I.. with";
mes "this...^000000";
next;
mes "^3355FFThe rest was indecipherable...";
mes "He probably couldn't take it any longer...^000000";
close;
}
mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
mes "Eew, no!";
mes " ";
mes "Yucky yucky YUCKY!";
next;
mes "^3355FFYou feel like there's something important here...";
mes "But the rotting carcass has a";
mes "foul odor that makes you feel nauseated.^000000";
close;
}
else if (b_sword == 11 || b_sword == 12) {
mes "^3355FFIt's a rotting human corpse...";
mes "I should just pass by.^000000";
close;
}
mes "^3355FFA skeleton chewed up by";
mes "monsters...I feel sorry for";
mes "him, but start getting this";
mes "really creepy feeling after staring at it for a while.^000000";
close;
}
gonryun,139,142,7 script Girl##gnbs1 4_F_TWMASKGIRL,{
if (b_sword < 12) {
mes "[Shi Ying Xiao]";
mes "..........";
mes "I was happy meeting visitors";
mes "from outside the village,";
mes "but because of the thief, I feel terrible now...";
emotion e_dots;
close;
}
mes "[Shi Ying Xiao]";
mes "Hehe...";
mes "I am so happy now~";
mes "Lots of visitors are coming to our";
mes "village now. But most of all,";
mes "Someone found my father's heirloom~";
next;
if (select("I'm glad you're relieved.:That would be me!") == 1) {
mes "[Shi Ying Xiao]";
mes "Yes, the mood of the entire";
mes "village seems to have calmed...";
mes "I'm sure whoever found my father's sword is a great person.";
close;
}
mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
mes "That would be me!";
next;
mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
mes "I AM YOUR HERO!";
next;
emotion e_heh;
mes "[Shi Ying Xiao]";
mes "Thank you so much for bringing hope to our village, hero~";
close;
}
gonryun,100,241,0 script Stranger#gnbs 4_M_JOB_KNIGHT1,{
if (b_sword < 14) {
mes "[Zuo Hei]";
mes "Hmm...";
mes "I'm pretty busy right now, come back later.";
emotion e_dots;
close;
}
else if (b_sword < 17) {
switch(b_sword) {
case 14:
switch(nakha) {
case 0:
mes "[Zuo Hei]";
mes "Hmm...";
mes "What is it?";
mes "What do you want?";
mes "I don't like to be bothered.";
next;
if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
mes "[Zuo Hei]";
mes "Ahh..";
mes "So you're the one who found";
mes "the sword, eh?";
mes "Did you also get asked to repair it?";
next;
if (select("Exactly.:No..I'm just...") == 1) {
mes "[Zuo Hei]";
mes "Hmm...";
mes "If you want some information from";
mes "me, come back after helping the";
mes "person in the village who's in";
mes "trouble right now.";
next;
mes "[Zuo Hei]";
mes "It's another heirloom";
mes "problem, but I want to";
mes "see for myself that";
mes "you're really interested";
mes "in helping others.";
b_sword = 16;
close;
}
mes "[Zuo Hei]";
mes "Hmm, I didn't think so...";
mes "Now, don't bother me anymore.";
mes "I've got a bunch of things to do.";
close;
}
mes "[Zuo Hei]";
mes "Grr...";
mes "Why should you care about the";
mes "someone else's personality?";
mes "That's none of your business.";
mes "Take a look in the mirror first";
mes "before you say things like that.";
emotion e_ag;
close;
case 1:
mes "[Zuo Hei]";
mes "Hmm...";
mes "You're in the middle of helping";
mes "someone now, I hear.";
mes "Why don't you go and take care of them first.";
mes "Once you start to help someone,";
mes "you can't just quit halfway.";
b_sword = 16;
close;
case 2:
mes "[Zuo Hei]";
mes "Hmm...";
mes "You're in the middle of helping";
mes "someone now, I hear.";
mes "Why don't you go and take care of them first.";
mes "Once you start to help someone,";
mes "you can't just quit halfway.";
b_sword = 16;
close;
case 3:
mes "[Zuo Hei]";
mes "Hmm...";
mes "What do you want??";
next;
if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
mes "[Zuo Hei]";
mes "Ahh...";
mes "So you are the one who found";
mes "the sword, eh? I assume you were also asked to repair it...";
next;
if (select("Exactly.:No...I'm just...") == 1) {
mes "[Zuo Hei]";
mes "Hmm...";
mes "Since it's been shattered,";
mes "you'll need a very skilled smith.";
mes "Go to ^FF0000Geffen^000000, you'll find someone";
mes "who can help you.";
b_sword = 17;
close;
}
mes "[Zuo Hei]";
mes "Hmm, I didn't think so...";
mes "Now, don't bother me anymore.";
mes "I've got a bunch of things to do.";
close;
}
mes "[Zuo Hei]";
mes "Grr...";
mes "Why should you care about the";
mes "someone else's personality?";
mes "That's none of your business.";
mes "Take a look in the mirror first";
mes "before you say things like that.";
emotion e_ag;
close;
case 4:
mes "[Zuo Hei]";
mes "Guess I was wasting my time.";
mes "If you make a promise to someone,";
mes "it's your responsibility to";
mes "follow through with it to completion.";
next;
mes "[Zuo Hei]";
mes "I don't like people who fail to";
mes "keep the promises they make.";
mes "You'll not get any information from me.";
mes "Don't ever bother me again.";
b_sword = 15;
close;
}
break;
case 15:
mes "[Zuo Hei]";
mes "Sorry, I'm busy right now.";
mes "Why don't you come back later.";
emotion e_dots;
close;
case 16:
switch(nakha) {
case 0:
mes "[Zuo Hei]";
mes "Hmm......";
mes "You're not done with the";
mes "requirement I've given you...";
mes "I can't give you any information";
mes "until you finish your job.";
close;
case 1:
mes "[Zuo Hei]";
mes "Hmm....";
mes "Once you start to help someone,";
mes "you can't just quit halfway.";
mes "Why don't you go and take care of them first.";
close;
case 2:
mes "[Zuo Hei]";
mes "Hmm....";
mes "Once you start to help someone,";
mes "you can't just quit halfway.";
mes "Why don't you go and take care of them first.";
close;
case 3:
mes "[Zuo Hei]";
mes "Hmm......";
mes "What do you want?";
next;
if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
mes "[Zuo Hei]";
mes "Ahh...";
mes "So you are the one who found";
mes "the sword eh?";
mes "Did you also get asked to repair it?";
next;
if (select("Exactly.:No, i'm just...") == 1) {
mes "[Zuo Hei]";
mes "Hmm...";
mes "Since it's been shattered,";
mes "you'll need a very skilled smith.";
mes "Go to ^FF0000Geffen^000000, you'll find someone";
mes "who can help you.";
b_sword = 17;
close;
}
mes "[Zuo Hei]";
mes "Oh, I suppose not.";
mes "Why are you asking me, then?";
mes "Don't bother me anymore.";
mes "I've got a bunch of things to do.";
close;
}
mes "[Zuo Hei]";
mes "Grr...";
mes "Why should you care about the";
mes "someone else's personality?";
mes "That's none of your business.";
mes "Take a look in the mirror first";
mes "before you say things like that.";
emotion e_ag;
close;
case 4:
mes "[Zuo Hei]";
mes "Guess I was wasting my time.";
mes "If you make a promise to";
mes "someone, it's your";
mes "responsibility to";
mes "follow through with it to completion.";
next;
mes "[Zuo Hei]";
mes "I don't like people who fail";
mes "to keep their promises.";
mes "You'll not get any information from me. Don't ever bother me again.";
b_sword = 15;
close;
}
}
}
else if (b_sword < 33) {
mes "[Zuo Hei]";
mes "Hey there...uhm..";
mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
mes "You'll find a famous blacksmith";
mes "that can repair the sword for you.";
mes "That's all the information I can";
mes "give you, really.";
next;
mes "[Zuo Hei]";
mes "It's up to you to make good use of it.";
close;
}
mes "[Zuo Hei]";
mes "Hmm...";
mes "Helping people in trouble is";
mes "such a nice thing to do.";
mes "You are doing the right thing.";
close;
}
geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{
if (b_sword < 17) {
mes "[Aumgarl]";
mes "*Sob*..*sob*....";
mes "My poor baby Lyroo..";
mes "*Sniff*...";
close;
}
else if (b_sword < 32) {
switch(b_sword) {
case 17:
mes "[Aumgarl]";
mes "*Sob*...";
mes "My poor baby Lyroo..";
mes "*Sniff*...";
next;
if (select("Sir...?:...........") == 1) {
mes "[Aumgarl]";
mes "Hmm...Who are you?";
mes "Do you need something?";
mes "If not, please leave...";
next;
if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) {
mes "[Aumgarl]";
mes "Umm...";
mes "I'm sorry, but we're closed.";
mes "Come again another time.";
mes "Goodbye.";
b_sword = 18;
close;
}
mes "[Aumgarl]";
mes "Yes, I am a blacksmith,";
mes "but I don't think I'm famous.";
mes "And unfortunately, we're closed right now.";
close;
}
mes "[Aumgarl]";
mes "If you have nothing to say to me,";
mes "then please leave me alone.";
close;
case 18:
mes "[Aumgarl]";
mes "Like I said, we're closed!";
mes "Come back later.";
if (rand(1,8) == 7) {
b_sword = 19;
mes "Didn't you hear me?! Sheesh!";
}
close2;
warp "geffen",173,169;
end;
case 19:
mes "[Aumgarl]";
mes "Hmm...";
mes "You're a persistent one!!";
mes "What is it that you want?";
next;
switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) {
case 1:
mes "[Aumgarl]";
mes ".....";
mes ".........";
mes ".............";
mes "...................";
mes "........................";
next;
mes "[Aumgarl]";
mes "Who the heck are you?";
mes "What do you want with my";
mes "granddaughter all of a sudden!?";
mes "Get the hell out of here!";
mes "Don't ever come back here again!";
emotion e_pif;
close;
case 2:
mes "[Aumgarl]";
mes "You're darn right~";
mes "My granddaughter is soo~ pretty.";
mes "Hahaha...ah....hah...";
mes ".....*Sob, sob*....";
next;
switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) {
case 1:
mes "[Aumgarl]";
mes ".....";
mes ".........";
mes ".............";
mes "...................";
mes "........................";
next;
mes "[Aumgarl]";
mes "Who the heck are you?";
mes "What do you want with my";
mes "granddaughter all of a sudden!?";
mes "Get out of here you pervert!";
mes "Don't ever come back here again!";
emotion e_pif;
close;
case 2:
mes "[Aumgarl]";
mes "...............";
mes "A sword?";
mes "I don't remember when the last";
mes "time I worked with steel was.";
mes "Hmm...";
mes "May I see the sword?";
next;
mes "[Aumgarl]";
mes "Hmm......";
mes "Hmmmm......";
mes "............";
next;
mes "^0000FFHe intently studied the pieces of the sword for a while.^000000";
next;
mes "[Aumgarl]";
mes "Hmm...";
mes "So this is the one, huh?";
mes "Well...I am sorry, but this sword";
mes "is not something I can repair";
mes "at the moment.";
next;
mes "[Aumgarl]";
mes "Why don't you go find";
mes "another blacksmith?";
mes "I am truly sorry.";
close;
case 3:
mes "[Aumgarl]";
mes "Um..well...";
mes "This is not something I normally";
mes "tell strangers, but....";
mes "My granddaughter Lyroo has";
mes "an incurable disease...";
next;
mes "[Aumgarl]";
mes "Not long after she was born,";
mes "her parents died from an accident.";
mes "Since that day, I have been taking care of her...";
next;
mes "[Aumgarl]";
mes "But that wasn't the end of it...";
mes "Soon after, she started to suffer";
mes "from a serious illness. I've met";
mes "doctors from all around";
mes "Rune-Midgard...";
next;
mes "[Aumgarl]";
mes "But not one of them could";
mes "diagnose her sickness...";
next;
switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) {
case 1:
mes "[Aumgarl]";
mes "*Sigh*...";
mes "I'll just have to accept it";
mes "as her fate. I just feel";
mes "so sorry for Lyroo.";
mes "...";
emotion e_dots;
close;
case 2:
mes "[Aumgarl]";
mes "Umm...";
mes "What do you mean...?";
mes "'Make her happy?'";
mes "You're not making any sense...";
mes "I'm confused...";
next;
switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) {
case 1:
mes "[Aumgarl]";
mes "...";
mes "What are you talking about?";
mes "Make her happy all the time?";
mes "She is dying even at";
mes "this moment.";
next;
mes "[Aumgarl]";
mes "I think you're out of";
mes "your mind, sicko!";
mes "Get out of here!";
close;
case 2:
mes "[Aumgarl]";
mes "...What do you mean?";
mes "You want to take her to where?";
mes "What are you gonna do?";
next;
if (select("I will cure her.:I am sorry.") == 1) {
mes "[Aumgarl]";
mes "It's useless talking about";
mes "it any longer. I don't think";
mes "there is anyone who can";
mes "cure my granddaughter.";
close;
}
mes "[Aumgarl]";
mes "Ahh...";
mes "I'm not blaming you.";
mes "It's not your fault anyway.";
mes "...*Sigh*...";
next;
if (select("Well...:I'll pray for her recovery.") == 1) {
mes "[Aumgarl]";
mes "Err..";
mes "I am sorry to ask you this...";
mes "But would you do me a favor?";
mes "Umm...";
next;
if (select("No.:Sure.") == 1) {
mes "[Aumgarl]";
mes "Err...";
mes "Alright, I won't bother you..";
mes "Goodbye...";
close;
}
mes "[Aumgarl]";
mes "It won't be easy, but";
mes "would you help me to find";
mes "a doctor...No, anybody";
mes "who can cure Lyroo...";
next;
mes "[Aumgarl]";
mes "Anyone who has any information about her illness?? Please...";
mes "...*Sob*...";
next;
select("Yes, Sir.");
mes "[Aumgarl]";
mes "Oh...";
mes "Thank you so much.";
mes "If Lyroo can get her health back,";
mes "I'll never forget your help.";
next;
mes "[Aumgarl]";
mes "Thank you...";
mes "Thank you...";
b_sword = 20;
close;
}
mes "[Aumgarl]";
mes "Well...thank you.";
mes "I'm going to try my best to";
mes "make her happy until the";
mes "very end..";
mes "Please come by sometime";
mes "to say hi to Lyroo.";
close;
case 3:
mes "[Aumgarl]";
mes ".............";
mes "How're you going to cure";
mes "my granddaughter?";
mes "You don't look like";
mes "a doctor to me.";
next;
switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) {
case 1:
mes "[Aumgarl]";
mes "Ehm...";
mes "Do I look like a fool to you?";
mes "I hate people who lie like that. Get out of my sight.";
mes "Get out of my sight.";
mes " ";
emotion e_pif;
close2;
warp "geffen",173,169;
end;
case 2:
mes "[Aumgarl]";
mes "A famous doctor?";
mes "I've met all kinds of";
mes "famous doctors. I've";
mes "probably met whoever";
mes "you may know already.";
close;
case 3:
mes "[Aumgarl]";
mes "................";
mes "You want to cure her";
mes "no matter what?";
mes "How're going to do that?";
mes "What if it turns worse,";
mes "Huh?";
next;
mes "[Aumgarl]";
mes "I'm tired of your bragging.";
mes "Please just leave us alone.";
close;
}
}
case 3:
mes "[Aumgarl]";
mes ".................";
mes "Thanks for your concern...";
mes "but you're a stranger to us.";
mes "I can't let you do that.";
mes "Thanks anyways.";
close;
}
}
case 3:
mes "[Aumgarl]";
mes ".........";
mes "Umm...";
mes "I'm sorry, but I am";
mes "very tired right now.";
mes "Can't help you...";
close;
}
case 20:
case 21:
case 22:
case 23:
mes "[Aumgarl]";
mes "Hmmm...";
mes "Why don't you try looking";
mes "someplace that's always";
mes "crowded with people. I'm";
mes "sure there must be someone";
mes "out there who knows...";
close;
case 24:
case 25:
case 26:
mes "[Aumgarl]";
mes "Ahh...";
mes "Lyroo is upstairs...";
mes "Bue she's in pain.";
mes "Try not to talk to her";
mes "for too long.";
close;
case 27:
mes "[Aumgarl]";
mes "Oh my...";
mes "Thank you...";
mes "I never thought you'd";
mes "really help me.";
mes "Go ahead and see Lyroo.";
close;
case 28:
mes "[Aumgarl]";
mes "Thank you so much...";
mes "Without your help...";
emotion e_sob;
mes "it would have been hopeless.";
next;
mes "[Aumgarl]";
mes "Alright....";
mes "Is there anything I can";
mes "do for you? I want to";
mes "return your favor somehow.";
next;
switch(select("No...I don't need anything.:Would you repair the sword for me?")) {
case 1:
mes "[Aumgarl]";
mes "Hmm...";
mes "Whenever you have a favor to ask,";
mes "come and find me. I'll do";
mes "my best to help you.";
b_sword = 29;
close;
case 2:
mes "[Aumgarl]";
mes "Hmm....";
mes "Show me this sword.";
mes "I need to take a look at it first";
mes "to find out whether I can repair it or not.";
next;
mes "^0000FFYou Show the pieces of the";
mes "broken sword to Aumgarl.";
mes "....................";
mes "Aumgarl took a careful look";
mes "at the pieces for awhile...^000000";
next;
mes "...";
mes "...";
mes "...";
mes "...";
next;
mes "[Aumgarl]";
mes "Hmm...";
mes "It's not possible to start work";
mes "immediately. I'll need";
mes "some materials.";
next;
mes "[Aumgarl]";
mes "To repair this sword, I need";
mes "to restock my supplies.";
mes "Since Lyroo is upstairs in pain,";
mes "I don't think I can leave the house.";
next;
mes "[Aumgarl]";
mes "So...could you get the";
mes "materials for me?";
mes "I am sorry I am asking";
mes "you to do this, as well.";
next;
if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) {
mes "[Aumgarl]";
mes "Umm.....";
mes "I am sorry I can't";
mes "help you right away.";
mes "Come back here when";
mes "you need my help then.";
close;
}
mes "[Aumgarl]";
mes "Oh~~ really?";
mes "Thank you!";
mes "I'm sure I can repair it for you.";
mes "Now, listen carefully,";
mes "this is what I will need-";
next;
mes "[Aumgarl]";
mes "^FF00FF One Anvil";
mes "2 Rough Oridecons";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "It's quite a lot, huh?";
mes "But these are the necessary";
mes "supplies we need to repair the sword.";
mes "I'll go find some other materials.";
b_sword = 30;
close;
}
case 29:
mes "[Aumgarl]";
mes "Oh~ It's you.";
mes "Got any favors to ask?";
mes "I'll do my best";
mes "to help you.";
next;
switch(select("Maybe next time...:Please repair this sword for me.")) {
case 1:
mes "[Aumgarl]";
mes "Well...";
mes "If you ever have a favor to";
mes "ask, come and find me.";
close;
case 2:
mes "[Aumgarl]";
mes "Hmm....";
mes "Show me this sword.";
mes "I need to take a look at it first";
mes "to find out whether I can repair it or not.";
next;
mes "^0000FFYou show the pieces of the";
mes "broken sword to Aumgarl.";
mes "....................";
mes "Aumgarl took a careful look";
mes "at the pieces for a while...^000000";
next;
mes "...";
mes "...";
mes "...";
mes "...";
next;
mes "[Aumgarl]";
mes "Hmm...";
mes "Well,";
mes "It's not possible to start work";
mes "immediately.";
mes "I need some materials.";
next;
mes "[Aumgarl]";
mes "To repair this sword, I need";
mes "to restock my supplies.";
mes "Since Lyroo is upstairs in pain,";
mes "I don't think I can leave the house.";
next;
mes "[Aumgarl]";
mes "So...could you get the";
mes "materials for me?";
mes "I am sorry I am asking";
mes "you to do this, as well.";
next;
if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
mes "[Aumgarl]";
mes "Umm.....";
mes "I am sorry I can't";
mes "help you right away.";
mes "Come back here when";
mes "you need my help then.";
close;
}
mes "[Aumgarl]";
mes "Oh~~ really?";
mes "Thank you!";
mes "I'm sure I can repair it for you.";
mes "Now, listen carefully,";
mes "this is what I will need-";
next;
mes "[Aumgarl]";
mes "^FF00FF One Anvil";
mes "2 Rough Oridecons";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "It's quite alot, huh?";
mes "These are necessary supplies.";
mes "We need them to repair the sword.";
mes "I'll go find some other materials.";
b_sword = 30;
close;
}
case 30:
if (countitem(Anvil) > 0 && countitem(Oridecon_Stone) > 1 && countitem(Vroken_Sword) > 4 && countitem(Steel) > 1 && countitem(Hammer_Of_Blacksmith) > 0 && countitem(Star_Crumb) > 1 && countitem(Live_Coal) > 4) {
mes "[Aumgarl]";
mes "Oh, good! You got them all.";
mes "Alright, come back later,";
mes "and I'll have it repaired.";
delitem Anvil,1;
delitem Oridecon_Stone,2;
delitem Vroken_Sword,5;
delitem Steel,2;
delitem Hammer_Of_Blacksmith,1;
delitem Star_Crumb,2;
delitem Live_Coal,5;
b_sword = 31;
close;
}
mes "[Aumgarl]";
mes "Hmm.....";
mes "Haven't found everything yet?";
mes "Here's the list again-";
next;
mes "[Aumgarl]";
mes "^FF00FF 1 Anvil";
mes "2 Rough Oridecons";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "Wrote them down?";
mes "I've almost found the other materials.";
close;
case 31:
if (rand(1,5) == 2) {
mes "[Aumgarl]";
mes "Hey, you're back.";
mes "Here it is! This sword";
mes "is a great one, for";
mes "sure. I noticed that at";
mes "first sight.";
mes "Indeed...";
next;
mes "[Aumgarl]";
mes "I haven't seen quality";
mes "of this magnitude in a";
mes "in a long time.";
mes "I envy you...";
mes "Hehehe......";
next;
mes "'You received repaired";
mes "'^FF0000SaYumMoon's sword^000000'.";
b_sword = 32;
getitem Haedonggum,1;
close;
}
mes "[Aumgarl]";
mes "Umm... it's not done yet.";
mes "Would you give me a little";
mes "bit more time? It's taking";
mes "longer than I thought. Sorry.";
close;
}
}
mes "[Aumgarl]";
mes "Thank you...";
mes "You've been a great help";
mes "to us. I hope my work";
mes "has been of some use to you.";
close;
}
geffen_in,106,106,7 script Girl#gnbs2 4_M_KID2,{
if (b_sword < 20) {
mes "[Lyroo]";
mes "Ah...Ah....";
mes "Ah...Hi.......";
next;
mes "^0000FFThis girl seems to be in serious pain...^000000";
close;
}
else if (b_sword < 24) {
mes "[Lyroo]";
mes "Aaa....Aaa....";
mes "you...you....";
mes "you are the....one...";
mes "who will....cure....";
mes "...me? Aa....";
next;
mes "[Lyroo]";
mes "..tha... thank you....";
next;
mes "^0000FFBetter stop talking to her and";
mes "hurry and find a cure.^000000";
close;
}
else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
mes "[Lyroo]";
mes "Ahh...ahh....";
if (Sex == 0)
mes "It's ..you.. pretty...sister..";
else
mes "It's ..you.. handsome...brother..";
mes "Ahh...heh heh...";
next;
if (select("Ask about her health condition.:Talk to her for a while.") == 1) {
if (rand(1,4) == 3) {
mes "[Lyroo]";
mes "Uh....umm...?";
mes "Umm... I...";
mes "I can't talk...too long..";
mes "So...listen....";
mes "carefully..please...";
next;
mes "[Lyroo]";
mes "^0030FFMy body...repeatedly turns cold and";
mes "hot... I'm not sweating at all...";
mes "....But I'm paralyzed...often";
mes "often..and...my heart beats...";
mes "...irregularly.^000000";
next;
mes "[Lyroo]";
mes "Ahh...hah~";
mes "...........";
next;
mes "^0000FFShe seems to have fallen asleep.^000000";
close;
}
mes "[Lyroo]";
mes "I...am...so...";
mes "...tired.";
mes ".............";
next;
mes "^0000FFShe seems to have fallen asleep.^000000";
close;
}
mes "[Lyroo]";
mes "Ahh........";
mes "I..want to ...talk to...you..";
mes "but.... sorry....";
next;
mes "^0000FFShe seems to have fallen asleep.^000000";
close;
}
else if (b_sword == 27) {
mes "[Lyroo]";
mes "uh...umm?";
if (Sex == 0)
mes "Ah....It's you, pretty sister...";
else
mes "Ah....It's you, handsome brother...";
mes "Uhm? what is that you have?";
next;
if (select("It's nothing.:It's your medicine.") == 1) {
mes "[Lyroo]";
mes "Oh...";
mes "Alright...";
mes "...";
next;
mes "^0000FFYou really should be giving her the medicine.^000000";
close;
}
mes "[Lyroo]";
mes "Ah!";
mes "You found the medicine~!";
mes "I'm...so relieved...";
next;
mes "^0000FFYou gave her the medicine you";
mes "received from Cylrnel.";
mes "After taking the medicine, Lyroo";
mes "fell asleep.^000000";
delitem Aloebera,1;
b_sword = 28;
close;
}
mes "[Lyroo]";
mes "Heehehe...";
if (Sex == 0)
mes "Thank you my pretty sister.";
else
mes "Thank you handsome brother~";
mes "I'll get my health back";
mes "and be a strong girl!";
close;
}
prontera,275,86,2 script Young man#SaYumMoon 4W_M_01,{
if (b_sword < 20) {
mes "[Neil]";
mes "Oh man, it feels so good";
mes "to be out of the hospital...";
mes "I thought I was going to be";
mes "there forever~!";
next;
mes "[Neil]";
mes "Listen guy, appreciate";
mes "your health, 'cuz almost";
mes "nothing is worse than";
mes "being really really sick...";
close;
}
mes "[Neil]";
mes "Not long ago, I was in the";
mes "hospital, stuck lying in bed...";
mes "No one knew what was wrong";
mes "with me...but I grew weaker";
mes "everyday...";
next;
mes "[Neil]";
mes "But then, this ^FF5000doctor from Juno^000000";
mes "arrived, and she helped me";
mes "recover in no time!";
mes "Though...I still can't walk so well.";
next;
mes "[Neil]";
mes "All the other doctors had said";
mes "my case was hopeless, and that";
mes "I'd never recover. Luckily,";
mes "this Juno doctor was able to";
mes "find a cure...";
next;
mes "[Neil]";
mes "It was a miracle!";
mes "I'm so happy to be alive!";
if (b_sword == 20) b_sword = 21;
close;
}
yuno,208,164,4 script Active little girl#gnbs 4W_F_01,{
if (b_sword < 21) {
mes "[Hisa]";
mes ".....";
mes "This town is so boring.";
mes "No events, no festivals...";
mes "All people do all day is stay at";
mes "at home and study. How dull!";
close;
}
mes "[Hisa]";
mes "There's one person in Juno that";
mes "I still respect. Her name is ^FF5500Cylrnel^000000.";
next;
mes "[Hisa]";
mes "She's an expert in medical";
mes "treatment. Whenever someone falls";
mes "ill in this town, she comes to";
mes "cure that person right away...";
next;
mes "[Hisa]";
mes "She also tells me lots of";
mes "interesting stories about";
mes "her experiences. She's even";
mes "made a journey around the";
mes "world... It's so interesting!";
next;
mes "[Hisa]";
mes "She's probably at home after";
mes "coming back from some trip.";
mes "Haha~";
if (b_sword == 21) b_sword = 22;
if (rand(1,2) == 2) {
next;
mes "[Hisa]";
mes "Oh right~!";
mes "She's also known to be a fickle";
mes "and forgetful woman. So you'd better watch out, hehe~";
}
close;
}
yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{
if (b_sword < 23) {
mes "[??????]";
mes "I don't believe we've met";
mes "before, but would you mind";
mes "coming back later? I've got a lot of work to do at the moment.";
close;
}
else if (b_sword < 27) {
switch(b_sword) {
case 23:
mes "[Cylrnel]";
mes "Hello, can I help you?";
mes "If it's not urgent,";
mes "please come back later.";
next;
if (rand(1,4) == 2) {
mes "[Cylrnel]";
mes "Hmm...you look like you";
mes "want to ask me something?";
next;
if (select("You're so beautiful.:Do you like traveling?") == 1) {
if (rand(1,4) == 4) {
mes "[Cylrnel]";
mes "...excuse me?";
mes "Ah ha ha~";
mes "You're a funny guy.";
mes "Trying to hit on me?";
mes "Ah ha ha ha.";
next;
if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) {
if (rand(1,3) == 3) {
mes "[Cylrnel]";
mes "HAHAHAHHAHAHAHAH!";
mes "Ah...I'm sorry..";
mes "I haven't seen a guy like you";
mes "for a long time.";
emotion e_heh;
next;
mes "[Cylrnel]";
mes "You make me laugh...";
mes "But guess what?";
mes "I already know you're not";
mes "here to hit on me.";
mes "So what did you really want?";
next;
select("Well, actually...");
mes "^FF0000You Tell Cylrnel about Lyroo,";
mes "and about the favor for Aumgarl the blacksmith.^000000";
next;
if (rand(1,3) == 2) {
mes "[Cylrnel]";
mes "Hmm.....";
mes "So that's what happened...";
mes "Well, I need to know the";
mes "exact symptoms...go and";
mes "find out for me and then";
mes "come back afterwards.";
next;
mes "[Cylrnel]";
mes "Without the exact symptoms, I can't make an accurate diagnosis.";
b_sword = 24;
close;
}
mes "[Cylrnel]";
mes "Well now...";
mes "That's quite a long story.";
next;
mes "[Cylrnel]";
mes "I have no idea why you're";
mes "trying to help these people,";
mes "so it's a bit hard to believe";
mes "you...";
close;
}
mes "[Cylrnel]";
mes "Oh brother!";
mes "I never thought someone";
mes "like you could still exist.";
mes "I'm sorry, but you're";
mes "really not my type.";
close;
}
if (rand(1,3) == 3) {
mes "[Cylrnel]";
mes "Is that so?";
mes "well then,";
mes "Let me hear your story.";
next;
select("Well, it's like this...");
mes "^FF0000You Tell Cylrnel about Lyroo,";
mes "and about the favor of Aumgarl the blacksmith.^000000";
next;
if (rand(1,3) == 2) {
mes "[Cylrnel]";
mes "Hmm.....";
mes "So that's what happened...";
mes "Well, I need to know the";
mes "exact symptoms...go and";
mes "find out for me and then";
mes "come back afterwards.";
next;
mes "[Cylrnel]";
mes "Without the exact symptoms, I can't make an accurate diagnosis.";
b_sword = 24;
close;
}
mes "[Cylrnel]";
mes "Well now...";
mes "That's quite a long story.";
next;
mes "[Cylrnel]";
mes "I have no idea why you're";
mes "trying to help these people,";
mes "so it's a bit hard to believe";
mes "you...";
close;
}
mes "[Cylrnel]";
mes "Well...";
mes "While I'd like to help,";
mes "You're a stranger, and the";
mes "residents need my help.";
mes "I don't have any extra time";
mes "to help you. Please leave.";
close2;
warp "yuno",246,143;
end;
}
mes "[Cylrnel]";
mes "Ahahaha..";
mes "You're a funny guy.";
mes "But, that won't";
mes "work on me!";
close;
}
mes "[Cylrnel]";
mes "Err...well, I do, but...";
mes "If you don't have any";
mes "favors to ask, please leave.";
mes "I'm very busy right now.";
close;
}
mes "[Cylrnel]";
mes "I'm sorry, but I don't have";
mes "any time for you right now.";
close;
case 24:
mes "[Cylrnel]";
mes "Oh, you're back...";
mes "Did you figure out the symptoms?";
mes "I wanted to go with you, but";
mes "I've been really busy.";
next;
if (select("Not yet...:Yes, Here.") == 1) {
mes "[Cylrnel]";
mes "What! Why not!?";
mes "Hurry to her house!";
mes "She's in serious pain!";
mes "Her body could be paralyzed";
mes "at any moment!";
close;
}
mes "[Cylrnel]";
mes "What a relief...";
mes "You're earlier than I thought.";
mes "I'll ask you some questions about";
mes "her condition. Answer correctly.";
next;
mes "[Cylrnel]";
mes "First, how was her body temperature?";
sick = 0;
next;
switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) {
case 1:
.@sick1$ = "Very hot.";
break;
case 2:
.@sick1$ = "Very cold.";
break;
case 3:
.@sick1$ = "Normal.";
break;
case 4:
.@sick1$ = "Turns hot and cold repeatedly";
++.@sick;
break;
}
mes "[Cylrnel]";
mes "Okay...";
mes "Now, about physiological condition.";
next;
switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) {
case 1:
.@sick2$ = "No sweating at all.";
++.@sick;
break;
case 2:
.@sick2$ = "Sweating all over the body.";
break;
case 3:
.@sick2$ = "Runny nose.";
break;
case 4:
.@sick2$ = "No tears, sweats at all.";
break;
}
mes "[Cylrnel]";
mes "Next, tell me about";
mes "her physical condition.";
next;
switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) {
case 1:
.@sick3$ = "Nothing in particular.";
break;
case 2:
.@sick3$ = "Becomes paralyzed often.";
++.@sick;
break;
case 3:
.@sick3$ = "Muscles became soft.";
break;
case 4:
.@sick3$ = "Muscles became hard.";
break;
}
mes "[Cylrnel]";
mes "How about internal organs?";
next;
switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) {
case 1:
.@sick4$ = "Stomach hurts like it's been stabbed by a knife.";
break;
case 2:
.@sick4$ = "Head hurts like it's been smashed by a hammer.";
break;
case 3:
.@sick4$ = "Heart beats irregularly.";
++.@sick;
break;
case 4:
.@sick4$ = "Has difficulty in breathing.";
break;
}
mes "[Cylrnel]";
mes "Hmm.. alright.";
mes "Let me check this.";
mes "so the symptoms are";
mes "..............";
next;
mes "[Cylrnel]";
mes "^FF0000"+.@sick1$+"";
mes ""+.@sick2$+"";
mes ""+.@sick3$+"";
mes ""+.@sick4$+"^000000";
mes "right?";
next;
if (select("No..not exactly..:Yes, I am sure.") == 1) {
mes "[Cylrnel]";
mes "Then go back to her and";
mes "find the exact symptoms";
mes "right away~!!";
close;
}
mes "[Cylrnel]";
mes "You're sure about this, right?";
mes "If they're the wrong symptoms,";
mes "I can't be responsible.";
next;
if (select("Err..let me go and double check.:I'm sure.") == 1) {
mes "[Cylrnel]";
mes "Then, go back to her and";
mes "find the exact symptoms";
mes "right away~!!";
close;
}
mes "[Cylrnel]";
mes "Hmm.....";
mes "Aright. I'll trust you.";
mes "Now, go get these ingredients.";
mes "Get them as fast as possible.";
mes "Alright?";
next;
if (.@sick == 4) {
mes "[Cylrnel]";
mes "^FF00002 Yggdrasil Seeds";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Witch Starsands";
mes "5 Burning Hearts";
mes "5 Ice Cubics";
b_sword = 26;
next;
mes "[Cylrnel]";
mes "Wrote them down?";
mes "I'll tell you once again.";
mes "We need...";
next;
mes "[Cylrnel]";
mes "^FF00002 Yggdrasil Seeds";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Witch Starsands";
mes "5 Burning Hearts";
mes "5 Ice Cubics";
next;
}
else {
mes "[Cylrnel]";
mes "^FF00001 Yggdrasil Seed";
mes "1 Aloe";
mes "5 Witch Starsands";
mes "3 Burning Hearts";
mes "3 Ice Cubics";
b_sword = 25;
next;
mes "[Cylrnel]";
mes "Wrote them down?";
mes "I'll tell you once again.";
mes "We need...";
next;
mes "[Cylrnel]";
mes "^FF00001 Yggdrasil Seed";
mes "1 Aloe";
mes "5 Witch Starsands";
mes "3 Burning Hearts";
mes "3 Ice Cubics";
next;
}
mes "[Cylrnel]";
mes "Get them as fast as possible.";
mes "There isn't much time for Lyroo.";
close;
case 25:
if (countitem(Seed_Of_Yggdrasil) > 0 && countitem(Aloe) > 0 && countitem(Starsand_Of_Witch) > 2 && countitem(Ice_Piece) > 2) {
mes "[Cylrnel]";
mes "Hmm...";
mes "Good, you got them all.";
mes "Let me see now...";
mes ".............";
next;
mes "^FF0000Cylrnel began to mix";
mes "the ingredients.";
mes "................";
mes ".............";
mes ".........";
mes "......^000000";
next;
mes "[Cylrnel]";
mes "............";
mes "What the?!?!";
mes "...";
mes "Hey you...";
mes "You gave me the wrong information!";
delitem Seed_Of_Yggdrasil,1;
delitem Aloe,1;
delitem Starsand_Of_Witch,5;
delitem Burning_Heart,3;
delitem Ice_Piece,3;
b_sword = 24;
next;
mes "[Cylrnel]";
mes "I've chosen the ingredients";
mes "according to the symptoms";
mes "you've described...";
mes "But this isn't medicine!!";
mes "Now go and find out her exact symptoms!";
close2;
warp "yuno",246,143;
end;
}
mes "[Cylrnel]";
mes "...";
mes "Hey~ you don't have all";
mes "the ingredients yet.";
mes "Go get them all right away.";
next;
mes "[Cylrnel]";
mes "^FF00001 Seed of Yggdrasil";
mes "1 Aloe";
mes "5 Witch Starsands";
mes "3 Burning Hearts";
mes "3 Ice Cubics";
next;
mes "[Cylrnel]";
mes "Alright?";
mes "Now, hurry up!";
close2;
warp "yuno",246,143;
end;
case 26:
if (countitem(Seed_Of_Yggdrasil) > 1 && countitem(Aloe) > 2 && countitem(Witherless_Rose) > 0 && countitem(Starsand_Of_Witch) > 9 && countitem(Burning_Heart) > 4 && countitem(Ice_Piece) > 4) {
mes "[Cylrnel]";
mes "Hmm...";
mes "Good, you got them all.";
mes "Let me see..";
mes ".............";
next;
mes "^FF0000Cylrnel began to mix";
mes "the ingredients.";
mes "................";
mes ".............";
mes ".........";
mes "......^000000";
next;
mes "[Cylrnel]";
mes "Here~! It's done...";
mes "I don't think this medicine will";
mes "cure her disease completely.";
mes "However, it will greatly alleviate her pain.";
next;
mes "[Cylrnel]";
mes "It wasn't easy to make this";
mes "medicine. Take care, bring";
mes "this to Lyroo and give her my regards...";
delitem Seed_Of_Yggdrasil,2;
delitem Aloe,3;
delitem Witherless_Rose,1;
delitem Starsand_Of_Witch,10;
delitem Burning_Heart,5;
delitem Ice_Piece,5;
b_sword = 27;
getitem Aloebera,1;
close;
}
mes "[Cylrnel]";
mes "...";
mes "Hey~ You don't have all";
mes "the ingredients yet.";
mes "Go get them all right away!";
next;
mes "[Cylrnel]";
mes "^FF00002 Yggdrasil Seeds";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Witch Starsands";
mes "5 Burning Hearts";
mes "5 Ice Cubics";
next;
mes "[Cylrnel]";
mes "Alright?";
mes "Go get them as fast as possible.";
close2;
warp "yuno",246,143;
end;
}
}
mes "[Cylrnel]";
mes "Hey there...";
mes "How is she doing?";
mes "Getting better?";
mes "By taking that medicine,";
mes "she'll recover fast.";
next;
mes "[Cylrnel]";
mes "Tell her to come to me";
mes "sometime to get medical";
mes "treatment. Walking from her";
mes "house to here would be good";
mes "exercise too.";
next;
mes "[Cylrnel]";
mes "The name of her disease is";
mes "called '^FF0000Amarhade^000000'.";
mes "It's a rare, relatively";
mes "unknown illness, so an exact";
mes "treatment hasn't been found yet.";
next;
mes "[Cylrnel]";
mes "But I found a treatment...";
mes "And...it's..a...secret! Haha~!";
emotion e_ho;
close;
}
yuno_in01,104,94,0 script go away#gnbs HIDDEN_WARP_NPC,2,1,{
OnTouch:
if (b_sword < 22) {
mes "[??????]";
mes "^FF0000What are you doing here?";
mes "Get out of here!^000000";
close2;
warp "yuno",246,143;
end;
}
else if (b_sword == 22) {
if (rand(1,10) == 10) {
mes "[??????]";
mes "I am very busy right now. Please leave.";
b_sword = 23;
close;
}
mes "[??????]";
mes "^FF0000What are you doing here?";
mes "Get out of here!^000000";
close2;
warp "yuno",246,143;
end;
}
end;
}
//== Lost Knife :: gon_npc =================================
gonryun,237,226,3 script Han Ran Jiao#gon 4_M_TWMIDMAN,{
if (nakha == 0) {
mes "[Han Ran Jiao]";
mes "Oh no! What will I do?!";
mes "I can't believe I dropped";
mes "my irreplaceable knife! Ahhhhhh!";
next;
if (BaseLevel >= 20) {
nakha = 1;
mes "[Han Ran Jiao]";
mes "I need to go down to get it";
mes "but...the monsters...";
mes "I'm so scared... What should I do?!";
close;
}
}
if (nakha == 1) {
mes "[Han Ran Jiao]";
mes "Oh no! What will I do?";
mes "I can't believe I dropped";
mes "my irreplaceable knife! Ahhhhhh!";
next;
mes "[Han Ran Jiao]";
mes "I need to go down to get it";
mes "but...the monsters...";
mes "I'm so scared... What should I do?!";
close;
}
if (nakha == 2 && countitem(Knife) > 0) {
mes "[Han Ran Jiao]";
mes "Ehhhh... what should I do...";
mes "Oh~! I didn't notice you there.";
mes "Can I help you with anything?";
mes "Hmm?";
next;
mes "[Han Ran Jiao]";
mes "That...that knife!";
mes "That's my ancestor's sacred knife";
mes "that I accidentally dropped from";
mes "here! Where did you get it!?";
next;
mes "[Han Ran Jiao]";
mes "I dropped that knife from being";
mes "careless. It belongs to one of my";
mes "ancestors. I know it looks like";
mes "a cheap knife...";
next;
mes "[Han Ran Jiao]";
mes "But it has been in the";
mes "family for a very long time.";
mes "Would you please return that";
mes "knife to me?";
next;
if (select("Return the knife.:Refuse.") == 1) {
nakha = 3;
delitem Knife,1;
mes "[Han Ran Jiao]";
mes "Thank you! Thank you so much!";
mes "Please take these potions.";
mes "They may not be much, but they";
mes "are the best I can give you.";
getitem Blue_Potion,2;
next;
mes "[Han Ran Jiao]";
mes "You kept my family heirloom safe!";
mes "I give you my deepest gratitude";
mes "for returning this.";
close;
}
mes "[Han Ran Jiao]";
mes "No~! My family heirloom!!";
mes "You scoundrel! May the spirits";
mes "forever haunt you! My curse shall be upon your head!";
close;
}
if (nakha == 2) {
mes "[Han Ran Jiao]";
mes "Oh no! What will I do?";
mes "I can't believe I dropped";
mes "my irreplaceable knife! Ahhhhhh!";
next;
mes "[Han Ran Jiao]";
mes "I need to go down to get it";
mes "but...the monsters...";
mes "I'm so scared... What should I do?!";
close;
}
if (nakha == 3) {
mes "[Han Ran Jiao]";
mes "My neighbor seemed looked pretty bothered about something...";
mes "Oh well, I have better things to worry about than his fancy tea.";
close;
}
}
gon_fild01,245,257,0 script #gonknife HIDDEN_NPC,3,3,{
OnTouch:
if (nakha == 1) {
nakha = 2;
mes "^3355FFHm? What's this?";
mes " ";
mes "Something was hidden beneath the leaves...^000000";
mes " ";
mes "- You have found an old knife -";
close2;
getitem Knife,1;
}
end;
}