//===== Hercules Script ======================================
//= Juperos Dungeon Quests
//===== By ===================================================
//= MasterOfMuppets
//===== Version ==============================================
//= 1.9
//===== Description ==========================================
//= [Partial Official Conversion]
//= Juperos Ruins related Quests/Events
//===== Comments =============================================
//= 1.0 First version, partly implemented [MasterOfMuppets]
//= 1.1 Added official Juperos Ruins History Quest. Thanks
//= to Keplerk for his first version. [SinSloth]
//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.3 Removed semi-official core access NPCs, replaced with [L0ne_W0lf]
//= event-driven story progressive NPCs. Optimization needed.
//= 1.3a Adjusted the elevafor timer. (132000 -> 142000) [L0ne_W0lf]
//= 1.3b Minor updates to juperos elevator NPCs. [L0ne_W0lf]
//= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
//= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
//= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.8 Updated RE/Pre-RE EXP. [Euphy]
//= 1.9 Added GM management NPC. [Euphy]
//============================================================
yuno_in04,190,125,4 script Scholar 8_F_GIRL,{
switch(yuno_hist) {
case 0:
mes "[Scholar]";
mes "...Mm? ";
mes "...Yes?";
next;
mes "[Scholar]";
mes "...";
mes "......";
mes "May I help you?";
next;
switch(select("Oh! N-Nothing!:Excuse me...")) {
case 1:
mes "[Scholar]";
mes "...";
mes "......";
mes "Hmm?";
mes "...........";
mes "Hmpf.";
close;
case 2:
mes "[Scholar]";
mes "...";
mes "......";
mes "Hmm?";
mes "...........";
mes "Hmmm...";
next;
mes "[Scholar]";
mes "You must be lost.";
mes "This is the scholarly";
mes "research section, you know,";
mes "content you couldn't possibly";
mes "fathom. The popular novels and picture books are someplace else.";
next;
mes "["+strcharinfo(0)+"]";
mes "...";
mes "......";
next;
mes "[Scholar]";
mes "Why don't you rummage";
mes "through the bookshelves?";
mes "I'm sure you can find some";
mes "book there that can hold your";
mes "interest. Well, depending on";
mes "your actual attention span...";
next;
mes "["+strcharinfo(0)+"]";
mes "(What's her damage?!";
mes "Does she have an attitude problem or is she just stuck-up?)";
close;
}
case 1:
mes "[Scholar]";
mes "...Mm? ";
mes "...Yes?";
next;
mes "[Scholar]";
mes "...";
mes "......";
mes "May I help you?";
next;
switch(select("Oh! N-Nothing!:By any chance...")) {
case 1:
mes "[Scholar]";
mes "...";
mes "......";
mes "Hmm?";
mes "...........";
mes "Hmpf.";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "By any chance...";
mes "Are you conducting";
mes "research about Juperos?";
next;
mes "[Scholar]";
mes "Why yes, that is";
mes "correct. But how did";
mes "you come to learn about";
mes "my current research project?";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, I managed to read";
mes "a thesis paper entitled,";
mes "''The Fall of Juperos,'' and";
mes "I just thought that the writing";
mes "style and your personality";
mes "seem to match for some reason.";
next;
mes "[Scholar]";
mes "Oh...! You read my";
mes "thesis? So what did";
mes "you think about it?";
next;
mes "["+strcharinfo(0)+"]";
mes "So far, it's alright, but";
mes "quite frankly it's incomplete.";
mes "I mean, you don't have much in";
mes "in the way of conjecture, much";
mes "less any evidence to back up";
mes "any of your statements.";
next;
mes "[Scholar]";
mes "....";
mes "Let me apologize for";
mes "being rude to you earlier.";
mes "As you know, my name is";
mes "Fayruz Khrhiyha. May I ask";
mes "what your name might be?";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm "+strcharinfo(0)+",";
mes "a brave adventurer in the";
mes "service of his royal majesty,";
mes "the wise and benevolent";
mes "King Tristram III.";
yuno_hist = 2;
next;
mes "[Fayruz]";
mes "Well, "+strcharinfo(0)+",";
mes "I understand that my thesis";
mes "still requires more evidence.";
mes "But I'd need some ancient";
mes "documents from Juperos";
mes "to complete my research...";
next;
mes "[Fayruz]";
mes "If you happen to travel";
mes "through Juperos and find";
mes "any ancient documents, would";
mes "you bring them to me? Having";
mes "those would help my research";
mes "efforts immensely. Thank you...";
close;
}
case 2:
if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
mes "[Fayruz]";
mes "Ah, it's you! Listen,";
mes "I just found a record of";
mes "an adventurer who explored";
mes "Juperos. There's mention";
mes "of a stone statue here that";
mes "just might be noteworthy...";
next;
mes "[Fayruz]";
mes "If you happen to find";
mes "yourself in Juperos,";
mes "would you find the stone";
mes "statue at the entrance of";
mes "its dungeon and read the";
mes "engraved message for me?";
next;
mes "[Fayruz]";
mes "According to my notes,";
mes "there's a spell that will";
mes "make its reader memorize";
mes "its message, even if they don't";
mes "know the language. So come";
mes "to me if you manage to read it.";
close;
}
mes "[Fayruz]";
mes "If you ever chance to";
mes "travel through Juperos,";
mes "would you let me know if you";
mes "find anything that might help";
mes "my research there? I'd be";
mes "very grateful for your help.";
close;
case 3:
mes "[Fayruz]";
mes "Well, you look";
mes "quite pleased.";
mes "May I asked what";
mes "happened to put that";
mes "expression on your face?";
next;
switch(select("I found something in Juperos.:Nothing much.")) {
case 1:
mes "[" +strcharinfo(0)+"]";
mes "I went to Juperos like";
mes "you asked and found that";
mes "stone statue you were talking";
mes "about. Just like you said, there was an engraved message on it.";
next;
mes "[Fayruz]";
mes "Fascinating!";
mes "So is it really enchanted";
mes "so anyone can memorize it?";
mes "Wh-what does the message say?";
next;
mes "^3355FFYou recite the message";
mes "engraved on the stone";
mes "statue, unable to interpret";
mes "the sounds you're uttering,";
mes "but weirdly enough, you can";
mes "easily recall them from memory.^000000";
next;
mes "[Fayruz]";
mes "Ah, I see! Wait,";
mes "give me a moment to";
mes "properly translate this...";
next;
mes "...";
mes "......";
mes ".........";
next;
mes "[Fayruz]";
mes "It means, ''Do you wish to";
mes "see the end of the madness?";
mes "He is waiting where the three";
mes "columns were destroyed, where";
mes "two hundred illusions wander.''";
next;
mes "[Fayruz]";
mes "''You will see him, the one";
mes "who was vain and extravagant,";
mes "with your own eyes at the place where the light passes through.";
yuno_hist = 4;
next;
mes "[Fayruz]";
mes "Ah, usually, descriptions";
mes "of the ''vain and extravagant";
mes "one'' refer to the mad scientist rumored to have lived in that";
mes "ancient era. But if this is true, I may have to rework my thesis...";
next;
mes "[Fayruz]";
mes "I have another favor to";
mes "ask of you. If you find any";
mes "object of historical significance in Juperos, would you bring it to";
mes "me? I'll reward you, of course.";
next;
mes "[Fayruz]";
mes "It would be most helpful";
mes "if you could manage to find";
mes "documents that existed from that era. Fortunately, back then,";
mes "they made all their records on material more durable than paper.";
close;
case 2:
mes "[Fayruz]";
mes "Nothing, huh?";
mes "My life is also fairly";
mes "uneventful, but somehow,";
mes "I'm don't think I'm content.";
close;
}
case 4:
mes "[Fayruz]";
mes "Oh hello, "+strcharinfo(0)+".";
mes "So what brings you to";
mes "the Juno Library today?";
next;
switch(select("Nice weather today, isn't it?:I found something in Juperos.:Nothing much.")) {
case 1:
mes "[Fayruz]";
mes "Well, I wouldn't know.";
mes "It's late whenever I go";
mes "out, so I always happen to";
mes "miss the sunlight. I guess";
mes "I really miss nice weather";
mes "sometimes, you know?";
close;
case 2:
if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
mes "[Fayruz]";
mes "Oh, really?!";
mes "That's great news!";
mes "W-what did you find?";
next;
mes "^3355FFIn her excitement,";
mes "Fayruz begins to";
mes "rummage through your";
mes "things before you get";
mes "the chance to answer her.^000000";
next;
mes "[Fayruz]";
mes "Oh, this must be it!";
mes "Would you mind if I keep";
mes "this Transparent Plate for";
mes "my research? In return, I'll";
mes "tell you some tales about";
mes "Juperos that I've learned.";
next;
switch(select("Please, be my guest.:No way, you can't have it.")) {
case 1:
if (countitem(7352)) callfunc "Func_JupHist",7352,1;
else if (countitem(7353)) callfunc "Func_JupHist",7353,2;
else if (countitem(7354)) callfunc "Func_JupHist",7354,4;
else if (countitem(7355)) callfunc "Func_JupHist",7352,8;
case 2:
mes "[Fayruz]";
mes "Mm? Are you serious?";
mes "This object is very valuable";
mes "to a researcher like me, but";
mes "I have no idea what use it";
mes "would be for an adventurer.";
mes "Well, you have your reasons...";
close;
}
}
mes "[Fayruz]";
mes "Oh, really?!";
mes "That's great news!";
mes "W-what did you find?";
next;
mes "^3355FFIn her excitement,";
mes "Fayruz begins to";
mes "rummage through your";
mes "things before you get";
mes "the chance to answer her.^000000";
next;
mes "[Fayruz]";
mes "Oh. There isn't anything";
mes "here that would help in my";
mes "research, but thank you anyway.";
mes "If you find anything else while";
mes "you're in Juperos, please come back and show it to me, alright?";
close;
case 3:
mes "[Fayruz]";
mes "Ah, I see. Well, while";
mes "you're here, why don't you";
mes "read something? There are";
mes "many books that cover some";
mes "interesting topics, like the";
mes "Schwaltzvalt economy...";
next;
mes "[Fayruz]";
mes "Oh, in any case, please";
mes "don't forget the favor I asked";
mes "of you. If you find anything";
mes "in Juperos that's historically";
mes "significant, I'd appreciate it";
mes "if you bring it right away.";
close;
}
case 5:
mes "[Fayruz]";
mes "Oh, "+strcharinfo(0)+"!";
mes "Have you come back with";
mes "something from Juperos?";
mes "I've been hoping you'd come";
mes "back with something that'd";
mes "help me in my research!";
next;
switch(select("Take a look at this.:Oh, I'm sorry...")) {
case 1:
switch(jupe_hist) {
case 1: callfunc "Func_JupHist",7353,7354,7355,7352;
case 2: callfunc "Func_JupHist",7352,7354,7355,7353;
case 4: callfunc "Func_JupHist",7352,7353,7355,7354;
case 8: callfunc "Func_JupHist",7352,7353,7354,7355;
}
case 2:
mes "[Fayruz]";
mes "Ah, I see. Well, while";
mes "you're here, why don't you";
mes "read something? There are";
mes "many books that cover some";
mes "interesting topics, like...";
mes "like... Self-Honesty (?).";
next;
mes "[Fayruz]";
mes "Oh, in any case, please";
mes "don't forget the favor I asked";
mes "of you. If you find anything";
mes "in Juperos that's historically";
mes "significant, I'd appreciate it";
mes "if you bring it right away.";
close;
}
case 6:
mes "[Fayruz]";
mes "Oh, "+strcharinfo(0)+"!";
mes "The Transparent Plate";
mes "that you brought for me";
mes "last time is really helping me";
mes "in my research. If you get the";
mes "chance, please bring me more!";
yuno_hist = 7;
next;
mes "[Fayruz]";
mes "This new data is adding";
mes "a lot more credibility to my";
mes "thesis. Oh, I'll be with you";
mes "in a moment, let me finish";
mes "translating this one last";
mes "passage really quickly...";
close;
case 7:
mes "[Fayruz]";
mes "Hello, "+strcharinfo(0)+"~";
mes "Oh, were you able to look";
mes "in Juperos for anything that";
mes "might help me in my research?";
next;
switch(select("Yeah, take a look at this.:No, I'm sorry...")) {
case 1:
switch(jupe_hist) {
case 3: callfunc "Func_JupHist",7354,7355,7352,7353;
case 5: callfunc "Func_JupHist",7353,7355,7352,7354;
case 6: callfunc "Func_JupHist",7352,7355,7353,7354;
case 9: callfunc "Func_JupHist",7353,7354,7352,7355;
case 10: callfunc "Func_JupHist",7352,7354,7353,7355;
case 12: callfunc "Func_JupHist",7352,7353,7354,7355;
}
case 2:
mes "[Fayruz]";
mes "Oh, that's fine.";
mes "Besides, I don't really";
mes "have a deadline to complete";
mes "this research project. Still,";
mes "I just want you to know that";
mes "I really appreciate your help.";
close;
}
case 8:
mes "[Fayruz]";
mes ""+strcharinfo(0)+"...";
mes "I'm having great difficulty in";
mes "translating that Transparent";
mes "Plate you brought for me that";
mes "last time. I'm so frustrated...";
next;
mes "[Fayruz]";
mes "Wait a minute...";
mes "This here means...";
mes "Alright. Okay. Yes.";
mes "Yes! Of course, how";
mes "could I not see it before!";
yuno_hist = 9;
next;
mes "[Fayruz]";
mes "I'll be with you";
mes "in just a second!";
mes "I think I just made";
mes "a real through...!";
next;
case 9:
mes "[Fayruz]";
mes "Ah, I've been";
mes "expecting you, "+strcharinfo(0)+".";
mes "So did you have been to Juperos again? I'm really hoping that you";
mes "were able to find something new that would help in my research...";
next;
switch(select("Actually, I did find this...:I'm sorry, I haven't...")) {
case 1:
switch(jupe_hist) {
case 7: callfunc "Func_JupHist",7355,7352,7353,7354;
case 11: callfunc "Func_JupHist",7354,7352,7353,7355;
case 13: callfunc "Func_JupHist",7353,7352,7354,7355;
case 14: callfunc "Func_JupHist",7352,7353,7354,7355;
}
case 2:
mes "[Fayruz]";
mes "Ah, I see. Well, while";
mes "you're here, why don't you";
mes "read something? There are";
mes "many books that cover some";
mes "interesting topics, like";
mes "modern adventure history.";
next;
mes "[Fayruz]";
mes "Oh, in any case, please";
mes "don't forget the favor I asked";
mes "of you. If you find anything";
mes "in Juperos that's historically";
mes "significant, I'd appreciate it";
mes "if you bring it right away.";
close;
}
case 10:
mes "[Fayruz]";
mes "Oh hello, "+strcharinfo(0)+"...";
mes "So what exactly brings you";
mes "to the Juno Library this time?";
next;
switch(select("I found another Transparent Plate.:Just visiting, really.")) {
case 1:
if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
mes "[Fayruz]";
mes "Hmm, well, we've made as";
mes "much headway as we can";
mes "with the Transparent Plates";
mes "you've already given me, but";
mes "it can't hurt to have too much";
mes "evidence to back my theories.";
next;
mes "[Fayruz]";
mes "I really appreciate";
mes "your continuing efforts";
mes "to help me. Please, would";
mes "you take this as my way";
mes "saying ''Thanks?'' You've been";
mes "great, "+strcharinfo(0)+"...";
if (countitem(7352)) delitem 7352,1;
else if (countitem(7353)) delitem 7353,1;
else if (countitem(7354)) delitem 7354,1;
else delitem 7355,1;
getitem 644,1;
close;
}
mes "[Fayruz]";
mes "Mmm...?";
mes "It doesn't look like";
mes "you brought another";
mes "Transparent Plate.";
mes "Are you sure that you";
mes "didn't misplace it?";
close;
case 2:
mes "[Fayruz]";
mes "Ah, I see. Well,";
mes "thanks to your help,";
mes "I've made a great deal";
mes "of progress on my thesis.";
mes "I really appreciate what you";
mes "have done for me, adventurer.";
close;
}
}
}
function script Func_JupHist {
switch(yuno_hist) {
case 4:
mes "[Fayruz]";
mes "Thank you so much,";
mes "you don't know what";
mes "this means to me! Okay,";
mes "please relax and take a";
mes "seat. Close your eyes while";
mes "I tell you this ancient story.";
next;
mes "^3355FFFayruz begins to";
mes "relate an ancient tale";
mes "about Juperos that seems";
mes "typical for a classic story, but her way of storytelling subtly";
mes "draws you into a vicarious, yet extremely vivid experience.";
next;
mes "^3355FFYou feel the protagonist's";
mes "glories and tragedies as if";
mes "you were actually there with";
mes "the hero on his journeys. The";
mes "tale eventually comes to an end";
mes "and you awaken from the trance,";
mes "gently brought back to reality.^000000";
delitem getarg(0),1;
yuno_hist = 5;
jupe_hist = getarg(1);
getexp (checkre(3))?10000:100000,0;
next;
mes "[Fayruz]";
mes "Everyone can relate";
mes "to these old, classic";
mes "stories. I hope this tale had";
mes "as meaning for you as it did";
mes "for me when I first heard it.";
next;
mes "[Fayruz]";
mes "If you can find me";
mes "another artifact from";
mes "Juperos, I'll share another";
mes "tale like that with you. Now";
mes "how does that sound? Okay";
mes "then, I'll see you, adventurer~";
close;
case 5:
if ((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2)))) {
mes "[Fayruz]";
mes "Oh, that's unexpected.";
mes "This Transparent Plate";
mes "seems to have been made";
mes "in a different era than the";
mes "one you gave me earlier.";
mes "How intriguing...";
next;
mes "[Fayruz]";
mes "*Sigh* I really wish";
mes "that I could explore";
mes "Juperos on my own, but";
mes "I'm just not strong enough.";
mes "In a way, I'm quite jealous of you. But it can't be helped...";
next;
mes "[Fayruz]";
mes "You know, that reminds";
mes "me of this great story of";
mes "a tragic hero that I'd like to";
mes "share with you. Let your";
mes "mind wander as I relate this ageless, yet bittersweet tale...";
next;
mes "^3355FFFayruz tells you a story";
mes "with a bright beginning, full";
mes "of hope that fills you with the";
mes "bliss of the heavens, but then";
mes "suddenly plummets you into all the despair and torment of hell.^000000";
next;
mes "^3355FFThe story finally";
mes "reaches its ending";
mes "and you're surprised";
mes "to find yourself sitting";
mes "in the Juno Library.^000000";
next;
mes "[Fayruz]";
mes "I know it's a very";
mes "depressing story, but";
mes "I hope you enjoyed it.";
mes "I think you'd agree that";
mes "it contains a truth about";
mes "mankind that can't be ignored.";
if (countitem(getarg(0))) {
delitem getarg(0),1;
if (getarg(0) == 7352) jupe_hist += 1;
else jupe_hist += 2;
}
else if (countitem(getarg(1))) {
delitem getarg(1),1;
if (getarg(1) == 7353) jupe_hist += 2;
else jupe_hist += 4;
}
else {
delitem getarg(2),1;
if (getarg(2) == 7354) jupe_hist += 4;
else jupe_hist += 8;
}
yuno_hist = 6;
getexp (checkre(3))?10000:100000,0;
next;
mes "[Fayruz]";
mes "By now I'm sure you've";
mes "figured that these classic";
mes "tales are like condensed";
mes "experiences, refined and";
mes "immutable truths that we";
mes "can see in our own reality.";
next;
mes "[Fayruz]";
mes "If you find more of";
mes "these Transparent";
mes "Plates in Juperos, I'd be";
mes "very happy to share another";
mes "story with you, "+strcharinfo(0)+".";
close;
}
else if (countitem(getarg(3))) {
mes "[Fayruz]";
mes "Oh, this one seems";
mes "to have been created";
mes "in a similar era as the";
mes "one you gave me earlier.";
mes "I'm not sure how much new";
mes "information this may provide...";
next;
mes "[Fayruz]";
mes "Still, I'm sure this will";
mes "helpful in my research. I just";
mes "won't be as making progress";
mes "as quickly as I had projected.";
mes "Please, I'd like you to take this as a token of my gratitude.";
delitem getarg(3),1;
getitem 644,1;
next;
mes "[Fayruz]";
mes "Now if you'll excuse";
mes "me, I need to go back";
mes "to compiling my research...";
mes "Thank you so much for";
mes "your help, "+strcharinfo(0)+".";
close;
}
else {
mes "[Fayruz]";
mes "Oh. There isn't anything";
mes "here that would help in my";
mes "research, but thank you anyway.";
mes "If you find anything else while";
mes "you're in Juperos, please come back and show it to me, alright?";
close;
}
case 7:
if ((countitem(getarg(0))) || (countitem(getarg(1)))) {
mes "[Fayruz]";
mes "Is this another";
mes "Transparent Plate?";
mes "Yes, it's quite different";
mes "than the last one you";
mes "brought over to me...";
mes "This is so exciting!";
next;
mes "[Fayruz]";
mes "Oh. You must be thinking";
mes "that I'm a complete academia";
mes "addict. Well, my life might be";
mes "a little uneventful, but there";
mes "are other things I think about!";
mes "Like, well... It's weird but...";
next;
mes "[Fayruz]";
mes "You see, there's this";
mes "guy that I like. I'm not sure";
mes "where he might be now, but";
mes "his name is Nadim Amal. He's";
mes "my friend's brother who I first";
mes "met 10 years ago. ^333333*Sigh...*^000000";
next;
mes "[Fayruz]";
mes "Just recently, I saw";
mes "him with his sister, my";
mes "friend from Morroc. It's";
mes "weird to think that I'd have";
mes "these feelings for him after";
mes "all this time, isn't it? Oh...!";
next;
mes "[Fayruz]";
mes "I really should repay";
mes "you for this Transparent";
mes "Plate. Why don't I tell you";
mes "the scariest story that I know?";
next;
mes "^3355FFFayruz tells you a";
mes "creepy horror story that";
mes "makes you shiver with fear.";
mes "You've heard other ghost";
mes "stories, but you've never been";
mes "so deeply immersed in one before.^000000";
next;
mes "It is only when the";
mes "story ends and you return";
mes "to your senses that you notice that you're soaked in cold sweat.^000000";
next;
mes "[Fayruz]";
mes "It may be a natural";
mes "response, but all people";
mes "fear the unknown in one way";
mes "or another. Scary stories are";
mes "appealing because we actually";
mes "like the strange and grotesque.";
if (countitem(getarg(0))) {
delitem getarg(0),1;
if (getarg(0) == 7352) jupe_hist += 1;
else if (getarg(0) == 7353) jupe_hist += 2;
else jupe_hist += 4;
}
else if (countitem(getarg(1))) {
delitem getarg(1),1;
if (getarg(1) == 7353) jupe_hist += 2;
else if (getarg(1) == 7354) jupe_hist += 4;
else jupe_hist += 8;
}
yuno_hist = 8;
getexp (checkre(3))?10000:100000,0;
next;
mes "[Fayruz]";
mes "Well... That's just my";
mes "opinion. Anyway, if you";
mes "find anything else in Juperos";
mes "that may help in my research,";
mes "please come back and show it";
mes "to me, alright? See you later~";
close;
}
else if ((countitem(getarg(2))) || (countitem(getarg(3)))) {
mes "[Fayruz]";
mes "Oh, this one seems";
mes "to have been created";
mes "in a similar era as the";
mes "one you gave me earlier.";
mes "I'm not sure how much new";
mes "information this may provide...";
next;
mes "[Fayruz]";
mes "Still, I'm sure this will";
mes "helpful in my research. I just";
mes "won't be as making progress";
mes "as quickly as I had projected.";
mes "Please, I'd like you to take this as a token of my gratitude.";
next;
mes "[Fayruz]";
mes "Now if you'll excuse";
mes "me, I need to go back";
mes "to compiling my research...";
mes "Thank you so much for";
mes "your help, "+strcharinfo(0)+".";
if (countitem(getarg(2))) delitem getarg(2),1;
else if (countitem(getarg(3))) delitem getarg(3),1;
getitem 644,1;
close;
}
else {
mes "[Fayruz]";
mes "Oh. There isn't anything";
mes "here that would help in my";
mes "research, but thank you anyway.";
mes "If you find anything else while";
mes "you're in Juperos, please come back and show it to me, alright?";
close;
}
case 9:
if (countitem(getarg(0))) {
mes "[Fayruz]";
mes "Oooh...! This one is";
mes "much different than the";
mes "other ones you gave me";
mes "before. This should provide";
mes "a wealth of brand new insights";
mes "into the Juperos civilization!";
next;
mes "[Fayruz]";
mes "All the Transparent";
mes "Plates you've given me";
mes "should contain more than";
mes "enough data for me to fully";
mes "complete my research thesis.";
mes "Once again, thank you so much~";
next;
mes "[Fayruz]";
mes "Still, that doesn't mean that";
mes "I will stop collecting data for";
mes "my research. Anyway, I have one last story to tell you, about";
mes "a man of pure heart chosen by the gods to serve and protect mankind.";
next;
mes "[Fayruz]";
mes "For this purpose he was given";
mes "gaudy armor which contained";
mes "amazing powers, as well as a";
mes "book detailing the instructions";
mes "for its use. However, he promptly";
mes "lost these instructions...";
next;
mes "^3355FFThe story about the";
mes "greatest Juperosian hero";
mes "that Fayruz tells you is very";
mes "humorous at first, but then it";
mes "covers the entire spectrum";
mes "of emotion and humanity...";
next;
mes "^3355FFThe story ends and you";
mes "are left with a swelling";
mes "feeling of indefatigable";
mes "hope and inspiration...";
mes "You can make it if you try!^000000";
if (getarg(0) == 7352) jupe_hist += 1;
else if (getarg(0) == 7353) jupe_hist += 2;
else if (getarg(0) == 7354) jupe_hist += 4;
else jupe_hist += 8;
yuno_hist = 10;
delitem getarg(0),1;
getexp (checkre(3))?10000:100000,0;
next;
mes "[Fayruz]";
mes "Well, that is the";
mes "last and the best story";
mes "that I have to share";
mes "with you. Perhaps next";
mes "time, I'll fill you in on my";
mes "research progress~";
close;
}
else if ((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3)))) {
mes "[Fayruz]";
mes "Hmm...";
mes "This one seems to be created in a similar time";
mes "as the previous one.";
next;
mes "[Fayruz]";
mes "Don't you worry.";
mes "This will help my research of course,";
mes "although I do not think this will";
mes "help me in advancing my research";
mes "with a great speed unlike this other one.";
next;
mes "[Fayruz]";
mes "Please take this as a token of my gratitude.";
next;
mes "[Fayruz]";
mes "Now, excuse me. I need to go back to my research.";
if (countitem(getarg(1))) delitem getarg(1),1;
else if (countitem(getarg(2))) delitem getarg(2),1;
else delitem getarg(3),1;
getitem 644,1;
close;
}
else {
mes "[Fayruz]";
mes "Oh. There isn't anything";
mes "here that would help in my";
mes "research, but thank you anyway.";
mes "If you find anything else while";
mes "you're in Juperos, please come back and show it to me, alright?";
close;
}
}
}
yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{
mes "^8B6914*Thesis: The Fall of Juperos*";
mes "By Fayruz Khrhiyha";
mes "Sage Castle Researcher^000000";
next;
switch(select("Table of Contents.:Leave it alone.")) {
case 1:
if (yuno_hist > 4) {
mes "^8B6914 1. Preface";
mes " 2. Juperos Background";
mes " 3. Theory Behind Its Fall^000000";
next;
switch(select("Preface:Juperos Background:Theory Behind Its Fall:Leave it alone.")) {
case 1:
mes "^8B6914Scholars are certain";
mes "that the Juperos civilization";
mes "used to be located above the";
mes "ground, but it is now buried";
mes "beneath the El Mes Plateau.";
mes "The reasons for the city's";
if (yuno_hist < 9) {
mes "ruin are still nebulous...^000000";
next;
mes "^8B6914There is much speculation";
mes "about the reasons for Jupero's";
mes "downfall, but any documentation";
mes "from that time period has been";
mes "difficult to find. As for now, any evidence we have regarding";
mes "Juperos is inconclusive.^000000";
next;
mes "^8B6914In spite of this lack";
mes "of empirical or concrete";
mes "data on the civilization of";
mes "Juperos, our modern world";
mes "may be able to learn much";
mes "from that ancient city's ruins.";
mes "..................^000000";
if (yuno_hist < 7) {
next;
mes "["+strcharinfo(0)+"]";
mes "Hmmm...";
mes "A whole chapter";
mes "dedicated to saying,";
mes "''We know absolutely";
mes "nothing about something.''";
mes "I should write a book~";
}
close;
}
mes "ruin are still in debate...^000000";
next;
mes "^8B6914However, new findings";
mes "regarding the history";
mes "of Juperos have allowed";
mes "us to make a few conclusions.^000000";
close;
case 2:
if (yuno_hist < 9) {
mes "^8B6914...";
mes "......";
mes "..........^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "This is all just idle";
mes "conjecture! This paper";
mes "isn't developed enough";
mes "yet to be a real thesis...";
close;
}
else if (yuno_hist == 9) {
mes "^8B6914Juperos was built over";
mes "a thousand years ago in";
mes "an era of peace just after";
mes "a major war. Contrary to";
mes "popular belief, there isn't any";
mes "evidence proving that Juno may";
mes "have descended from Juperos.^000000";
next;
mes "^8B6914In fact, there is a";
mes "strong possibility that";
mes "another war, between Juno";
mes "and Juperos, resulted in Juno's";
mes "independence from Juperos and";
mes "the destruction of any existing";
mes "documentation from that era.^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes... Of course!";
mes "It all makes sense now!";
close;
}
mes "^8B6914Juperos was built over";
mes "a thousand years ago in";
mes "an era of peace just after";
mes "a major war. There is now";
mes "direct evidence linking Juno";
mes "to Juperos proving that Juno";
mes "was but a part of Juperos.^000000";
next;
mes "^8B6914Just like Juno, Juperos";
mes "was a society that prided";
mes "itself on its advancement";
mes "in the sciences which played";
mes "a permeating role in civilized";
mes "life. Science was reponsible for Juperos's rise and downfall.";
close;
case 3:
if (yuno_hist < 10) {
mes "^8B6914...";
mes "......";
mes "..........^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh. This writer keeps";
mes "talking about theories,";
mes "but the more I read, the";
mes "less clear I am on what";
mes "the theory actually is.";
mes "I don't think there is one...";
emotion e_swt,1;
close;
}
mes "^8B6914What is most unsettling";
mes "is recent evidence, including";
mes "a first hand written account,";
mes "regarding the role of one of";
mes "Jupero's foremost scientists";
mes "in that city's rise and fall.";
next;
mes "^8B6914If these writings are";
mes "authentic, then what actually";
mes "happened was that a scientific";
mes "revolution occurred as a direct";
mes "result of one scientist's effort to manipulate the energies of the";
mes "artifact known as Ymir's heart.";
next;
mes "^8B6914This one man and Ymir's";
mes "Heart are credited with";
mes "the success and prosperity";
mes "of the Jupero's civilization.";
mes "However, there are various accounts prior to Jupero's fall";
mes "detailing his work with chimera...^000000";
next;
mes "^8B6914This scientist, supposedly";
mes "in his passion to benefit his";
mes "people by finding a scientific";
mes "method for immortality by using";
mes "chimera for testing, was driven";
mes "insane. He experimented on";
mes "himself with disatrous results.^000000";
next;
mes "^8B6914There was an error in the";
mes "energy calibration of Ymir's";
mes "Heart and the scientist was";
mes "transformed into the monster";
mes "we now know as Chimera. He";
mes "and his test subjects were set";
mes "loose into the city of Juperos.^000000";
next;
mes "^8B6914These immortal Chimeras";
mes "razed the entire city, killing";
mes "countless people. Apparently,";
mes "a team of scientists were able";
mes "to salvage a fragment of Ymir's";
mes "Heart, and use it to lauch part";
mes "of Juperos into the sky.^000000";
next;
mes "^8B6914That section of Juperos";
mes "eventually developed into";
mes "the city of Juno. Since the";
mes "scientists who launched Juno into the sky all immediately died";
mes "afterwards from an unknown cause, they left no documentation.^000000";
next;
mes "^8B6914The Chimera, and the";
mes "laboratory in which it";
mes "was created, is rumored to";
mes "remain beneath the ruins of";
mes "the once great city of Juperos.^000000";
close;
case 4:
mes "["+strcharinfo(0)+"]";
mes "Ugh... My head hurts";
mes "too much from reading";
mes "a book for smarty people.";
mes "I know! I'll play videogames!";
close;
}
}
switch(select("Preface:Close the file.")) {
case 1:
mes "^8B6914Scholars are certain";
mes "that the Juperos civilization";
mes "used to be located above the";
mes "ground, but it is now buried";
mes "beneath the El Mes Plateau.";
mes "The reasons for the city's";
mes "ruin are still nebulous...^000000";
next;
mes "^8B6914There is much speculation";
mes "about the reasons for Jupero's";
mes "downfall, but any documentation";
mes "from that time period has been";
mes "difficult to find. As for now, any evidence we have regarding";
mes "Juperos is inconclusive.^000000";
next;
mes "^8B6914In spite of this lack";
mes "of empirical or concrete";
mes "data on the civilization of";
mes "Juperos, our modern world";
mes "may be able to learn much";
mes "from that ancient city's ruins.";
mes "..................^000000";
if (!yuno_hist) yuno_hist = 1;
next;
mes "["+strcharinfo(0)+"]";
mes "This...";
mes "This is supposed to";
mes "be a research thesis?";
mes "There's barely any";
mes "research in it...";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "Hmm...";
mes "This isn't heavy";
mes "enough to be a real";
mes "academic work. It must";
mes "not even be finished yet.";
close;
}
case 2:
if (yuno_hist < 5) {
mes "["+strcharinfo(0)+"]";
mes "Nah...";
mes "I'm tired of reading.";
mes "Ironically enough.";
close;
}
else if (yuno_hist < 7) {
mes "["+strcharinfo(0)+"]";
mes "I don't feel like";
mes "reading this. Not";
mes "enough pictures...";
close;
}
else if (yuno_hist < 9) {
mes "["+strcharinfo(0)+"]";
mes "It looks very sophisticated...";
close;
}
else if (yuno_hist < 10) {
mes "["+strcharinfo(0)+"]";
mes "I know this book...";
mes "But I don't feel like";
mes "reading it right now.";
close;
}
else {
mes "["+strcharinfo(0)+"]";
mes "This thesis is";
mes "looking pretty good~";
mes "Of course, I did have";
mes "a hand in making it...";
close;
}
}
}
yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{
if (yuno_hist > 7) {
mes "^8B6914*Self-Honesty*";
mes "*'Benefits Fo' Life!'*";
mes "By Stephen Oyoung";
mes " ";
mes " ";
mes "Publisher:";
mes "Wushu Publishing, Co.^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "W-whoa!";
mes "This book wasn't";
mes "here before! It looks";
mes "pretty interesting...";
close;
}
mes "["+strcharinfo(0)+"]";
mes "You know what?";
mes "I think I'll just flip";
mes "through some pages";
mes "from a random book.";
mes "Hmmm, let's see...";
next;
mes "^8B6914''Admiral, the Kylorians are";
mes "still advancing!'' Commander";
mes "McKenrick announced without";
mes "his usual swagger. ''They're...";
mes "They're not stopping!'' But";
mes "Admiral Leh's eyes were a cold,";
mes "unfeeling shade of sternness.^000000";
next;
mes "^8B6914''Let the goddamned space";
mes "aliens come,'' hissed Leh.";
mes "''We don't stand a chance";
mes "without the Zenoi Sword";
mes "to summon the power of";
mes "GOD-POING. It's... It's";
mes "all over. Damn it all...''^000000";
next;
mes "^8B6914The doors burst open as";
mes "Bucky flew into the room.";
mes "''The Zenoi Sword! The";
mes "Zenoi Sword! Someone's";
mes "found it!'' the boy yelled.";
mes "''Really?! We better hurry:";
mes "Earth doesn't have much time!''^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "...";
mes "......";
mes "Whoa. I really";
mes "should have read";
mes "this masterpiece";
mes "from the beginning...";
close;
}
// Bronze Statue - juperos_01 99 112
juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{
if (yuno_hist > 3) {
mes "^3355FF''Do you wish to see";
mes "the end of the madness?";
mes "He is waiting where the three";
mes "columns were destroyed, where";
mes "two hundred illusions wander.''^000000";
close;
}
else if (yuno_hist == 3) {
mes "["+strcharinfo(0)+"]";
mes "I better go and";
mes "see Fayruz in the";
mes "Juno Library and tell";
mes "her about the inscription.";
close;
}
else {
mes "^3355FFThere's a peculiar";
mes "engraving on the";
mes "Bronze Statue's rod.^000000";
next;
switch(select("Investigate:Ignore it")) {
case 1:
mes "^3355FFIt's an inscription that's";
mes "written in an old language";
mes "that you can't understand,";
mes "but have no problem reading";
mes "and making out the sounds";
mes "for some weird reason.^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "This is creepy!";
mes "I know that I'm not";
mes "supposed to be able";
mes "to read this, but here";
mes "I am. I know what sounds";
mes "all of these letters make...";
next;
if (yuno_hist == 2) {
mes "["+strcharinfo(0)+"]";
mes "Then again, Fayruz did";
mes "say this was enchanted.";
mes "Okay, I guess I'll go back";
mes "to the Juno Library and";
mes "tell her what I found.";
yuno_hist = 3;
close;
}
mes "["+strcharinfo(0)+"]";
mes "Huh. Only a scholar,";
mes "maybe someone even in";
mes "Juno, could make sense";
mes "of what this stuff says.";
close;
case 2:
close;
}
}
}
yuno_in04,169,109,1 script Ambitious Hollgrehenn HIDDEN_NPC,{
mes "*Hollgrehenn: The Ambition*";
mes "By Aragham Caul*";
mes " ";
mes " ";
mes " ";
mes " ";
mes "Publisher:";
mes "Muha Books, Co.";
next;
mes "...";
mes "He would stop at nothing";
mes "to have the greatest weapon";
mes "in the world in his possession.";
mes "He became a smith so that he";
mes "could discern which weapons";
mes "were the most powerful...";
next;
mes "[" + strcharinfo(0) + "]";
mes "That's strange...";
mes "The next page";
mes "has been torn out.";
close;
}
yuno_in04,174,111,1 script Penniless Hollgrehenn HIDDEN_NPC,{
mes "^8B6914*Penniless Hollgrehenn*";
mes " * Pennyless Hollgrehenn * ";
mes "By Hollgrehenn";
mes " ";
mes " ";
mes "Publisher:";
mes "Muha Books, Co.^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "This book looks";
mes "like a total piece of";
mes "crap. I'd have more";
mes "fun getting my teeth";
mes "drilled by a blindfolded";
mes "dentist. Or would I...?";
close;
}
yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{
mes "^8B6914*Popular Feasts*";
mes "By Cabbage Pickle Community";
mes " ";
mes " ";
mes " ";
mes "Publisher:";
mes "Muha Books, Co.^000000";
next;
switch(select(" 1. Fried Yoyo Tails: 14. Poring Salad: 252. Beak Soup")) {
case 1:
mes "^8B6914...";
mes "If possible, try";
mes "to use tails cut";
mes "from live Yoyos.";
mes "Now, as for skinning...^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Um...";
mes "Barf?";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "Hey, this page is gone!";
mes "I guess Poring Salad is";
mes "the most popular feast";
mes "in this entire book.";
close;
case 3:
mes "^8B6914...";
mes "Fry the cut beaks";
mes "using herbal oil until";
mes "crisp. Then, pour the";
mes "feathers into a blender...^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Hmm...";
mes "Sounds a little";
mes "too gourmet for my";
mes "taste. And by ''gourmet,''";
mes "I mean, ''totally gross.''";
close;
}
}
yuno_in04,111,108,1 script Hamerun, Rat Hunter HIDDEN_NPC,{
mes "["+strcharinfo(0)+"]";
mes "I can't...";
mes "reach it...!";
close;
}
yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{
mes "^3355FFYou find a book";
mes "with red binding.^000000";
next;
switch(select("Read.:Leave it alone.")) {
case 1:
mes "^8B6914...^000000";
next;
mes "^8B6914...";
mes "......^000000";
next;
mes "^8B6914...";
mes "......";
mes ".........^000000";
next;
mes "^8B6914...";
mes "......";
mes ".........";
mes "............^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "This is...";
mes "A compilation of";
mes "Shakespeare in ";
mes "coloring book format?";
next;
mes "["+strcharinfo(0)+"]";
mes "Wait...";
mes "Why would fans of";
mes "Shakespeare even";
mes "want a coloring book?";
next;
mes "["+strcharinfo(0)+"]";
mes "Hmm... Well...";
mes "I suppose little kids who";
mes "read Shakespeare would";
mes "appreciate something like that.";
next;
mes "["+strcharinfo(0)+"]";
mes "Hold on...";
mes "Do little kids who";
mes "are able to read the";
mes "works of Shakespeare";
mes "even exist? I hope not...";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "What a strange";
mes "and mysterious book.";
mes "I'll never know what's";
mes "inside unless I read it!";
mes "Come on! Doesn't the red";
mes "binding mean something?";
close;
}
}
yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{
mes "^3355FFYou've found an";
mes "antiquated scroll";
mes "that's collected a";
mes "layer of fine dust.^000000";
next;
switch(select("Peruse:Leave it alone")) {
case 1:
mes "^8B6914Item Upgrade Introduction";
mes " ";
mes " ";
mes " ";
mes "1. Item Upgrade Definition";
mes " ";
mes "The key to success when";
mes "upgrading items comes from";
mes "only one place: Your ''Mind.''";
mes " ";
mes " ";
mes " ";
mes "2. Power of a Positive Attitude";
mes "Before trying to upgrade";
mes "an item, plan out how high";
mes "you want to upgrade and how";
mes "much you'll spend beforehand.";
mes "But like all ladies, Lady Luck";
mes "smiles when you fully splurge.^000000";
mes " ";
mes " ";
next;
mes "["+strcharinfo(0)+"]";
mes "Wait, wait...";
mes "This thing IS old.";
mes "I mean, it's obviously";
mes "written from a patriarchal";
mes "standpoint that promotes";
mes "bipartisan gender roles.";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm...";
mes "I'm so offended.";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "This scroll is far too";
mes "primitive. There's been";
mes "all sorts of technological";
mes "reading advances that I can't";
mes "live without... Like pages.";
close;
}
}
yuno_in04,118,116,4 script Paper HIDDEN_NPC,{
mes "^3355FFIt's a piece of";
mes "paper that looks";
mes "like a personal letter.^000000";
next;
switch(select("Read it.:Leave it alone.")) {
case 1:
if (yuno_hist > 7) {
mes "^8B6914P.S.";
mes "Please...";
mes "Come back to me.";
mes " ";
mes " ";
mes "Love,";
mes "Fayruz^000000";
close;
}
mes "^8B6914...";
mes "I can't forget your smile.";
mes "No matter what, even if you";
mes "hate me, I'll always have these";
mes "feelings just for you. You are";
mes "the one who is most special,";
mes "who means the most to my heart.^000000";
next;
mes "^8B6914I know we've had our";
mes "differences, but please";
mes "don't refuse my love. By";
mes "your hands, I hope that";
mes "you can forgive me for us.";
mes "- Love, Fayruz^000000";
next;
if (getpartnerid()) {
mes "["+strcharinfo(0)+"]";
mes "Ahhhhhh~";
mes "Love sure is nice!";
close;
}
mes "["+strcharinfo(0)+"]";
mes "What th--?!";
mes "Booooooooo!";
mes "Love stinks!";
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "I guess I better";
mes "not look at this.";
mes "I mean, I might";
mes "regret reading it.";
close;
}
}
juperos_01,123,92,4 script Stone Statue CLEAR_NPC,{
if (yuno_hist) {
mes "^3355FFIt's a stone statue";
mes "that looks exactly like";
mes "the one in the Juno Library.";
mes "However, it has sculptures";
mes "of books instead of real ones.^000000";
next;
mes "^3355FFIt's possible that the";
mes "statue in the Juno Library";
mes "was made after this one.";
mes "But who can be sure?^000000";
close;
}
mes "^3355FFIt's an old";
mes "statue sculpted";
mes "out of stone.^000000";
close;
}
juperos_01,99,71,4 script Bronze Statue#2 CLEAR_NPC,{
mes "^3355FFIt's an elaborate";
mes "bronze statue that";
mes "is twice the height of";
mes "a normal human being.^000000";
close;
}
juperos_01,79,92,4 script Sculpture CLEAR_NPC,{
mes "^3355FFIt's a sculpture that";
mes "looks familiar to you.^000000";
close;
}
juperos_01,215,127,4 script Machine Statue CLEAR_NPC,{
mes "^3355FFThis is the bust of a";
mes "humanoid machine with";
mes "a familiar Crest Piece";
mes "carved into the middle.^000000";
next;
mes "^3355FFThe statue's entire";
mes "form is mind boggling,";
mes "but you manage to note";
mes "that its outstretched";
mes "arm points westward.^000000";
close;
}
//============================================================
// Jupers Core access Story Event
//============================================================
//============================================================
// 1rd Floor -> 2nd Floor
//============================================================
juperos_01,100,91,0 script jupe_goto#1 -1,2,2,{
end;
OnTouch:
initnpctimer "jupe_goto#1",1;
mes "^777777["+ strcharinfo(0) +"]^000000";
mes "This light...";
mes "It feels like...";
mes "Its warmth is...";
mes "Wrapping all over me...";
next;
switch(select("Ah, it's so nice...:No! This is wrong!")) {
case 1:
mes "^777777["+ strcharinfo(0) +"]^000000";
mes "Ahhhh...";
mes "It feels like";
mes "I'm floating...";
specialeffect2 EF_LIGHTSPHERE;
close2;
stopnpctimer;
warp "juperos_02",128,278;
break;
case 2:
mes "^777777["+ strcharinfo(0) +"]^000000";
mes "N-No! This is";
mes "wrong! Something";
mes "weird's happening!";
mes "I gotta get away!";
close2;
stopnpctimer;
warp "juperos_01",96,91;
break;
}
end;
OnTimer10000:
stopnpctimer;
warp "juperos_02",128,278;
donpcevent "jupe_goto#2::OnEnable";
end;
}
juperos_01,100,91,0 script jupe_goto#2 -1,2,2,{
OnInit:
disablenpc "jupe_goto#2";
end;
OnEnable:
enablenpc "jupe_goto#2";
disablenpc "jupe_goto#1";
initnpctimer;
end;
OnTouch:
warp "juperos_02",128,278;
end;
OnTimer2000:
enablenpc "jupe_goto#1";
disablenpc "jupe_goto#2";
end;
}
//============================================================
// 2nd Floor
//============================================================
juperos_02,97,70,0 script 3F Gate Switch#jupe -1,{
OnInit:
initnpctimer;
end;
OnReset:
killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
end;
OnEnable:
enablenpc "3F Gate Switch#jupe";
initnpctimer;
end;
OnTimer5000:
.MyMobs = 3;
monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
stopnpctimer;
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs == 2)
mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000";
else if (.MyMobs == 1)
mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
else if (.MyMobs == 0) {
mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
specialeffect2 563;
soundeffectall "earth_quake.wav",0;
disablenpc "3F Gate Switch#jupe";
donpcevent "Restricted Area#jupe::OnEnable";
}
end;
}
juperos_02,130,149,0 script Restricted Area#jupe HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Restricted Area#jupe";
end;
OnEnable:
enablenpc "Restricted Area#jupe";
initnpctimer;
end;
OnTimer5000:
mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2";
end;
OnTimer7000:
mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2";
end;
OnTimer9000:
mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2";
end;
OnTimer9001:
OnTimer23000:
OnTimer46000:
OnTimer69000:
OnTimer92000:
OnTimer115000:
OnTimer161000:
OnTimer184000:
OnTimer207000:
OnTimer230000:
OnTimer253000:
OnTimer276000:
OnTimer299000:
OnTimer322000:
OnTimer345000:
OnTimer368000:
OnTimer391000:
OnTimer414000:
OnTimer460000:
OnTimer483000:
OnTimer506000:
OnTimer529000:
OnTimer552000:
specialeffect EF_BIG_PORTAL;
end;
OnTimer556000:
mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2";
end;
OnTimer561000:
mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2";
end;
OnTimer598000:
specialeffect EF_BIG_PORTAL;
end;
OnTimer600000:
mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2";
end;
OnTimer603000:
mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2";
end;
OnTimer621000:
disablenpc "Restricted Area#jupe";
end;
OnTimer1200000:
donpcevent "3F Gate Switch#jupe::OnEnable";
stopnpctimer;
end;
OnTouch:
warp "jupe_gate",50,167;
end;
}
//============================================================
// Security Checkpoint 1-1
//============================================================
jupe_area1,88,224,0 script #hole#1-1 CLEAR_NPC,{
cutin "1",2;
if ($@JupreArea1InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "1",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7356) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "1-1",2;
next;
if ($@JupreArea1InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "1-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#1-1::OnEnable";
enablenpc "Red Alarm#1-1";
disablenpc "#hole#1-1";
close2;
cutin "1-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "1",255;
end;
}
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "1",255;
end;
}
close;
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "1",255;
end;
}
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#1-1";
disablenpc "Red Alarm#1-1";
end;
}
jupe_area1,83,221,0 script Warp#1-1 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#1-1";
end;
OnEnable:
enablenpc "Warp#1-1";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area1",47,259;
end;
OnTimer22500:
stopnpctimer;
disablenpc "Warp#1-1";
end;
}
jupe_area1,47,259,0 script Red Alarm#1-1 -1,2,2,{
OnInit:
disablenpc "Red Alarm#1-1";
end;
OnTouch:
donpcevent "Red Alarm On#1-1::OnEnable";
disablenpc "Red Alarm#1-1";
donpcevent "#hole#1-1::OnStop_Timer";
$@JupreArea1InUse = 1;
disablenpc "#hole#1-1";
end;
}
- script Red Alarm On#1-1 -1,{
OnInit:
disablenpc "Red Alarm On#1-1";
end;
OnEnable:
enablenpc "Red Alarm On#1-1";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
end;
OnTimer5000:
mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
donpcevent "Monster1#1-1::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#1-1";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
stopnpctimer;
end;
}
- script Monster1#1-1 -1,{
OnInit:
disablenpc "Monster1#1-1";
end;
OnDisable:
disablenpc "Monster1#1-1";
killmonster "jupe_area1","Monster1#1-1::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster1#1-1";
initnpctimer;
.MyMobs = 8;
monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#1-1";
stopnpctimer;
donpcevent "Monster1#1-1::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#1-1::OnEnable";
disablenpc "Monster1#1-1";
stopnpctimer;
}
end;
}
- script Monster2#1-1 -1,{
OnInit:
disablenpc "Monster2#1-1";
end;
OnDisable:
disablenpc "Monster2#1-1";
killmonster "jupe_area1","Monster2#1-1::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster2#1-1";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
end;
OnTimer4000:
mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000";
end;
OnTimer7000:
mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
soundeffectall "jupe_warning.wav",0,"jupe_area1";
.MyMobs = 8;
monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#1-1";
stopnpctimer;
donpcevent "Monster2#1-1::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
disablenpc "Monster2#1-1";
enablenpc "#hole#1-1";
$@JupreArea1InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 1-2
//============================================================
jupe_area1,25,238,0 script #hole#1-2 CLEAR_NPC,{
cutin "2",2;
if ($@JupreArea1InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "2",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7357) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "2-1",2;
next;
if ($@JupreArea1InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "2-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#1-2::OnEnable";
enablenpc "Red Alarm#1-2";
disablenpc "#hole#1-2";
close2;
cutin "2-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "2",255;
end;
}
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "2",255;
end;
}
close;
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "2",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#1-2";
disablenpc "Red Alarm#1-2";
end;
}
jupe_area1,21,225,0 script Warp#1-2 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#1-2";
end;
OnEnable:
enablenpc "Warp#1-2";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area1",21,191;
end;
OnTimer22500:
disablenpc "Warp#1-2";
end;
}
jupe_area1,21,191,0 script Red Alarm#1-2 -1,2,2,{
OnInit:
disablenpc "Red Alarm#1-2";
end;
OnTouch:
$@JupreArea1InUse = 1;
donpcevent "Red Alarm On#1-2::OnEnable";
disablenpc "Red Alarm#1-2";
disablenpc "#hole#1-2";
end;
}
- script Red Alarm On#1-2 -1,{
OnInit:
disablenpc "Red Alarm On#1-2";
end;
OnEnable:
enablenpc "Red Alarm On#1-2";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000";
donpcevent "Monster1#1-2::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#1-2";
stopnpctimer;
end;
}
- script Monster1#1-2 -1,{
OnInit:
disablenpc "Monster1#1-2";
end;
OnDisable:
disablenpc "Monster1#1-2";
killmonster "jupe_area1","Monster1#1-2::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#1-2";
.MyMobs = 8;
monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#1-2";
stopnpctimer;
donpcevent "Monster1#1-2::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#1-2::OnEnable";
disablenpc "Monster1#1-2";
stopnpctimer;
}
end;
}
- script Monster2#1-2 -1,{
OnInit:
disablenpc "Monster2#1-2";
end;
OnDisable:
disablenpc "Monster2#1-2";
killmonster "jupe_area1","Monster2#1-2::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster2#1-2";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000";
end;
OnTimer4000:
mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
end;
OnTimer6000:
mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
.MyMobs = 13;
monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#1-2";
stopnpctimer;
donpcevent "Monster2#1-2::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000";
disablenpc "Monster2#1-2";
enablenpc "#hole#1-2";
$@JupreArea1InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 1-3
//============================================================
jupe_area1,36,146,0 script #hole#1-3 CLEAR_NPC,{
cutin "3",2;
if ($@JupreArea1InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "3",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7358) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "3-1",2;
next;
if ($@JupreArea1InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "3-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#1-3::OnEnable";
enablenpc "Red Alarm#1-3";
disablenpc "#hole#1-3";
close2;
cutin "3-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "3",255;
end;
}
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "3",255;
end;
}
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "3",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#1-3";
disablenpc "Red Alarm#1-3";
end;
}
jupe_area1,33,137,0 script Warp#1-3 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#1-3";
end;
OnEnable:
enablenpc "Warp#1-3";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area1",33,105;
end;
OnTimer22500:
disablenpc "Warp#1-3";
end;
}
jupe_area1,33,105,0 script Red Alarm#1-3 -1,0,4,{
OnInit:
disablenpc "Red Alarm#1-3";
end;
OnTouch:
$@JupreArea1InUse = 1;
donpcevent "Red Alarm On#1-3::OnEnable";
disablenpc "Red Alarm#1-3";
disablenpc "#hole#1-3";
end;
}
- script Red Alarm On#1-3 -1,{
OnInit:
disablenpc "Red Alarm On#1-3";
end;
OnEnable:
enablenpc "Red Alarm On#1-3";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
donpcevent "Monster1#1-3::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#1-3";
stopnpctimer;
end;
}
- script Monster1#1-3 -1,{
OnInit:
disablenpc "Monster1#1-3";
end;
OnDisable:
disablenpc "Monster1#1-3";
killmonster "jupe_area1","Monster1#1-3::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#1-3";
.MyMobs = 8;
monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
donpcevent "Monster1#1-3::OnDisable";
enablenpc "#hole#1-3";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#1-3::OnEnable";
disablenpc "Monster1#1-3";
stopnpctimer;
}
end;
}
- script Monster2#1-3 -1,{
OnInit:
disablenpc "Monster2#1-3";
end;
OnDisable:
disablenpc "Monster2#1-3";
killmonster "jupe_area1","Monster2#1-3::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster2#1-3";
end;
OnTimer2000:
mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
end;
OnTimer8000:
mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
.MyMobs = 15;
monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#1-3";
stopnpctimer;
donpcevent "Monster2#1-3::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
disablenpc "Monster2#1-3";
enablenpc "#hole#1-3";
$@JupreArea1InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 1-4
//============================================================
jupe_area1,50,49,0 script #hole#1-4 CLEAR_NPC,{
cutin "4",2;
if ($@JupreArea1InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "4",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7359) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "4-1",2;
next;
if ($@JupreArea1InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "4-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#1-4::OnEnable";
donpcevent "Red Alarm#1-4::OnEnable";
disablenpc "#hole#1-4";
close2;
cutin "4-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "4",255;
end;
}
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "4",255;
end;
}
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "4",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer5000:
stopnpctimer;
enablenpc "#hole#1-4";
disablenpc "Red Alarm#1-4";
end;
}
jupe_area1,57,53,0 script Warp#1-4 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#1-4";
end;
OnEnable:
enablenpc "Warp#1-4";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area1",83,157;
end;
OnTimer5000:
disablenpc "Warp#1-4";
end;
}
jupe_area1,83,157,0 script Red Alarm#1-4 -1,2,2,{
OnInit:
disablenpc "Red Alarm#1-4";
end;
OnEnable:
enablenpc "Red Alarm#1-4";
end;
OnTouch:
$@JupreArea1InUse = 1;
donpcevent "Red Alarm On#1-4::OnEnable";
disablenpc "Red Alarm#1-4";
disablenpc "#hole#1-4";
end;
}
- script Red Alarm On#1-4 -1,{
OnInit:
disablenpc "Red Alarm On#1-4";
end;
OnEnable:
enablenpc "Red Alarm On#1-4";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
donpcevent "Monster1#1-4::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000";
end;
OnTimer8000:
stopnpctimer;
disablenpc "Red Alarm On#1-4";
end;
}
- script Monster1#1-4 -1,{
OnInit:
disablenpc "Monster1#1-4";
end;
OnDisable:
disablenpc "Monster1#1-4";
killmonster "jupe_area1","Monster1#1-4::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#1-4";
.MyMobs = 8;
monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
$@JupreArea1InUse = 0;
end;
OnTimer300002:
stopnpctimer;
enablenpc "#hole#1-4";
donpcevent "Monster1#1-4::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#1-4::OnEnable";
disablenpc "Monster1#1-4";
stopnpctimer;
}
end;
}
- script Monster2#1-4 -1,{
OnInit:
disablenpc "Monster2#1-4";
end;
OnDisable:
killmonster "jupe_area1","Monster2#1-4::OnMyMobDead";
disablenpc "Monster2#1-4";
end;
OnEnable:
enablenpc "Monster2#1-4";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000";
end;
OnTimer4000:
mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
end;
OnTimer6000:
mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000";
.MyMobs = 10;
monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
end;
OnTimer300000:
$@JupreArea1InUse = 0;
mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
end;
OnTimer300002:
enablenpc "#hole#1-4";
donpcevent "Monster2#1-4::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
disablenpc "Monster2#1-4";
enablenpc "#hole#1-4";
$@JupreArea1InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Move to Elevator
//============================================================
jupe_area1,112,162,0 script Lever#ufe CLEAR_NPC,{
mes "^3355FFIt's a lever";
mes "whose function";
mes "is not known to you.^000000";
next;
switch(select("Pull.:Cancel.")) {
case 1:
if ($@JupreArea1InUse == 1) close;
initnpctimer;
donpcevent "LeverWarp#ufe::OnEnable";
disablenpc "Lever#ufe";
close;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Pull this lever?";
mes "I don't even know";
mes "what will happen...";
close;
}
close;
OnTimer3000:
enablenpc "Lever#ufe";
stopnpctimer;
end;
}
jupe_area1,117,157,0 script LeverWarp#ufe HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "LeverWarp#ufe";
end;
OnEnable:
enablenpc "LeverWarp#ufe";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_gate",28,30;
end;
OnTimer3000:
stopnpctimer;
disablenpc "LeverWarp#ufe";
end;
}
//============================================================
// Security Checkpoint 2-1
//============================================================
jupe_area2,74,224,0 script #hole#2-1 CLEAR_NPC,{
cutin "1",2;
if ($@JupreArea2InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "1",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7356) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "1-1",2;
next;
if ($@JupreArea2InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "1-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#2-1::OnEnable";
enablenpc "Red Alarm#2-1";
disablenpc "#hole#2-1";
close2;
cutin "1-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "1",255;
end;
}
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "1",255;
end;
}
close;
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "1",255;
end;
}
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#2-1";
disablenpc "Red Alarm#2-1";
end;
}
jupe_area2,80,221,0 script Warp#2-1 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#2-1";
end;
OnEnable:
enablenpc "Warp#2-1";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area2",116,259;
end;
OnTimer22500:
stopnpctimer;
disablenpc "Warp#2-1";
end;
}
jupe_area2,116,259,0 script Red Alarm#2-1 -1,2,2,{
OnInit:
disablenpc "Red Alarm#2-1";
end;
OnTouch:
donpcevent "Red Alarm On#2-1::OnEnable";
disablenpc "Red Alarm#2-1";
donpcevent "#hole#2-1::OnStop_Timer";
$@JupreArea2InUse = 1;
disablenpc "#hole#2-1";
end;
}
- script Red Alarm On#2-1 -1,{
OnInit:
disablenpc "Red Alarm On#2-1";
end;
OnEnable:
enablenpc "Red Alarm On#2-1";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
end;
OnTimer5000:
mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
donpcevent "Monster1#2-1::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#2-1";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
stopnpctimer;
end;
}
- script Monster1#2-1 -1,{
OnInit:
disablenpc "Monster1#2-1";
end;
OnDisable:
disablenpc "Monster1#2-1";
killmonster "jupe_area2","Monster1#2-1::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster1#2-1";
initnpctimer;
.MyMobs = 8;
monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#2-1";
stopnpctimer;
donpcevent "Monster1#2-1::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#2-1::OnEnable";
disablenpc "Monster1#2-1";
stopnpctimer;
}
end;
}
- script Monster2#2-1 -1,{
OnInit:
disablenpc "Monster2#2-1";
end;
OnDisable:
disablenpc "Monster2#2-1";
killmonster "jupe_area2","Monster2#2-1::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster2#2-1";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
end;
OnTimer4000:
mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000";
end;
OnTimer7000:
mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
soundeffectall "jupe_warning.wav",0,"jupe_area2";
.MyMobs = 8;
monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#2-1";
stopnpctimer;
donpcevent "Monster2#2-1::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
disablenpc "Monster2#2-1";
enablenpc "#hole#2-1";
$@JupreArea2InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 2-2
//============================================================
jupe_area2,138,238,0 script #hole#2-2 CLEAR_NPC,{
cutin "2",2;
if ($@JupreArea2InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "2",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7357) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "2-1",2;
next;
if ($@JupreArea2InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "2-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#2-2::OnEnable";
enablenpc "Red Alarm#2-2";
disablenpc "#hole#2-2";
close2;
cutin "2-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "2",255;
end;
}
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "2",255;
end;
}
close;
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "2",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#2-2";
disablenpc "Red Alarm#2-2";
end;
}
jupe_area2,142,225,0 script Warp#2-2 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#2-2";
end;
OnEnable:
enablenpc "Warp#2-2";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area2",142,191;
end;
OnTimer22500:
disablenpc "Warp#2-2";
end;
}
jupe_area2,142,191,0 script Red Alarm#2-2 -1,2,2,{
OnInit:
disablenpc "Red Alarm#2-2";
end;
OnTouch:
$@JupreArea2InUse = 1;
donpcevent "Red Alarm On#2-2::OnEnable";
disablenpc "Red Alarm#2-2";
disablenpc "#hole#2-2";
end;
}
- script Red Alarm On#2-2 -1,{
OnInit:
disablenpc "Red Alarm On#2-2";
end;
OnEnable:
enablenpc "Red Alarm On#2-2";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000";
donpcevent "Monster1#2-2::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#2-2";
stopnpctimer;
end;
}
- script Monster1#2-2 -1,{
OnInit:
disablenpc "Monster1#2-2";
end;
OnDisable:
disablenpc "Monster1#2-2";
killmonster "jupe_area2","Monster1#2-2::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#2-2";
.MyMobs = 8;
monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#2-2";
stopnpctimer;
donpcevent "Monster1#2-2::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#2-2::OnEnable";
disablenpc "Monster1#2-2";
stopnpctimer;
}
end;
}
- script Monster2#2-2 -1,{
OnInit:
disablenpc "Monster2#2-2";
end;
OnDisable:
disablenpc "Monster2#2-2";
killmonster "jupe_area2","Monster2#2-2::OnMyMobDead";
end;
OnEnable:
enablenpc "Monster2#2-2";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000";
end;
OnTimer4000:
mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
end;
OnTimer6000:
mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
.MyMobs = 13;
monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#2-2";
stopnpctimer;
donpcevent "Monster2#2-2::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000";
disablenpc "Monster2#2-2";
enablenpc "#hole#2-2";
$@JupreArea2InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 2-3
//============================================================
jupe_area2,127,146,0 script #hole#2-3 CLEAR_NPC,{
cutin "3",2;
if ($@JupreArea2InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "3",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7358) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "3-1",2;
next;
if ($@JupreArea2InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "3-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#2-3::OnEnable";
enablenpc "Red Alarm#2-3";
disablenpc "#hole#2-3";
close2;
cutin "3-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "3",255;
end;
}
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "3",255;
end;
}
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "3",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer22500:
stopnpctimer;
enablenpc "#hole#2-3";
disablenpc "Red Alarm#2-3";
end;
}
jupe_area2,130,137,0 script Warp#2-3 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#2-3";
end;
OnEnable:
enablenpc "Warp#2-3";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area2",130,105;
end;
OnTimer22500:
disablenpc "Warp#2-3";
end;
}
jupe_area2,130,105,0 script Red Alarm#2-3 -1,0,4,{
OnInit:
disablenpc "Red Alarm#2-3";
end;
OnTouch:
$@JupreArea2InUse = 1;
donpcevent "Red Alarm On#2-3::OnEnable";
disablenpc "Red Alarm#2-3";
disablenpc "#hole#2-3";
end;
}
- script Red Alarm On#2-3 -1,{
OnInit:
disablenpc "Red Alarm On#2-3";
end;
OnEnable:
enablenpc "Red Alarm On#2-3";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000";
disablenpc "#hole#2-3";
end;
OnTimer5000:
mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
donpcevent "Monster1#2-3::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
end;
OnTimer8000:
disablenpc "Red Alarm On#2-3";
stopnpctimer;
end;
}
- script Monster1#2-3 -1,{
OnInit:
disablenpc "Monster1#2-3";
end;
OnDisable:
disablenpc "Monster1#2-3";
killmonster "jupe_area2","Monster1#2-3::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#2-3";
.MyMobs = 8;
monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
donpcevent "Monster1#2-3::OnDisable";
enablenpc "#hole#2-3";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#2-3::OnEnable";
disablenpc "Monster1#2-3";
stopnpctimer;
}
end;
}
- script Monster2#2-3 -1,{
OnInit:
disablenpc "Monster2#2-3";
end;
OnDisable:
disablenpc "Monster2#2-3";
killmonster "jupe_area2","Monster2#2-3::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster2#2-3";
end;
OnTimer2000:
mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
end;
OnTimer8000:
mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
.MyMobs = 16;
monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
enablenpc "#hole#2-3";
stopnpctimer;
donpcevent "Monster2#2-3::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
disablenpc "Monster2#2-3";
enablenpc "#hole#2-3";
$@JupreArea2InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Security Checkpoint 2-4
//============================================================
jupe_area2,113,49,0 script #hole#2-4 CLEAR_NPC,{
cutin "4",2;
if ($@JupreArea2InUse == 1) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "4",255;
end;
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
next;
switch(select("Insert a Crest Piece.:Cancel.")) {
case 1:
if (countitem(7359) > 0) {
mes "^3355FFYou take out your";
mes "Crest Piece and place";
mes "it into the slot where it";
mes "happens to fit perfectly.^000000";
specialeffect EF_TOPRANK;
cutin "4-1",2;
next;
if ($@JupreArea2InUse == 1) {
mes "^3355FFNothing happens.";
mes "Perhaps an alarm or";
mes "some other safety measure";
mes "was activated to keep the";
mes "Crest Piece from activating";
mes "this transportation device.";
mes "You retrieve the Crest Piece.^000000";
close2;
cutin "4-1",255;
end;
}
else {
mes "^3355FFThe slot rotates and";
mes "the Crest Piece moves as";
mes "if it were turning a key. You";
mes "feel a weak tremor as a Warp";
mes "Portal to the other side is";
mes "activated. You then retrieve";
mes "your Crest Piece.^000000";
initnpctimer;
donpcevent "Warp#2-4::OnEnable";
donpcevent "Red Alarm#2-4::OnEnable";
disablenpc "#hole#2-4";
close2;
cutin "4-1",255;
end;
}
}
else {
mes "^3355FFUnfortunately, you're";
mes "not carrying anything";
mes "that might be able to fit";
mes "into the slot and activate";
mes "this mechanical device.^000000";
close2;
cutin "4",255;
end;
}
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmmm...";
mes "Do I have anything";
mes "that might make this";
mes "weird machine work?";
close2;
cutin "4",255;
end;
}
}
else {
mes "^3355FFThis seems like";
mes "some kind of device";
mes "that will allow you to";
mes "pass to the other side.";
mes "There's a slot where you";
mes "probably need to insert";
mes "some kind of object...^000000";
close2;
cutin "4",255;
end;
}
end;
OnStop_Timer:
stopnpctimer;
end;
OnTimer5000:
stopnpctimer;
enablenpc "#hole#2-4";
disablenpc "Red Alarm#2-4";
end;
}
jupe_area2,106,53,0 script Warp#2-4 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "Warp#2-4";
end;
OnEnable:
enablenpc "Warp#2-4";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_area2",80,157;
end;
OnTimer5000:
disablenpc "Warp#2-4";
end;
}
jupe_area2,80,157,0 script Red Alarm#2-4 -1,2,2,{
OnInit:
disablenpc "Red Alarm#2-4";
end;
OnEnable:
enablenpc "Red Alarm#2-4";
end;
OnTouch:
$@JupreArea2InUse = 1;
donpcevent "Red Alarm On#2-4::OnEnable";
disablenpc "Red Alarm#2-4";
disablenpc "#hole#2-4";
end;
}
- script Red Alarm On#2-4 -1,{
OnInit:
disablenpc "Red Alarm On#2-4";
end;
OnEnable:
enablenpc "Red Alarm On#2-4";
initnpctimer;
end;
OnTimer1000:
mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
end;
OnTimer3000:
mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
donpcevent "Monster1#2-4::OnEnable";
end;
OnTimer7000:
mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000";
end;
OnTimer8000:
stopnpctimer;
disablenpc "Red Alarm On#2-4";
end;
}
- script Monster1#2-4 -1,{
OnInit:
disablenpc "Monster1#2-4";
end;
OnDisable:
disablenpc "Monster1#2-4";
killmonster "jupe_area2","Monster1#2-4::OnMyMobDead";
end;
OnEnable:
initnpctimer;
enablenpc "Monster1#2-4";
.MyMobs = 8;
monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
end;
OnTimer300000:
mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
$@JupreArea2InUse = 0;
end;
OnTimer300002:
stopnpctimer;
enablenpc "#hole#2-4";
donpcevent "Monster1#2-4::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Monster2#2-4::OnEnable";
disablenpc "Monster1#2-4";
stopnpctimer;
}
end;
}
- script Monster2#2-4 -1,{
OnInit:
disablenpc "Monster2#2-4";
end;
OnDisable:
killmonster "jupe_area2","Monster2#2-4::OnMyMobDead";
disablenpc "Monster2#2-4";
end;
OnEnable:
enablenpc "Monster2#2-4";
initnpctimer;
end;
OnTimer2000:
mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000";
end;
OnTimer4000:
mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
end;
OnTimer6000:
mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000";
.MyMobs = 12;
monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
end;
OnTimer300000:
$@JupreArea2InUse = 0;
mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
end;
OnTimer300002:
enablenpc "#hole#2-4";
donpcevent "Monster2#2-4::OnDisable";
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
disablenpc "Monster2#2-4";
enablenpc "#hole#2-4";
$@JupreArea2InUse = 0;
stopnpctimer;
}
end;
}
//============================================================
// Move to Elevator
//============================================================
jupe_area2,51,162,0 script Lever#ufe2 CLEAR_NPC,{
mes "^3355FFIt's a lever";
mes "whose function";
mes "is not known to you.^000000";
next;
switch(select("Pull.:Cancel.")) {
case 1:
if ($@JupreArea2InUse == 1) close;
initnpctimer;
donpcevent "LeverWarp#ufe2::OnEnable";
disablenpc "Lever#ufe2";
close;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Pull this lever?";
mes "I don't even know";
mes "what will happen...";
close;
}
close;
OnTimer3000:
enablenpc "Lever#ufe2";
stopnpctimer;
end;
}
jupe_area2,46,157,0 script LeverWarp#ufe2 HIDDEN_WARP_NPC,2,2,{
OnInit:
disablenpc "LeverWarp#ufe2";
end;
OnEnable:
enablenpc "LeverWarp#ufe2";
specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
OnTouch:
warp "jupe_gate",71,29;
end;
OnTimer3000:
stopnpctimer;
disablenpc "LeverWarp#ufe2";
end;
}
//============================================================
// Elevator Reception Room
//============================================================
jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{
if ($@JupeElevatorInUse == 1) {
mes "^3355FFIt's some sort of";
mes "lever that looks like";
mes "it was already pulled";
mes "by someone else.^000000";
close;
}
else {
cutin "5",2;
mes "^3355FFIt's some sort of";
mes "lever that's located";
mes "next to four empty slots.^000000";
next;
switch(select("Pull the lever.:Leave it alone.")) {
case 1:
mes "^3355FF*Snap Snap*^000000";
next;
mes "^3355FFYou pull the lever,";
mes "but nothing happened.";
mes "You probably need to";
mes "insert the correct objects";
mes "into the slots in order";
mes "for the lever to operate.^000000";
next;
if (countitem(7356) > 0 && countitem(7359) > 0 && countitem(7357) > 0 && countitem(7358) > 0) {
switch(select("Insert all of your Crest Pieces.")) {
case 1:
mes "^3300FF*Snap!*^000000";
mes "^3300FFStrangely enough,";
mes "all four of the Crest";
mes "Pieces fit perfectly into";
mes "the slots and begin to";
mes "emit a strange light.^000000";
cutin "5-1",2;
specialeffect EF_SPHERE;
delitem 7356,1; //Piece_Of_Crest1
delitem 7359,1; //Piece_Of_Crest4
delitem 7357,1; //Piece_Of_Crest2
delitem 7358,1; //Piece_Of_Crest3
next;
switch(select("Pull out the Crest Pieces.:Pull the lever.")) {
case 1:
cutin "5",2;
mes "^3355FFYou pull out all";
mes "the Crest Pieces";
mes "that you inserted";
mes "into the slots.^000000";
getitem 7356,1; //Piece_Of_Crest1
getitem 7359,1; //Piece_Of_Crest4
getitem 7357,1; //Piece_Of_Crest2
getitem 7358,1; //Piece_Of_Crest3
close2;
cutin "5",255;
end;
case 2:
if ($@JupeElevatorInUse == 1) {
mes "^3355FFIt's strange,";
mes "but this lever has";
mes "already been pulled.^000000";
close2;
cutin "5",255;
end;
}
else {
mes "^3355FFOnce you pull the lever,";
mes "the Crest Piece slots are";
mes "suddenly covered, making";
mes "them irretrievable, and the";
mes "ground begins to shake";
mes "violently. This isn't normal!^000000";
next;
$@JupeElevatorInUse = 1;
disablenpc "Switch#ufe";
enablenpc "Switch On#ufe";
initnpctimer;
specialeffect2 563;
soundeffectall "earth_quake.wav",0;
close2;
cutin "5-1",255;
end;
}
}
}
}
else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
select("Insert Crest Pieces.");
mes "^3355FFRight now, you don't";
mes "have enough Crest Pieces";
mes "to place into all four of these";
mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000";
close2;
cutin "5-1",255;
end;
}
else {
mes "^3355FFYou need to find";
mes "some kind of object";
mes "that you can fit into";
mes "each of these four slots...^000000";
close2;
cutin "5-1",255;
end;
}
case 2:
mes "^3355FFWho knows what";
mes "this lever may do?";
mes "You'll never know unless";
mes "you have the courage to try.^000000";
close2;
cutin "5",255;
end;
}
}
end;
OnTimer2000:
mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00";
end;
OnTimer3000:
mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00";
end;
OnTimer7000:
mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00";
end;
OnTimer10000:
mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00";
end;
OnTimer17000:
mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600";
end;
OnTimer20000:
mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000";
end;
OnTimer23000:
mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000";
donpcevent "Elevator Guard1#ufe::OnEnable";
end;
OnTimer27000:
mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000";
stopnpctimer;
end;
}
jupe_ele_r,51,98,0 script Switch On#ufe CLEAR_NPC,{
mes "^3355FFIt seems like";
mes "someone else is";
mes "using this machine...^000000";
close;
OnInit:
disablenpc "Switch On#ufe";
end;
}
//============================================================
// Elevator Receptoin Guards
//============================================================
jupe_ele_r,10,50,0 script Elevator Guard1#ufe -1,{
OnInit:
disablenpc "Elevator Guard1#ufe";
end;
OnEnable:
.MyMobs = 9;
enablenpc "Elevator Guard1#ufe";
initnpctimer;
end;
OnTimer1000:
monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer1200:
monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer1400:
monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer1600:
monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer1800:
monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer2000:
monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer2200:
monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer2400:
monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer2600:
monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead";
end;
OnTimer120000:
mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00";
enablenpc "Switch#ufe";
disablenpc "Switch On#ufe";
donpcevent "Annihilation#ufe::OnEnable";
$@JupeElevatorInUse = 0;
end;
OnTimer120005:
killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead";
stopnpctimer;
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
donpcevent "Elevator Safety#ufe::OnEnable";
stopnpctimer;
}
end;
}
jupe_ele_r,10,52,0 script Elevator Safety#ufe -1,{
OnInit:
disablenpc "Elevator Safety#ufe";
end;
OnEnable:
enablenpc "Elevator Safety#ufe";
initnpctimer;
end;
OnTimer5000:
mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00";
soundeffectall "earth_quake.wav",0;
end;
OnTimer8000:
donpcevent "Elevator On#ufe::OnEnable";
end;
OnTimer10000:
disablenpc "Elevator Safety#ufe";
stopnpctimer;
end;
}
jupe_ele_r,50,89,0 script Annihilation#ufe -1,35,50,{
OnInit:
disablenpc "Annihilation#ufe";
end;
OnEnable:
enablenpc "Annihilation#ufe";
initnpctimer;
end;
OnTouch:
percentheal -99,-100;
end;
OnTimer1000:
mapwarp "jupe_ele_r", "jupe_gate",49,138;
end;
OnTimer1600:
enablenpc "Elevator Escape#ufe";
end;
OnTimer3000:
disablenpc "Annihilation#ufe";
disablenpc "Elevator Escape#ufe";
end;
}
jupe_ele_r,50,89,0 script Elevator Escape#ufe -1,35,50,{
OnInit:
disablenpc "Elevator Escape#ufe";
end;
OnTouch:
mapwarp "jupe_ele_r", "jupe_gate",49,138;
end;
}
jupe_ele_r,10,54,0 script Elevator On#ufe -1,{
OnInit:
disablenpc "Elevator On#ufe";
end;
OnEnable:
enablenpc "Elevator On#ufe";
initnpctimer;
end;
OnTimer1000:
mapwarp "jupe_ele_r", "jupe_ele",42,47;
$@JupeElevatorInUse2 = 0;
donpcevent "TimeOut#ufe::OnEnable";
donpcevent "Guard-1#ufe::OnEnable";
end;
OnTimer10000:
stopnpctimer;
disablenpc "Elevator On#ufe";
end;
}
//============================================================
// Elevator NPCs
//============================================================
jupe_ele,14,6,1 script TimeOut#ufe CLEAR_NPC,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer59000:
if (getmapusers("jupe_ele") == 0) {
killmonsterall "jupe_ele";
donpcevent "Guard-1#ufe::OnDisable";
donpcevent "Guard-2#ufe::OnDisable";
donpcevent "Guard-3#ufe::OnDisable";
donpcevent "Guard-4#ufe::OnDisable";
stopnpctimer;
$@JupeElevatorInUse2 = 0;
$@JupeElevatorInUse = 0;
disablenpc "Switch On#ufe";
enablenpc "Switch#ufe";
}
end;
OnTimer120000:
killmonsterall "jupe_ele";
donpcevent "Guard-1#ufe::OnDisable";
donpcevent "Guard-2#ufe::OnDisable";
donpcevent "Guard-3#ufe::OnDisable";
donpcevent "Guard-4#ufe::OnDisable";
mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000";
end;
OnTimer122000:
mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000";
end;
OnTimer125000:
mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000";
end;
OnTimer127000:
mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000";
end;
OnTimer129000:
mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000";
end;
OnTimer131000:
mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000";
end;
OnTimer133000:
mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000";
end;
OnTimer134000:
OnTimer135000:
mapwarp "jupe_ele", "jupe_gate",49,138;
end;
OnTimer142000:
disablenpc "GuardEnd#ufe";
disablenpc "4F Enter#ufe";
donpcevent "TimeOut#ufe::OnDisable";
$@JupeElevatorInUse2 = 0;
$@JupeElevatorInUse = 0;
disablenpc "Switch On#ufe";
enablenpc "Switch#ufe";
stopnpctimer;
end;
}
jupe_ele,15,6,1 script Guard-1#ufe CLEAR_NPC,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer2000:
mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000";
end;
OnTimer8000:
mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000";
end;
OnTimer12000:
.MyMobs = 8;
monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
$@JupeElevatorInUse2 = 1;
end;
OnTimer30000:
if ($@JupeElevatorInUse2 == 1) {
donpcevent "Guard-2#ufe::OnEnable";
stopnpctimer;
}
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
if ($@JupeElevatorInUse2 == 1) {
donpcevent "Guard-2#ufe::OnEnable";
stopnpctimer;
} else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
donpcevent "GuardEnd#ufe::OnEnable";
stopnpctimer;
}
}
end;
}
jupe_ele,16,6,1 script Guard-2#ufe CLEAR_NPC,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer2000:
mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000";
end;
OnTimer8000:
mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000";
end;
OnTimer11000:
mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000";
end;
OnTimer12000:
.MyMobs = 8;
monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
$@JupeElevatorInUse2 = 2;
end;
OnTimer30000:
if ($@JupeElevatorInUse2 == 2) {
donpcevent "Guard-3#ufe::OnEnable";
stopnpctimer;
}
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
if ($@JupeElevatorInUse2 == 2) {
donpcevent "Guard-3#ufe::OnEnable";
stopnpctimer;
} else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
donpcevent "GuardEnd#ufe::OnEnable";
stopnpctimer;
}
}
end;
}
jupe_ele,17,6,1 script Guard-3#ufe CLEAR_NPC,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer2000:
mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000";
end;
OnTimer8000:
mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000";
end;
OnTimer12000:
.MyMobs = 8;
monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
$@JupeElevatorInUse2 = 3;
end;
OnTimer30000:
if ($@JupeElevatorInUse2 == 3) {
donpcevent "Guard-4#ufe::OnEnable";
stopnpctimer;
}
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
if ($@JupeElevatorInUse2 == 3) {
donpcevent "Guard-4#ufe::OnEnable";
stopnpctimer;
}
else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
donpcevent "GuardEnd#ufe::OnEnable";
stopnpctimer;
}
}
end;
}
jupe_ele,18,6,1 script Guard-4#ufe CLEAR_NPC,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer2000:
mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000";
end;
OnTimer5000:
mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000";
end;
OnTimer8000:
.MyMobs = 8;
monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead";
monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
$@JupeElevatorInUse2 = 4;
end;
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
if (getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1) {
donpcevent "GuardEnd#ufe::OnEnable";
stopnpctimer;
}
}
end;
}
jupe_ele,19,6,1 script GuardEnd#ufe CLEAR_NPC,{
OnInit:
disablenpc "GuardEnd#ufe";
end;
OnEnable:
enablenpc "GuardEnd#ufe";
donpcevent "TimeOut#ufe::OnDisable";
initnpctimer;
end;
OnDisable:
disablenpc "GuardEnd#ufe";
stopnpctimer;
end;
OnTimer2000:
mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00";
end;
OnTimer5000:
mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00";
end;
OnTimer8000:
mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00";
end;
OnTimer11000:
mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00";
end;
OnTimer12000:
mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00";
enablenpc "4F Enter#ufe";
end;
OnTimer22000:
mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00";
soundeffectall "earth_quake.wav",0;
disablenpc "4F Enter#ufe";
end;
OnTimer24000:
mapwarp "jupe_ele","jupe_core",150,286;
end;
OnTimer25000:
mapwarp "jupe_ele","jupe_core",151,286;
end;
OnTimer26000:
$@JupeElevatorInUse2 = 0;
$@JupeElevatorInUse = 0;
disablenpc "Switch On#ufe";
enablenpc "Switch#ufe";
donpcevent "GuardEnd#ufe::OnDisable";
}
jupe_ele,41,33,0 script 4F Enter#ufe WARPNPC,4,4,{
OnInit:
disablenpc "4F Enter#ufe";
end;
OnTouch:
warp "jupe_core",rand(149,151),286;
end;
}
//============================================================
// Warps
//============================================================
jupe_gate,50,173,0 script gate#start -1,2,3,{
end;
OnTouch:
initnpctimer "gate#start",1;
mes "^3355FFIt's a Warp Portal";
mes "that will teleport you";
mes "to the previous floor.^000000";
next;
switch(select("Use it.:Ignore it.")) {
case 1:
specialeffect2 EF_LIGHTSPHERE;
close2;
stopnpctimer;
warp "juperos_02",130,142;
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Not now!";
mes "I can't leave yet!";
close2;
stopnpctimer;
warp "jupe_gate",50,168;
break;
}
end;
OnTimer10000:
warp "juperos_02",128,278;
enablenpc "gate#start#2";
disablenpc "gate#start";
end;
}
jupe_gate,50,171,0 script gate#start#2 -1,2,2,{
OnInit:
disablenpc "gate#start#2";
end;
OnTouch:
warp "juperos_02",130,142;
end;
OnTimer2000:
enablenpc "gate#start";
disablenpc "gate#start#2";
end;
}
juperos_02,33,59,0 script jupe_goto2F WARPNPC,2,2,{
OnTouch:
switch(rand(1,4)) {
case 1: warp "juperos_01",120,72; end;
case 2: warp "juperos_01",120,112; end;
case 3: warp "juperos_01",79,112; end;
case 4: warp "juperos_01",79,72; end;
}
end;
}
//============================================================
// GM Management NPC
//============================================================
sec_in02,39,167,0 script Juperos Manager 4_F_OPERATION,{
callfunc "F_GM_NPC";
mes "[Juperos Manager]";
mes "I'm the NPC in";
mes "charge of managing";
mes "the global variables for";
mes "the quests related to";
mes "Juperos. GM, please";
mes "enter the password.";
next;
if (callfunc("F_GM_NPC",1854,0) < 1) {
mes "[Juperos Manager]";
mes "Incorrect password.";
close;
} else {
mes "[Juperos Manager]";
mes "Select a map. Remember:";
mes "Make sure that users aren't";
mes "doing the quest on the map";
mes "you're going to reset, or else";
mes "you'll cancel their progress";
mes "through the quest.";
next;
switch(select("jupe_Area1:jupe_Area2:jupe_ele_r:jupe_ele")) {
case 1:
.@loc$ = "jupe_Area1";
.@var$ = "$@JupreArea1InUse";
break;
case 2:
.@loc$ = "jupe_Area2";
.@var$ = "$@JupreArea2InUse";
break;
case 3:
.@loc$ = "jupe_ele_r";
.@var$ = "$@JupeElevatorInUse";
break;
case 4:
.@loc$ = "jupe_ele";
.@var$ = "$@JupeElevatorInUse2";
break;
}
mes "[Juperos Manager]";
mes "You've decided";
mes "to reset "+.@loc$+".";
mes "Shall we proceed?";
next;
switch(select("Yes.:No.")) {
case 1:
mes "[Juperos Manager]";
mes "The global variable in";
mes .@loc$+" has been";
mes "reset to 0. Thank you.";
setd .@var$,0;
close;
case 2:
mes "[Juperos Manager]";
mes "This command";
mes "has been canceled.";
close;
}
}
}