//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Muad_Dib
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Thanatos Tower Quest
//================= Description ===========================================
//= Episode 13.1 Thanatos Tower quest.
//================= Current Version =======================================
//= 1.1
//=========================================================================
hu_fild01,140,163,5 script Tower Keeper 4_M_EIN_SOLDIER,3,3,{
mes "[Gatei]";
mes "Greetings, adventurer.";
mes "I am Gatei Knumm, keeper";
mes "of this Thanatos Tower.";
mes "How may I help you?";
next;
switch(select("Thanatos Tower?:Entrance Fee?:Enter the tower:Cancel")) {
case 1:
mes "[Gatei]";
mes "Yes, the tower in front";
mes "of you was an ancient ruins";
mes "that got its name from a word";
mes "written on a stone plate found";
mes "inside. Today, this place is";
mes "a popular tourist attraction.";
next;
mes "[Gatei]";
mes "This tower grew in popularity";
mes "for adventurers when the";
mes "Rekenber Corporation began";
mes "tower reconstruction efforts.";
mes "The 1st and 2nd floors are now";
mes "repaired and free of monsters.";
next;
mes "[Gatei]";
mes "However, reconstruction of";
mes "the 3rd and higher floors is";
mes "incomplete. Those levels are";
mes "still infested with monsters, so we're contracting temp workers";
mes "to exterminate all of them.";
next;
mes "[Gatei]";
mes "If you're interested in";
mes "temporary contract work,";
mes "or would like to know about";
mes "this place in detail, please";
mes "ask one of the guides inside.";
mes "Thank you and enjoy your visit~";
close;
case 2:
mes "[Gatei]";
mes "Everyone is welcome to";
mes "enjoy Thanatos Tower.";
mes "Only the 1st and 2nd floors";
mes "are open to the public at";
mes "this time. The entrance fee";
mes "is 5,000 zeny per person.";
next;
mes "[Gatei]";
mes "5,000 zeny may seem a little";
mes "steep for a tourist attraction,";
mes "but trust me, this tower provides a very unique experience. Also,";
mes "our loyal customers and contract workers get a special discount~";
close;
case 3:
mes "[Gatei]";
mes "Would you like to";
mes "enter Thanatos Tower?";
mes "The entry fee is ^FF00005,000 zeny^000000.";
next;
switch(select("Enter:Maybe next time.")) {
case 1:
if (thana_tower > 0) {
mes "[Gatei]";
mes "Oh, "+strcharinfo(0)+"!";
mes "Welcome back! Since you've";
mes "got a temporary Rekenber";
mes "work contract, your entrance";
mes "fee is only 3,000 zeny.";
next;
switch(select("Enter:No, thanks.")) {
case 1:
if (Zeny > 2999) {
mes "[Gatei]";
mes "Thank you, and";
mes "please keep up the";
mes "good work. Ah, and don't";
mes "forget: safety first when";
mes "you fight those monsters!";
Zeny -= 3000;
close2;
warp "tha_scene01",131,220;
end;
}
mes "[Gatei]";
mes "Oh, I'm sorry...";
mes "But you don't seem to";
mes "have enough zeny. Oh well,";
mes "just come back again later~";
close;
case 2:
mes "[Gatei]";
mes "You must be busy, then.";
mes "Well, not to worry, we'll";
mes "always be here. Farewell~";
close;
}
}
if (Zeny > 4999) {
mes "[Gatei]";
mes "Ah, I've received your";
mes "entrance fee. Thank you";
mes "very much. Now, I hope";
mes "you enjoy your visit";
mes "to Thanatos Tower~";
close2;
Zeny -= 5000;
warp "tha_scene01",131,220;
end;
}
mes "[Gatei]";
mes "Well...";
mes "Hm. I'm sorry, but you";
mes "don't seem to have enough";
mes "zeny for the entrance fee.";
mes "Please come back later...";
close;
case 2:
mes "[Gatei]";
mes "Very well. Please come";
mes "and visit us again here";
mes "in Thanatos Tower.";
close;
}
case 4:
mes "[Gatei]";
mes "Hmm? Very well.";
mes "But if you wish to visit";
mes "this Thanatos Tower, please";
mes "do not hesitate to ask me.";
mes "Thank you and have a nice day.";
close;
}
OnTouch:
mes "[Tower Keeper]";
mes "Excuse me, but you cannot";
mes "enter. This place is under";
mes "the Rekenber Corporation's";
mes "administration, and this area";
mes "is restricted to all those";
mes "without authorization.";
close;
}
tha_t01,149,78,4 script Guide 4_F_01,{
if (thana_tower == 0) {
mes "[Ditze]";
mes "Welcome to Thanatos Tower.";
mes "The tower's reconstruction is";
mes "a Rekenber Corporation project,";
mes "and the 1st and 2nd floors are";
mes "now open to the public. So";
mes "how may I help you today?";
next;
switch(select("Tower Information:Temporary Work Contract:Cancel")) {
case 1:
mes "[Ditze]";
mes "When this tower was built,";
mes "who built it, and its purpose";
mes "are all mysteries. There are";
mes "many rumors about it being a";
mes "Mage lab, a hero's momunent,";
mes "or a demon fortress...";
next;
mes "[Ditze]";
mes "The Rekenber Corporation has";
mes "been researching the origin of";
mes "this tower, but has not yet been able to confirm anything. Although";
mes "we've lost many researchers to the tower monsters, we won't give up!";
next;
mes "[Ditze]";
mes "Rekenber is convinced that this";
mes "tower holds many secrets, and";
mes "successfully reconstructed the";
mes "first 2 floors of this tower in";
mes "the pursuit of this knowledge.";
next;
mes "[Ditze]";
mes "Currently, we are focused on";
mes "reconstructing the tower's 3rd";
mes "and 4th floors. Luckily, many";
mes "adventurers are exterminating";
mes "the monsters on those floors, working under temporary contracts.";
next;
mes "[Ditze]";
mes "At this rate, we expect";
mes "to complete reconstruction";
mes "of the 3rd and 4th floors in";
mes "the near future, bringing us";
mes "closer to our goal of opening all 12 floors of Thanatos Tower.";
next;
switch(select("Tower Monsters?:Temp Contract Work?:......")) {
case 1:
mes "[Ditze]";
mes "Yes, when we began";
mes "reconstruction of the";
mes "Thanatos Tower, these";
mes "monsters that look like angels";
mes "just appeared out of nowhere";
mes "to attack all the workers.";
next;
mes "[Ditze]";
mes "At first, witnesses thought";
mes "that these monsters might";
mes "be, you know, actual angels.";
mes "But if they were, why were they";
mes "attacking for no reason?";
next;
mes "[Ditze]";
mes "Anyway, we asked the Juno ";
mes "Sage Academy to investigate";
mes "them, and they confirmed that";
mes "these angelic creatures are true monsters--their resemblance to";
mes "angels is merely coincidence.";
close;
case 2:
mes "[Ditze]";
mes "You may have already heard";
mes "from the Tower Keeper, but";
mes "we're contracting adventurers to exterminate the tower monsters";
mes "in the 3rd and higher levels on";
mes "a temporary employee basis.";
next;
mes "[Ditze]";
mes "I'm in charge of hiring";
mes "temp contract workers, so";
mes "talk to me if you're interested. Only temp workers are allowed";
mes "to access the higher levels";
mes "here in Thanatos Tower.";
next;
goto L_Contract;
case 3:
mes "[Ditze]";
mes "To develop the floors above";
mes "the 2nd floor, we're going to";
mes "need as many temp contract";
mes "workers as we can hire. Why";
mes "don't you consider working";
mes "for us under a temp contract?";
close;
}
case 2:
mes "[Ditze]";
mes "You may have already heard";
mes "from the Tower Keeper, but";
mes "we're contracting adventurers to exterminate the tower monsters";
mes "in the 3rd and higher levels on";
mes "a temporary employee basis.";
next;
mes "[Ditze]";
mes "I'm in charge of hiring";
mes "temp contract workers, so";
mes "talk to me if you're interested. Only temp workers are allowed";
mes "to access the higher levels";
mes "here in Thanatos Tower.";
next;
goto L_Contract;
case 3:
mes "[Ditze]";
mes "Well, if you have any";
mes "questions, feel free to";
mes "ask me later. My name is";
mes "Ditze Lappa. Have a good day!";
close;
}
}
mes "[Ditze]";
mes "For more detailed information";
mes "about monster exterminations,";
mes "please ask the 2nd Floor Guide";
mes "and the Guide next to me. Well,";
mes "we hope you enjoy your experience working with Rekenber Corporation~";
close;
L_Contract:
switch(select("Maybe next time:Sure, I'd like to work for you.")) {
case 1:
mes "[Ditze]";
mes "Well, alright.";
mes "But come and talk to";
mes "me as soon as you decide";
mes "that you want to help with";
mes "the tower reconstruction by";
mes "working for Rekenber.";
close;
case 2:
mes "[Ditze]";
mes "That's great!";
mes "Would you please fill";
mes "out this employment";
mes "agreement first? Let's";
mes "see. Your name is...";
mes strcharinfo(0) + ", right?";
next;
select("Yes");
mes "[Ditze]";
mes "Alright, please read";
mes "this agreement carefully.";
mes "If you agree with all of";
mes "the conditions, go ahead";
mes "and just sign the bottom.";
next;
mes "^3355FFDitze hands you the";
mes "Employment Agreement";
mes "document for you to read.^000000";
next;
mes "- Employment Agreement -";
mes " ";
mes "1. This employment agreement";
mes "is effective between Rekenber";
mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'').";
mes "1-1. This employment agreement";
mes "is classified as a Mercernary";
mes "contract between both parties.";
mes "2. The terms of this contract";
mes "immediately take effect once";
mes "it is signed by both parties";
mes "(Employer and Employee).";
mes "3. When the Employee performs";
mes "a mission, the mission results";
mes "must be verified with acceptible physical proof that must be";
mes "presented to the Employer.";
mes "3-1. Please refer to Section";
mes "7A for examples of acceptible";
mes "proof of monster extermination.";
mes "3-2. Acceptible proof is";
mes "determined and defined by a";
mes "representative of the Employer.";
mes "4. Employer will allot rewards";
mes "to Employees after receiving";
mes "extermination proof.";
mes "4-1. Possible rewards for";
mes "monster exterminations may";
mes "include the following.";
mes ".................................................";
mes ".................................................";
mes ".................................................";
mes ".................................................";
mes ".................................................";
mes "13. This contract's terms are";
mes "only applicable witin Thanatos";
mes "Tower.";
mes "14. Employees will receive";
mes "a discount on the Entry Fee";
mes "to the Thanatos Tower.";
mes " ";
mes " ";
mes " ";
mes "Employer Signature____________";
mes "Employee Signature____________";
next;
switch(select("Sign:Don't Sign")) {
case 1:
mes "^3355FFYou sign two copies of the";
mes "Employment Agreement.^000000";
next;
mes "[Ditze]";
mes "Thank you. Now, you are";
mes "an official employee of the";
mes "Rekenber Corporation! Well,";
mes "within the limits of this tower";
mes "anyway. This contract doesn't";
mes "apply outside of this place.";
next;
mes "[Ditze]";
mes "From now on, you can talk";
mes "to the 2nd Floor Guide to";
mes "enter the 3rd Floor. If you";
mes "have any mission reward";
mes "questions, please ask ^3355FFLiei^000000.";
next;
mes "[Ditze]";
mes "If you want to check";
mes "more information about";
mes "your work, please talk";
mes "to the 2nd Floor Guide.";
mes "Thank you, and welcome";
mes "to the Rekenber Corporation~";
thana_tower = 1;
close;
case 2:
mes "[Ditze]";
mes "Oh? Was there an article";
mes "within the contract that you";
mes "disagreed with? Hm. Well,";
mes "that's fine. But if you change";
mes "your mind, please come back";
mes "and ask me anytime. Thank you~";
close;
}
}
}
tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{
mes "[Liei]";
if (thana_tower == 0) {
mes "Good day, I'm";
mes "Liei Kuniziet of the";
mes "Employee Mission";
mes "Reward Department";
mes "here in Thanatos Tower.";
next;
switch(select("Employee's mission reward?:Keep up the good work.")) {
case 1:
mes "[Liei]";
mes "Currently, Rekenber Corporation";
mes "is contracting temp employees";
mes "to develop the higher levels";
mes "of Thanatos Tower. If you'd";
mes "like to apply, please ask";
mes "Ditze right next to me.";
close;
case 2:
mes "[Liei]";
mes "Thank you. Ah, and I hope";
mes "that you enjoy your visit";
mes "here to Thanatos Tower.";
close;
}
}
mes "Ah, hello~";
mes "How may I help you?";
next;
if(select("Reward:Nothing") == 2) {
mes "[Liei]";
mes "Alright, then.";
mes "Please do your best";
mes "to exterminate the";
mes "monsters that infest";
mes "the higher floors of";
mes "the Thanatos Tower~";
close;
}
mes "[Liei]";
mes "You're "+strcharinfo(0)+", yes?";
mes "Let me check our temp";
mes "employee records for--ah.";
mes "Here it is. Alright, so would";
mes "you please tell me what kind";
mes "of mission proof you brought?";
next;
setarray .@items[1],7435,7440,7441,7442;
.@i = select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal");
mes "[Liei]";
if (!countitem(.@items[.@i])) {
mes "I'm sorry, but you are not";
mes "carrying any "+getitemname(.@items[.@i])+"s.";
mes "Please check your inventory";
mes "one more time, and then come";
mes "to me to redeem your items";
mes "for a reward later, alright?";
close;
}
mes "The reward for each";
mes getitemname(.@items[.@i])+" is...";
mes " ";
mes "1,000 zeny";
//mes "2,000 EXP";
next;
.@zeny_tt = (countitem(.@items[.@i]) * 1000);
//.@exp_tt = (countitem(.@items[.@i]) * 2000);
mes "[Liei]";
mes countitem(.@items[.@i])+" "+getitemname(.@items[.@i])+"s, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
//mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "Would you like to exchange";
mes "all of your "+getitemname(.@items[.@i])+"s";
mes "for your reward right now?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Liei]";
mes "Great! Here is your";
mes .@zeny_tt+" zeny. Thank you,";
//mes .@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem .@items[.@i], countitem(.@items[.@i]);
Zeny += .@zeny_tt;
//getexp .@exp_tt,0;
close;
case 2:
mes "[Liei]";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{
mes "[Burled]";
if (thana_tower == 0) {
mes "You are in front of the entrance to the 3rd Floor. Only contracted";
mes "temp employees are authorized";
mes "to enter that area. For Rekenber temp contract information, please";
mes "speak to the 2nd Floor Guide.";
close;
}
mes "This is the path to the 3rd floor.";
mes "Only the contracted staff are allowed to enter.";
mes "How can I help you?";
next;
switch(select("Let me go to 3rd floor.:Tower Information.:Start a conversation.")) {
case 1:
mes "[Burled]";
mes "Oh, alright. Let me";
mes "check and see if you're";
mes "on our temp list. Hmmm...";
mes "Ah, you're "+strcharinfo(0)+", right?";
next;
mes "[Burled]";
if (getareausers("tha_t02",226,156,236,166) < 5) {
mes "First, we need to wait until";
mes "at least 5 temps are gathered";
mes "to form a work group. Right";
mes "now, there are a total of";
mes getareausers("tha_t02",226,156,236,166)+ " temp workers waiting to";
mes "enter the 3rd Floor.";
next;
mes "[Burled]";
mes "If you can, try to get";
mes "your friends to help you";
mes "by coming near me. Please";
mes "understand that we have this";
mes "temp worker group requirement";
mes "for various safety reasons.";
close;
}
mes "Great, you're just";
mes "in time. We just met";
mes "the minimum 5 temp group";
mes "requirement, so we'll open";
mes "the gate to the 3rd Floor soon.";
next;
mes "[Burled]";
mes "The gate to the 3rd Floor";
mes "will close shortly, so enter it";
mes "as soon as you can. We have";
mes "to close it quickly because we";
mes "can't have the tower monsters";
mes "entering the lower floors...";
if (thana_tower > 3) {
next;
mes "^4d4dffBurled is smiling lightly so that only I notice.";
mes "I nod, then watch him open the gate.^000000";
}
close2;
donpcevent "3rdf_warp#tt::OnEnable";
end;
case 2:
mes "[Burled]";
mes "This gate is the only passage";
mes "that connects to the 3rd Floor.";
mes "After the 4th Floor, passages";
mes "between floors only travel one";
mes "way, meaning you can't exit the";
mes "same way you that you entered.";
next;
mes "[Burled]";
mes "You see, there's a strange";
mes "power that affects the 5th";
mes "Floor, and all floors above,";
mes "which doesn't allow people to";
mes "backtrack through the passage in which they entered the floor.";
next;
mes "[Burled]";
mes "So if you ascend past the";
mes "4th Floor, please be careful";
mes "and make sure that you find";
mes "a way to get back.";
next;
mes "[Burled]";
mes "The top is the 12th floor,";
mes "and the monsters grow more powerful";
mes "as you ascend the tower.";
mes "The geographical features also change considerably.";
next;
mes "[Burled]";
mes "Because the higher levels are";
mes "too dangerous, we only open the";
mes "3rd Floor Gate when 5 or more";
mes "are gathered here. Therefore,";
mes "you may need to wait if less";
mes "than 5 temps have gathered.";
close;
case 3:
if (thana_tower < 3) {
mes "[Burled]";
mes "...?";
mes "Do you have any questions?";
next;
if(select("About the development.:The relationship of Cool Event Corporation and Rekenber Corporation.:Nope.") == 3) {
mes "[Burled]";
mes "Take care.";
close;
}
mes "[Burled]";
mes "...um, you're quite curious.";
mes "If you want to know more, would you do me a favor?";
mes "Since you asked for our confidential info...";
next;
if(select("Really? Don't make me afraid of it.:Just tell me about it.:I'll listen about it later.") == 3) {
mes "[Burled]";
mes "As you wish...";
mes "Take care!";
close;
}
mes "[Burled]";
mes "Haha. That's not a big deal.";
mes "We, Cool Event, are the corporation that works in many areas of business.";
mes "From simple events, guides for dungeons, and trading items.";
next;
mes "[Burled]";
mes "Though our business started as a small one, we've been getting bigger with assistance from the Rekenber Corporation.";
mes "They suggested to develop this tower together.";
next;
mes "[Burled]";
mes "The Rekenber Corporation is only digging out the remains for studies.";
mes "The rest would be made into sightseeing place, which Cool Event Corporation can manage well.";
next;
mes "[Burled]";
mes "It's the biggest business ever.";
mes "Also quite profitable as tourist attractions.";
mes "But...";
next;
mes "[Burled]";
mes "Considerably strong monsters spawn inside the tower.";
mes "The monsters weren't spawned there before.";
mes "The day after that happened...";
next;
mes "[Burled]";
mes "...anyway, there were some accidently spawned monsters and some troubles...";
mes "We and the Rekenber Corporation are in shock.";
mes "We were influenced economically, but the more serious thing is...";
next;
mes "[Burled]";
mes "Many staff involved in development are";
mes "sacrificing themselves by coming to 3rd floor.";
next;
mes "[Burled]";
mes "While we've pumped our all into the business, that accident happened...";
mes "We eventually merged with the Rekenber Corporation.";
next;
mes "[Burled]";
mes "The development is on hold temporarily.";
mes "Recruiting adventurers to defeat monsters...";
mes "Isn't this funny?";
next;
mes "[Burled]";
mes "No matter what happened there, they wouldn't be hurt.";
mes "Even if they don't get at the root of the accident....";
next;
switch(select("Oh...:What accident are you referring to?")) {
case 1:
mes "[Burled]";
mes "Yes, it's not that big of a deal. Haha....";
mes "If we are working here like this....";
mes "we would know about the death of animals.";
next;
mes "[Burled]";
mes "Cool Event Corporation is considered the follower...";
mes "They don't clear up how many people";
mes "died or any reasons for it.";
next;
mes "[Burled]";
mes "Now you're curious about this case.";
mes "What do they sacrifice for?";
next;
mes "[Burled]";
mes "I talked a lot.";
mes "Sorry, I am not supposed to talk about this case like this...";
mes "I've been quite concerned about it, that's all.";
thana_tower = 3;
close;
case 2:
mes "[Burled]";
mes "If you promise me that";
mes "you will do me a favor...";
next;
switch(select("Ok! I will.:No, I won't.")) {
case 1:
callsub L_Request;
next;
mes "["+strcharinfo(0)+"]";
mes "(What's the accident...?";
mes "He might let me know later...)";
close;
case 2:
mes "[Burled]";
mes "...there is no way...";
mes "They request you to explore the internal part.";
mes "You're employed for this exploration.";
close;
}
}
}
else if (thana_tower == 3) {
callsub L_Request;
close;
}
else if (thana_tower == 4) {
mes "[Burled]";
mes "Rekenber Corporation must have another intention,";
mes "since they don't seem interested in the tower much.";
mes "I want to know their intention.";
next;
mes "[Burled]";
mes "This tower is sealed and separated from the outside.";
mes "We need to break those seals, explore inside and develop it.";
next;
mes "[Burled]";
mes "We are developing the 3rd and 4th floors now...";
mes "There are still seals there.";
mes "You can find out some clues when you search around them.";
close;
}
else if ((thana_tower > 4) && (thana_tower < 9)) {
mes "[Burled]";
mes "The magical key and messages?";
mes "...we absolutely haven't learned all the tower's secrets...";
next;
mes "[Burled]";
mes "Who made the seals?";
mes "...can you investigate more?";
mes "There must be definitive evidence...";
close;
}
else if (thana_tower == 9) {
mes "[Burled]";
mes "Any new progress?";
next;
select("I found Varmunt's Journal...");
mes "- You show him Varmunt's Journal.";
mes "Burled reads it. -";
next;
mes "[Burled]";
mes "...I recognize this.";
mes "This is the hologragh of the wise man Varmunt.";
mes "Regenschirm from Rekenber's huge research institute has...";
next;
mes "[Burled]";
mes "...isn't this the one they are looking for now?!";
mes "Isn't their mission to find out Varmunt's research materials...?";
next;
mes "[Burled]";
mes "For assisting uncompleted research...";
mes "Varmunt's research materials are needed...";
mes "...so their mission isn't just an investigation of the tower.";
next;
mes "[Burled]";
mes "Something to get as an advantage...";
mes "Even they don't know where it is...";
mes "...anyways, this is the one of their main objects.";
next;
mes "[Burled]";
mes "It's absolutely great. The wise man Varmunt's belongings. How unbelievable!";
mes "Now, what do we do with this?";
next;
mes "[Burled]";
mes "Originally everything we found out in this tower was under control of the Rekenber Corporation.";
mes "This is supposed to theirs, but...";
next;
mes "[Burled]";
mes "How would you like to keep this, "+strcharinfo(0)+"?";
mes "Definitely this should be a secret.";
mes "...um, this is a little revenge for them.";
next;
mes "[Burled]";
mes "I can guess that there are several secrets in this tower through this note.";
mes "This secret should be disclosed by you, "+strcharinfo(0)+", before Rekenber does.";
next;
mes "[Burled]";
mes "No matter how much power they obtain... they won't get to know about this tower...";
mes "Haha...";
next;
mes "[Burled]";
mes "...haha...";
mes "I feel a bit relieved.";
mes "Thanks.";
mes "This isn't much, but here's a return present.";
next;
mes "[Burled]";
mes "I hope that these will be useful for you, "+strcharinfo(0)+".";
next;
mes "- Burled gives you the note and an Old Violet Box. -";
mes " ";
mes "^4d4dffYou acquire one Old Violet Box,";
mes "as well as a little EXP.^000000";
thana_tower = 10;
completequest 7053;
getexp 120000,10000;
getitem Old_Violet_Box,1;
close;
}
else {
mes "[Burled]";
mes "Are you keeping the secrets well?";
mes "Is there a Phantom on the top of this tower?";
if (rand(3) == 1) {
mes "You look tired. This isn't a big deal, but it's for you.";
npcskill "AL_HEAL",10,50,70;
}
close;
}
}
L_Request:
mes "[Burled]";
mes "Ah, it's not that difficult.";
mes "After you explore the tower, let me know in detail anything you learn.";
next;
mes "[Burled]";
mes "...I can't believe the Rekenber Corporation. Many colleagues and friends died for them.";
mes "But the Rekenber Corporation doesn't expose the reason they are dead.";
next;
mes "[Burled]";
mes "The conditions were bad for us from beginning...";
mes "All of the developed places except research materials would be turned into tourist attractions...";
mes "Honestly, all the personnel are from Cool Event Corp.";
next;
mes "[Burled]";
mes "They know about it as well.";
mes "This business needs much sacrifice as well as personnel who are up for it.";
next;
mes "[Burled]";
mes "Now I don't feel victimized anymore, but I just want to know what drives these accidents...";
mes "^4d4dffWhat makes us victimized...?^000000";
mes "That's what I want to know.";
next;
mes "[Burled]";
mes "What's this tower?";
mes "Why did they develop this dangerous place?";
mes "And for what? Should my colleagues be dead for it?";
next;
mes "[Burled]";
mes "I seriously want to know about it.";
mes "Why they must sacrifice themselves...";
mes "Let me know...";
next;
mes "He seriously wants to know about it.";
mes "His hands are trembling now...";
mes "I nodd without answering.";
thana_tower = 4;
setquest 7048;
return;
}
tha_t02,227,163,0 script 3rdf_warp#tt WARPNPC,1,1,{
end;
OnInit:
disablenpc "3rdf_warp#tt";
end;
OnTouch:
if (thana_tower == 0) warp "tha_t02",227,158;
else warp "tha_t03",219,159;
end;
OnEnable:
enablenpc "3rdf_warp#tt";
initnpctimer;
end;
OnTimer30000:
stopnpctimer;
disablenpc "3rdf_warp#tt";
end;
}
tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{
if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0)) {
mes "^3355FFA mysterious field of";
mes "energy seems to surround";
mes "the mechanical device and";
mes "its power prevents you from";
mes "approaching the machine.^000000";
next;
switch(select("Investigate it.:I don't care about it.")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "This seems mysterious...";
mes "Let me investigate.";
next;
mes "^3355FFAs you follow the magical power, there's something wrapped inside the rune device.^000000";
next;
if (Class == Job_Taekwon) {
mes "^3355FFYou kick the energy";
mes "field with all of your strength. After absorbing the impact, the";
mes "field fizzles out with a soft,";
mes "gentle ''pzzzzzh'' sound.^000000";
next;
goto L_Key;
}
else if (getequipweaponlv(4) == 4) {
mes "^3355FFWith your "+getequipname(4)+" in";
mes "hand, you smash the energy";
mes "field with all of your strength. After absorbing the impact, the";
mes "field fizzles out with a soft,";
mes "gentle ''pzzzzzh'' sound.^000000";
next;
goto L_Key;
}
else {
mes "^3355FFYou smash the energy";
mes "field with your weapon";
mes "using all of your strength,";
mes "but you weren't able to";
mes "break down the barrier.";
mes "You probably need a more";
mes "powerful weapon...^000000";
close;
}
case 2:
mes "^3355FFYou decide to leave";
mes "the machine alone.^000000";
close;
}
}
mes "You've acquired everything you need from this rune device.";
close;
OnTouch:
if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0))
specialeffect EF_LEVEL99_4;
end;
L_Key:
specialeffect EF_BRANDISH2;
mes "After breaking the device, the exterior shatters.";
mes "The energy field begins to disappear,";
mes "and you see that a red object inside was the origin of the magical power.";
next;
mes "- You acquired the powerful Red Key. -";
getitem Key_Red,1;
if (thana_tower != 4) close;
mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head.";
mes "You see an illusion of light...^000000";
next;
switch(select("Ignore it.:Concentrate on it.")) {
case 1:
mes "^3355FFYou decide to leave";
mes "the machine alone.^000000";
close;
case 2:
mes "You focus on the light.";
mes "Some letters begin to appear...";
next;
mes "^b22222I've used the Gate Seal";
mes "technology to seal the gate";
mes "and the charm stones. Although";
mes "the seals are in place, I can't";
mes "stop worrying that they might";
mes "break in the future.";
next;
mes "^b22222I can't relax when a, shall";
mes "I say, particular group covets";
mes "the charm stones and can easily";
mes "break the seals. Since they are";
mes "broken now, are many people hurt?";
next;
mes "^b22222This tower contains strong";
mes "magical powers and much evil. It is";
mes "dangerous by itself, but I sealed it";
mes "because of one man's strong desires...";
next;
mes "^b22222I wouldn't recommend to go futher.";
mes "You would need to challenge that poor";
mes "being, who I've named this tower after.";
mes "His soul still rests here...";
next;
mes "^b22222Nobody believed me, the crazy scientist.";
mes "Though I wanted to keep this a secret, somebody";
mes "must get to know about it. That's way I created";
mes "this rune device, and hid this message.";
next;
mes "^b22222Please show that my experience";
mes "wasn't just an illusion.^000000";
next;
mes "That's all.";
mes "The letters fly away in the form of a red key...";
thana_tower = 5;
changequest 7048,7049;
specialeffect2 EF_COMBOATTACK1;
close;
}
}
tha_t04,195,195,0 script Rune Device#tt2 HIDDEN_NPC,3,3,{
if ((countitem(Key_Yellow) == 0) && (countitem(Magic_Gem_Yellow) == 0)) {
mes "^3355FFYou find a screen";
mes "with three tiny panels and";
mes "a numeric keypad underneath.";
mes "As you press one of the";
mes "number keys, you hear a";
mes "beep as the screen activates.^000000";
next;
mes "[Screen]";
mes "Please enter a 3 digit";
mes "number. Do not use a";
mes "single number more than";
mes "once or use the number 0.";
next;
while (1) {
.@yagu100 = rand(1,9);
.@yagu10 = rand(1,9);
.@yagu1 = rand(1,9);
if (((.@yagu100 != .@yagu10) && (.@yagu100 != .@yagu1)) && (.@yagu10 != .@yagu1))
break;
}
while (1) {
while (1) {
input .@input;
if (.@input < 100 || .@input > 999) {
mes "[Screen]";
mes "Number input";
mes "requirement has";
mes "not been fulfilled.";
mes "Please enter a";
mes "3 digit number.";
close;
}
.@input100 = .@input / 100;
.@input10 = (.@input % 100) / 10;
if (((.@input100 > 0) && (.@input10 > 0)) && (.@input % 10 > 0)) {
if (((.@input100 != .@input10) && (.@input100 != .@input % 10)) && (.@input10 != .@input % 10))
break;
mes "[Screen]";
mes "Violation of number";
mes "input parameter. The";
mes "number 0 has been input,";
mes "or a number has been";
mes "input more than once.";
next;
}
}
++.@retry;
mes "[Screen]";
mes "You have input...";
mes "^0000ff" + .@input100 + "^000000, ^0000ff" + .@input10 + "^000000, ^0000ff" + (.@input % 10) + "^000000";
mes " ";
mes "Calculating Results...";
mes "Please wait a moment...";
next;
.@strike = 0;
.@ball = 0;
if (.@yagu100 == .@input100) .@strike += 1;
if (.@yagu10 == .@input10) .@strike += 1;
if (.@yagu1 == .@input % 10) .@strike += 1;
if ((.@yagu100 == .@input10) || (.@yagu100 == .@input % 10)) .@ball += 1;
if ((.@yagu10 == .@input100) || (.@yagu10 == .@input % 10)) .@ball += 1;
if ((.@yagu1 == .@input100) || (.@yagu1 == .@input10)) .@ball += 1;
if (.@strike == 3) {
mes "[Screen]";
mes "Input number accepted.";
mes "Access authorized.";
next;
mes "^3355FFAfter the screen displays";
mes "the access authorization";
mes "notice, magical power condenses";
mes "and appears on the screen's";
mes "surface. An object forms...^000000";
next;
mes "^4d4dffThe powerful Yellow Key appears.^000000";
getitem Key_Yellow,1;
if (thana_tower != 5) close;
mes "^4d4dffA fierce feeling passes through your head.";
mes "You seen an illusion of light, like when you acquired the first key.^000000";
next;
switch(select("Ignore it.:Concentrate on it.")) {
case 1:
mes "You decide to ignore it.";
close;
case 2:
mes "You focus on the light.";
mes "Some letters begin to appear...";
next;
mes "^b22222Have you found the second key?";
mes "I wish to tell you where the seal is, but I won't unveil it so easily.";
mes "Here's a hint. Go to the eagle on the 5th floor.";
next;
mes "^b22222The reason I came here is...";
mes "to find someone.";
mes "We human beings can't understand this...";
next;
mes "^b22222When I found her in Juperos, I couldn't relax.";
mes "The giant men staying with her in deep side of cave";
mes "made me rush through my investigation...";
next;
mes "^b22222After confirming her existence, I became blindly obsessed with finding traces of her.";
mes "'Her', you ask? She is shaped like a woman...";
next;
mes "^b22222I followed her traces without knowing that she existed 10 years earlier.";
mes "Then I came upon this place.";
next;
mes "^b22222This tower set up for...^000000";
next;
mes "It suddenly shakes, then disappears.";
thana_tower = 6;
changequest 7049,7050;
specialeffect2 EF_COMBOATTACK1;
close;
}
}
else {
mes "[Screen]";
mes "*Beeeeep*";
mes "Unauthorized";
mes "numerical sequence.";
next;
mes "[Screen]";
mes "Correct number";
mes "in correct place";
mes "in sequence total: ^FF0000" + .@strike + "^000000";
mes " ";
mes "Correct number total: ^FF0000" + .@ball + "^000000";
next;
if (.@retry > 4) {
mes "[Screen]";
mes "Correct number";
mes "authorization";
mes "sequence was...";
mes "^ff0000" + .@yagu100 + "^000000, ^ff0000" + .@yagu10 + "^000000, ^ff0000" + .@yagu1 + "^000000";
mes "Authorization number";
mes "will change upon retry.";
close;
}
}
}
}
mes "You've acquired everything you need from this rune device.";
close;
OnTouch:
if ((countitem(Key_Yellow) == 0) && (countitem(Magic_Gem_Yellow) == 0))
specialeffect EF_LEVEL99_4;
end;
}
tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{
if ((countitem(Key_Blue) == 0) && (countitem(Magic_Gem_Blue) == 0)) {
mes "I can feel some magical power from this beautiful stone statue.";
mes "There's a little crack between the wings.";
next;
mes "Red light is shining on a crack in the left wing, and gold light on a crack in the right one.";
mes "What will you do?";
next;
if(select("Stick the key into the crack...:Ignore it.") == 2) {
mes "^3355FFYou decide to leave";
mes "the statue alone.^000000";
close;
}
if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0)) {
mes "["+strcharinfo(0)+"]";
mes "I'll try the left wing first.";
mes "What key should I put in?";
next;
input .@inputstr$;
if ((.@inputstr$ != "Red Key") && (.@inputstr$ != "red key")) {
mes "It doesn't fit into the crack.";
close;
}
mes "The key fits and makes a click.";
mes "You feel the magical power growing stronger...";
next;
mes "["+strcharinfo(0)+"]";
mes "Now the right side...";
next;
input .@inputstr$;
if ((.@inputstr$ != "Yellow Key") && (.@inputstr$ != "yellow key")) {
mes "It doesn't fit into the crack.";
close;
}
mes "The key fits and makes a click.";
mes "The beak of the bird suddenly opens, and a strong light comes out.";
mes "There's a key-shaped object inside...";
next;
mes "^4d4dffThe powerful Blue Key appears.^000000";
getitem Key_Blue,1;
if (thana_tower != 6) close;
mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head.";
mes "You see an illusion of light...^000000";
next;
switch(select("Concentrate on it.:Ignore it.")) {
case 1:
mes "This part isn't as clear as before.";
mes "You try to figure out what it's saying...";
next;
mes "^b22222...this tower was built by a magical tribe, not by human beings.";
mes "This was quite interesting to me...";
mes "I started to investigate why they built up the tower...";
next;
mes "^b22222I found out that this tower was a gate for the magic tribe";
mes "during a millennium war.^000000";
next;
mes ".........It's not clearly shown......";
mes "^b22222...Morroc has gone through this gate";
mes "from the magical world into the Midgard continent after the millennium war terminated...";
next;
mes "^b22222The question is that when she come up here, the Satan appears at the same time...";
mes "The truth is..........^000000";
next;
mes "The illusion shakes, then melts on the surface of the key as light.";
thana_tower = 7;
changequest 7050,7051;
specialeffect2 EF_COMBOATTACK1;
close;
case 2:
mes "You decide to ignore it.";
close;
}
}
mes "You try to fit something in the crack, but to no avail.";
close;
}
mes "You've acquired everything you need from this statue.";
close;
OnTouch:
if ((countitem(Key_Blue) == 0) && (countitem(Magic_Gem_Blue) == 0))
specialeffect EF_LEVEL99_4;
end;
}
tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{
if ((countitem(Key_Green) == 0) && (countitem(Magic_Gem_Green) == 0)) {
mes "I can feel some magical power from this brilliant statue.";
mes "This must be one of the seals.";
next;
mes "You see a floating round object with a hole in it.";
mes "There're red, yellow, and blue light in a row.";
mes "What will you do?";
next;
if(select("Investigate.:Ignore it.") == 2) {
mes "^3355FFYou don't see the need to";
mes "investigate if nothing seems";
mes "peculiar or out of place...^000000";
close;
}
if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0) && (countitem(Key_Blue) > 0)) {
mes "When you insert the key into the keyhole of the ornament";
mes "and match them by corresponding color, the Stone Statue will snap open.";
mes "You can see small wheels are moving inside.";
next;
switch(select("Investigate the Machine Chasis:Investigate the Wheels:Cancel")) {
case 1:
mes "^3355FFThe key in your inventory";
mes "does not seem to be affecting";
mes "the machine's chasis. The";
mes "screen mounted on the side";
mes "is still blank and deactivated.^000000";
close;
case 2:
.@small_1 = 0;
.@small_2 = 0;
.@big_1 = 0;
.@big_2 = 0;
.@big_3 = 0;
mes "^3355FFYou touch the wheels and";
mes "find that they are actually";
mes "moving very slowly. You note";
mes "that there are 2 small wheels";
mes "and 3 larger wheels, totaling";
mes "5 wheels on this machine.^000000";
next;
mes "^3355FFThe big wheels are moving";
mes "vertically, up and down, as";
mes "they press against the smaller";
mes "wheels to make them rotate.^000000";
next;
mes "^3355FFJudging from the machine's";
mes "shaking and jittery noises, the";
mes "wheels may be misaligned.";
mes "You might be able to activate";
mes "the machine by properly ";
mes "aligning all the wheels.^000000";
while (1) {
next;
mes "^3355FFWhich wheel do";
mes "you want to shift?^000000";
switch(select("1st Small Wheel:2nd Small Wheel:1st Big Wheel:2nd Big Wheel:3rd Big Wheel:Check Current Wheel Configuration:Reset Wheels to Default Configuration")) {
case 1:
switch(select("Raise Wheel:Lower Wheel:Press Wheel")) {
case 1:
mes "^EE0000*Choom*^000000";
.@small_1 = 2;
if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
continue;
case 2:
mes "^00B2EE*Sneeeep*^000000";
.@small_1 = 1;
if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
continue;
case 3:
mes "^5C246E*Mrreeem*^000000";
.@small_1 = 3;
if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
continue;
}
break;
case 2:
switch(select("Raise Wheel:Lower Wheel:Press Wheel")) {
case 1:
mes "^5C246E*Mrreeem*^000000";
.@small_2 = 3;
if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
continue;
case 2:
mes "^EE0000*Choom*^000000";
.@small_2 = 2;
if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
continue;
case 3:
mes "^00B2EE*Sneeeep*^000000";
.@small_2 = 1;
if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
continue;
}
break;
case 3:
switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
case 1:
mes "^00B2EE*Sneeeep*^000000";
.@big_1 = 1;
if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
continue;
case 2:
mes "^5C246E*Mrreeem*^000000";
.@big_1 = 3;
if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
continue;
case 3:
mes "^EE0000*Choom*^000000";
.@big_1 = 2;
if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
continue;
}
break;
case 4:
switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
case 1:
mes "^EE0000*Choom*^000000";
.@big_2 = 2;
if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
continue;
case 2:
mes "^5C246E*Mrreeem*^000000";
.@big_2 = 3;
if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
continue;
case 3:
mes "^00B2EE*Sneeeep*^000000";
.@big_2 = 1;
if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
continue;
}
break;
case 5:
switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
case 1:
mes "^EE0000*Choom*^000000";
.@big_3 = 2;
if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
continue;
case 2:
mes "^00B2EE*Sneeeep*^000000";
.@big_3 = 1;
if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
continue;
case 3:
mes "^5C246E*Mrreeem*^000000";
.@big_3 = 3;
if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
continue;
}
break;
case 6:
if (.@small_1 == 0) mes "1st Small Wheel: No Change";
else if (.@small_1 == 1) mes "1st Small Wheel: Down";
else if (.@small_1 == 2) mes "1st Small Wheel: Up";
else mes "1st Small Wheel: Pressed";
if (.@small_2 == 0) mes "2nd Small Wheel: No Change";
else if (.@small_2 == 1) mes "2nd Small Wheel: Pressed";
else if (.@small_2 == 2) mes "2nd Small Wheel: Down";
else mes "2nd Small Wheel: Up";
if (.@big_1 == 0) mes "1st Big Wheel: No Change";
else if (.@big_1 == 1) mes "1st Big Wheel: Up";
else if (.@big_1 == 2) mes "1st Big Wheel: Moved";
else mes "1st Big Wheel: Down";
if (.@big_2 == 0) mes "2nd Big Wheel: No Change";
else if (.@big_2 == 1) mes "2nd Big Wheel: Moved";
else if (.@big_2 == 2) mes "2nd Big Wheel: Up";
else mes "2nd Big Wheel: Down";
if (.@big_3 == 0) mes "3rd Big Wheel: No Change";
else if (.@big_3 == 1) mes "3rd Big Wheel: Down";
else if (.@big_3 == 2) mes "3rd Big Wheel: Up";
else mes "3rd Big Wheel: Moved";
continue;
case 7:
.@small_1 = 0;
.@small_2 = 0;
.@big_1 = 0;
.@big_2 = 0;
.@big_3 = 0;
continue;
}
break;
}
mes "As you adjust the wheels,";
mes "they suddenly activate";
mes "with a firm click.";
next;
mes "A part of the ornament in the stone statue starts to spin,";
mes "and a shining light beam climbs up the elegant statue.";
mes "A strong cursed power emerges and emits a dazzling green light.";
specialeffect EF_DISPELL;
specialeffect EF_POTION6;
next;
mes "^4d4dffAll of a sudden, the Green Key appears and you can feel great power from it.^000000";
getitem Key_Green,1;
if (thana_tower != 7) close;
mes "^4d4dffWhen you pick up the key,";
mes "your body trembles";
mes "with an unknown power";
mes "and you see a hallucination with some text.^000000";
next;
switch(select("Concentrate on it.:Ignore it.")) {
case 1:
mes "^b22222...You found 4 keys";
mes "and finally released 4 spells...";
mes "This tower used to be";
mes "a gate to summon demons ages ago.";
mes "And the last visitor was";
mes "the infamous Satan Morroc.";
next;
mes "^b22222As I followed her trail";
mes "I realized that her spells";
mes "were scattered around the tower.";
mes "Then, somehow, it vanished into the ground.";
next;
mes "^b22222The great battle and";
mes "the protracted war...";
mes "But her purpose was...";
mes "that... sealing of the gate...";
mes "so... I tried to seal...";
mes "but it was incomplete...";
mes "the guard of the gate was...^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "It is hard to read.";
next;
mes "^b22222...So I changed the location";
mes "of the coupling spot...";
mes "I mean, push through to the tower";
mes "to tangle it...";
mes "Anyway, I wanted to respect";
mes "her loyalty and block the gate...";
next;
mes "^b22222If I want to... then I have to";
mes "release the last spell...";
mes "He finally came to meet...";
mes "with his pieces...";
mes "...and then...^000000";
next;
mes "The hallucination wobbles";
mes "and fades into the key.";
thana_tower = 8;
changequest 7051,7052;
specialeffect2 EF_BEGINSPELL6;
specialeffect2 EF_SPELLBREAKER;
close;
case 2:
mes "It was too intense to see the hallucination, so you gave up reading.";
close;
}
case 3:
mes "You decide to ignore it.";
close;
}
}
mes "You don't have the right key for this keyhole.";
close;
}
mes "The spell is already released. You've acquired everything you need from this statue.";
close;
OnTouch:
if ((countitem(Key_Green) == 0) && (countitem(Magic_Gem_Green) == 0))
specialeffect EF_LEVEL99_4;
end;
}
tha_t06,204,181,0 script Splendid Sword#tt5 HIDDEN_NPC,3,3,{
if ((countitem(Key_Black) == 0) && (countitem(Magic_Gem_Black) == 0)) {
mes "An old, worn sword hangs above the splendid table.";
mes "It emits a gloomy aura.";
next;
if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0) && (countitem(Key_Blue) > 0) && (countitem(Key_Green) > 0)) {
mes "As you approach, the keys in your pocket";
mes "suddenly respond with a mysterious power.";
specialeffect2 EF_ABSORBSPIRITS;
next;
if(select("Observe it.:Ignore it.") == 2) {
mes "^3355FFYou decide to leave";
mes "the sword alone.^000000";
close;
}
mes "While you get closer and closer, the sword shakes with a loud noise.";
mes "Your eyes keep getting drawn to the sword's hilt.";
mes "Then you lose control of your hands, and they stretch forth to grasp the handle...";
next;
switch(select("Towards the blade of the sword:Towards the hilt of the sword:Towards the table")) {
case 1:
mes "By an unknown calling you decide to grab the blade of the sword.";
mes "Your hands get wounded and begin to bleed.";
specialeffect2 EF_HIT1;
percentheal -20,0;
close;
case 2:
mes "By an unknown calling you decide to grab the hilt of the sword.";
mes "The mysterious power from the keys transfers to the sword, and it falls from the table.";
next;
mes "At the same time, a little hole appears on the table's surface.";
mes "Now, you hold the sword and...";
specialeffect EF_EXIT2;
next;
switch(select("Strike the table:Insert the sword into the hole:Bring the sword safely")) {
case 1:
mes "You strike the table with the sword.";
mes "Numerous conflicting spells act upon it, and you can tell that you chose incorrectly.";
mes "The sword automatically returns to the table, as it was before.";
specialeffect EF_HIT1;
specialeffect2 EF_HIT1;
percentheal -20,0;
close;
case 2:
mes "As you insert the sword, lightning flashes around it and black smoke rises from the hole.";
mes "Slowly the smoke clears, and you see an object with a certain shape...";
specialeffect EF_CHANGEDARK;
next;
mes "^4d4dff All of a sudden, a Black Key appears from the smoke and you feel a great cursed power from it.^000000";
getitem Key_Black,1;
if (thana_tower != 8) close;
next;
mes "A drawer had snapped open under the table while you picked up the key and observed it.";
mes "You can see an old notebook inside the drawer.";
next;
mes "The notebook definitely looks like it contains an important message.";
mes "Maybe this notebook is the one that Rekenber wants to find, even with all the sacrifices.";
next;
mes "^4d4dffYou decide to show the notebook and the keys to Burled.";
mes "You received Varmunt's Journal.^000000";
thana_tower = 9;
changequest 7052,7053;
getitem Barmund_Note,1;
close;
case 3:
mes "When you lift the sword, you feel a shock from numerous conflicting spells.";
mes "Right... stealing is the worst.";
mes "The sword automatically returns to the table, as it was before.";
close;
}
case 3:
mes "You stretch your hands to find something under the table, but there is nothing.";
close;
}
}
mes "You strongly feel a cursed, sealed power from here,";
mes "but it is hard to figure out what is causing it.";
mes "You cannot approach it.";
close;
}
mes "You have already released a seal using this sword.";
mes "You've acquired everything you need from here.";
close;
OnTouch:
if ((countitem(Key_Black) == 0) && (countitem(Magic_Gem_Black) == 0))
specialeffect EF_LEVEL99_4;
end;
}
tha_t08,1,1,0 script #Charm Stone Admintt01 CLEAR_NPC,{
end;
OnInit:
OnEnable:
initnpctimer;
end;
OnTimer1000:
donpcevent "Shining Crystal#tt_r1::OnEnable";
donpcevent "Shining Crystal#tt_g1::OnEnable";
donpcevent "Shining Crystal#tt_b1::OnEnable";
donpcevent "Shining Crystal#tt_y1::OnEnable";
end;
OnTimer600000:
donpcevent "Shining Crystal#tt_r1::OnDisable";
donpcevent "Shining Crystal#tt_g1::OnDisable";
donpcevent "Shining Crystal#tt_b1::OnDisable";
donpcevent "Shining Crystal#tt_y1::OnDisable";
donpcevent "Shining Crystal#tt_r2::OnEnable";
donpcevent "Shining Crystal#tt_g2::OnEnable";
donpcevent "Shining Crystal#tt_b2::OnEnable";
donpcevent "Shining Crystal#tt_y2::OnEnable";
end;
OnTimer1200000:
donpcevent "Shining Crystal#tt_r2::OnDisable";
donpcevent "Shining Crystal#tt_g2::OnDisable";
donpcevent "Shining Crystal#tt_b2::OnDisable";
donpcevent "Shining Crystal#tt_y2::OnDisable";
donpcevent "Shining Crystal#tt_r3::OnEnable";
donpcevent "Shining Crystal#tt_g3::OnEnable";
donpcevent "Shining Crystal#tt_b3::OnEnable";
donpcevent "Shining Crystal#tt_y3::OnEnable";
end;
OnTimer1800000:
donpcevent "Shining Crystal#tt_r3::OnDisable";
donpcevent "Shining Crystal#tt_g3::OnDisable";
donpcevent "Shining Crystal#tt_b3::OnDisable";
donpcevent "Shining Crystal#tt_y3::OnDisable";
donpcevent "Shining Crystal#tt_r4::OnEnable";
donpcevent "Shining Crystal#tt_g4::OnEnable";
donpcevent "Shining Crystal#tt_b4::OnEnable";
donpcevent "Shining Crystal#tt_y4::OnEnable";
end;
OnTimer2400000:
donpcevent "Shining Crystal#tt_r4::OnDisable";
donpcevent "Shining Crystal#tt_g4::OnDisable";
donpcevent "Shining Crystal#tt_b4::OnDisable";
donpcevent "Shining Crystal#tt_y4::OnDisable";
donpcevent "#Charm Stone Admintt01::OnEnable";
end;
}
tha_t08,90,153,0 script Shining Crystal#tt_r1 CLEAR_NPC,{
if (countitem(Key_Red) > 0) {
mes "The Crystal ball is emitting mysterious power.";
next;
mes "Beside the crystal ball, you find faded patterns marked on the floor.";
mes "Looks like some kind of keyhole that needs to be inserted with something...";
next;
mes "The red key suddenly responds once you come close to the keyhole.";
mes "You insert the key in the keyhole and it turns out to be a small gem.";
next;
mes "When you touch the gem which is dazzling red...";
mes "You feel isolated and depressed deep inside your heart...";
next;
mes "^4d4dffYou have found a Red Charm Stone that is concentrated with cruel fate and a deep darkness.^000000";
delitem Key_Red,1;
getitem Magic_Gem_Red,1;
close;
}
mes "The Crystal ball is emitting mysterious power.";
mes "Something is definitely there inside... How do I get it to open?";
close;
OnInit:
OnDisable:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
}
tha_t08,90,62,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r2 CLEAR_NPC
tha_t08,49,59,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r3 CLEAR_NPC
tha_t08,49,144,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r4 CLEAR_NPC
tha_t08,49,153,0 script Shining Crystal#tt_y1 CLEAR_NPC,{
if (countitem(Key_Yellow) > 0) {
mes "The Crystal ball is emitting mysterious power.";
next;
mes "Beside the crystal ball, you find faded patterns marked on the floor.";
mes "Looks like some kind of keyhole that needs to be inserted with something...";
next;
mes "The yellow key suddenly responds once you come close to the keyhole.";
mes "You insert the key in the keyhole and it turns out to be a small gem.";
next;
mes "When you touch the gem which is dazzling yellow...";
mes "Your heart begins to throb as though you are suffering from a broken heart.";
next;
mes "^4d4dffYou have found a Yellow Charm Stone that is concentrated with grief and mysterious power.^000000";
delitem Key_Yellow,1;
getitem Magic_Gem_Yellow,1;
close;
}
mes "The Crystal ball is emitting mysterious power.";
mes "Something is definitely there inside... How do I get it to open?";
close;
OnInit:
OnDisable:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
}
tha_t08,90,150,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y2 CLEAR_NPC
tha_t08,90,59,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y3 CLEAR_NPC
tha_t08,49,56,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y4 CLEAR_NPC
tha_t08,49,65,0 script Shining Crystal#tt_b1 CLEAR_NPC,{
if (countitem(Key_Blue) > 0) {
mes "The Crystal ball is emitting mysterious power.";
next;
mes "Beside the crystal ball, you find faded patterns marked on the floor.";
mes "Looks like some kind of keyhole that needs to be inserted with something...";
next;
mes "The blue key suddenly responds once you come close to the keyhole.";
mes "You insert the key in the keyhole and it turns out to be a small gem.";
next;
mes "When you touch the gem which is dazzling blue....";
mes "Someone's sobbing comes into your ears as you smell blood on the wind and suddenly you become angry.";
next;
mes "^4d4dffYou have found a Blue Charm Stone that is concentrated with grudge and mysterious power.^000000";
delitem Key_Blue,1;
getitem Magic_Gem_Blue,1;
close;
}
mes "The Crystal ball is emitting mysterious power.";
mes "Something is definitely there inside... How do I get it to open?";
close;
OnInit:
OnDisable:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
}
tha_t08,49,150,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b2 CLEAR_NPC
tha_t08,90,147,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b3 CLEAR_NPC
tha_t08,90,56,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b4 CLEAR_NPC
tha_t08,90,65,0 script Shining Crystal#tt_g1 CLEAR_NPC,{
if (countitem(Key_Green) > 0) {
mes "The Crystal ball is emitting mysterious power.";
next;
mes "Beside the crystal ball, you find faded patterns marked on the floor.";
mes "Looks like some kind of keyhole that needs to be inserted with something...";
next;
mes "The green key suddenly responds once you come close to the keyhole.";
mes "You insert the key in the keyhole and it turns out to be a small gem.";
next;
mes "When you touch the gem which is dazzling green...";
mes "Your head starts to ache and you feel worried and anxious about something.";
next;
mes "^4d4dffYou have found a Green Charm Stone that is concentrated with deep suffering.^000000";
delitem Key_Green,1;
getitem Magic_Gem_Green,1;
close;
}
mes "The Crystal ball is emitting mysterious power.";
mes "Something is definitely there inside... How do I get it to open?";
close;
OnInit:
OnDisable:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
}
tha_t08,49,62,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g2 CLEAR_NPC
tha_t08,49,147,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g3 CLEAR_NPC
tha_t08,90,144,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g4 CLEAR_NPC
tha_t12,161,57,0 script Gold Religious Statue#tt HIDDEN_NPC,{
if ($@thana_summon == 0) {
if (countitem(Magic_Gem_Yellow) > 0) {
mes "It's a statue giving off a golden light.";
mes "The sword appears to be missing a gem.";
mes "As I draw closer to the statue, the Yellow Charm Stone emits a bright light.";
specialeffect EF_BEGINSPELL5;
specialeffect2 EF_BEGINSPELL5;
next;
if(select("Insert the Yellow Charm Stone.:Run away.") == 2) close;
if ($@thana_summon == 0) {
mes "After inserting the Yellow Charm Stone into the sword, the statue begins to react.";
specialeffect EF_BEGINSPELL5;
delitem Magic_Gem_Yellow,1;
$@thana_summon = 1;
donpcevent "#tteffect01::OnEnable";
mapannounce "tha_t12","The golden magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
close;
}
mes "Someone has already inserted a Charm Stone into this statue.";
close;
}
mes "The statue give off mysterious light.";
mes "Strange power has blocked your access.";
close;
}
mes "The statue has such a strong light that I can't see or touch it.";
close;
}
tha_t12,154,17,0 script Green Wiseman Statue#tt HIDDEN_NPC,{
if ($@thana_summon == 1) {
if (countitem(Magic_Gem_Green) > 0) {
mes "A statue gives off green light.";
mes "The wiseman's wand seems to be missing a gem.";
mes "As I draw closer to the statue, the Green Charm Stone emits a bright light.";
specialeffect EF_BEGINSPELL4;
specialeffect2 EF_BEGINSPELL4;
next;
if(select("Insert the Green Charm Stone.:Run away.") == 2) close;
if ($@thana_summon == 1) {
mes "After inserting the Green Charm Stone into the wand, the statue begins to react.";
specialeffect EF_BEGINSPELL4;
delitem Magic_Gem_Green,1;
$@thana_summon = 2;
donpcevent "#tteffect02::OnEnable";
mapannounce "tha_t12","The green magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
close;
}
mes "Someone has already inserted a Charm Stone into this statue.";
close;
}
mes "The statue give off mysterious light.";
mes "Strange power has blocked your access.";
close;
}
mes "The statue has such a strong light that I can't see or touch it.";
close;
}
tha_t12,103,17,0 script Blue Angel Statue#tt HIDDEN_NPC,{
if ($@thana_summon == 2) {
if (countitem(Magic_Gem_Blue) > 0) {
mes "An angel statue is covered with a blue light.";
mes "A gem seems to be missing from the statue's belt.";
mes "As I draw closer to the statue, the Blue Charm Stone emits a bright light.";
specialeffect EF_BEGINSPELL2;
specialeffect2 EF_BEGINSPELL2;
next;
if(select("Insert the Blue Charm Stone.:Run away.") == 2) close;
if ($@thana_summon == 2) {
mes "After inserting the Blue Charm Stone into the belt, the statue begins to react.";
specialeffect EF_BEGINSPELL2;
delitem Magic_Gem_Blue,1;
$@thana_summon = 3;
donpcevent "#tteffect03::OnEnable";
mapannounce "tha_t12","The blue magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
close;
}
mes "Someone has already inserted a Charm Stone into this statue.";
close;
}
mes "The statue give off mysterious light.";
mes "Strange power has blocked you to access.";
close;
}
mes "The statue has such a strong light that I can't see or touch it.";
close;
}
tha_t12,96,57,0 script Bloody Knight Statue#tt HIDDEN_NPC,{
if ($@thana_summon == 3) {
if (countitem(Magic_Gem_Red) > 0) {
mes "A statue is shining like blood.";
mes "A gem seems to be missing from the heart area of its armor.";
mes "As I draw closer to the statue, the Red Charm Stone emits a bright light.";
specialeffect EF_BEGINSPELL3;
specialeffect2 EF_BEGINSPELL3;
next;
if(select("Insert the Red Charm Stone.:Run away.") == 2) close;
if ($@thana_summon == 3) {
mes "After inserting the Red Charm Stone into the armor, the statue begins to react.";
specialeffect EF_BEGINSPELL3;
delitem Magic_Gem_Red,1;
$@thana_summon = 4;
donpcevent "#tteffect04::OnEnable";
mapannounce "tha_t12","The red magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
close;
}
mes "Someone has already inserted a Charm Stone into this statue.";
close;
}
mes "The statue give off mysterious light.";
mes "Strange power has blocked you to access.";
close;
}
mes "The statue has such a strong light that I can't see or touch it.";
close;
}
tha_t12,129,86,0 script Dark Devil Statue#tt HIDDEN_NPC,{
if ($@thana_summon == 4) {
if (countitem(Magic_Gem_Black) > 0) {
mes "A devil statue emits dark light.";
mes "The right eye seems to be missing a gem.";
mes "As I draw closer to the statue, the Black Charm Stone emits a bright light.";
specialeffect EF_BEGINSPELL7;
specialeffect2 EF_BEGINSPELL7;
next;
if(select("Insert the Black Charm Stone.:Run away.") == 2) close;
if ($@thana_summon == 4) {
mes "After inserting the Red Charm Stone into the eye socket, the statue begins to react.";
specialeffect EF_BEGINSPELL7;
delitem Magic_Gem_Black,1;
$@thana_summon = 5;
donpcevent "#gateto_thanatos::OnEnable";
donpcevent "#tteffect01::OnStop";
donpcevent "#tteffect02::OnStop";
donpcevent "#tteffect03::OnStop";
donpcevent "#tteffect04::OnStop";
mapannounce "tha_t12","The Black Charm Stone's magic power has released the final seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
close;
}
mes "Someone has already inserted a Charm Stone into this statue.";
close;
}
mes "The statue give off mysterious light.";
mes "Strange power has blocked you to access.";
close;
}
mes "The statue has such a strong light that I can't see or touch it.";
close;
}
tha_t12,134,52,0 script #tteffect01 HIDDEN_WARP_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer500:
OnTimer1000:
OnTimer1500:
OnTimer2000:
OnTimer2500:
specialeffect EF_BEGINSPELL5;
end;
OnTimer3000:
donpcevent "#tteffect01::OnEnable";
end;
}
tha_t12,132,47,0 script #tteffect02 HIDDEN_WARP_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer500:
OnTimer1000:
OnTimer1500:
OnTimer2000:
OnTimer2500:
specialeffect EF_BEGINSPELL4;
end;
OnTimer3000:
donpcevent "#tteffect02::OnEnable";
end;
}
tha_t12,127,47,0 script #tteffect03 HIDDEN_WARP_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer500:
OnTimer1000:
OnTimer1500:
OnTimer2000:
OnTimer2500:
specialeffect EF_BEGINSPELL2;
end;
OnTimer3000:
donpcevent "#tteffect03::OnEnable";
end;
}
tha_t12,125,52,0 script #tteffect04 HIDDEN_WARP_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer500:
OnTimer1000:
OnTimer1500:
OnTimer2000:
OnTimer2500:
specialeffect EF_BEGINSPELL3;
end;
OnTimer3000:
donpcevent "#tteffect04::OnEnable";
end;
}
tha_t12,129,56,0 script #tteffect05 HIDDEN_WARP_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer500:
OnTimer1000:
OnTimer1500:
OnTimer2000:
OnTimer2500:
specialeffect EF_BEGINSPELL7;
end;
OnTimer3000:
donpcevent "#tteffect05::OnEnable";
end;
}
tha_t12,130,52,0 script #gateto_thanatos WARPNPC,1,1,{
end;
OnInit:
disablenpc "#gateto_thanatos";
end;
OnEnable:
enablenpc "#gateto_thanatos";
OnOn2:
initnpctimer;
end;
OnTouch:
.@touch = 1;
OnTimer6000:
if (($@thana_summon == 0) || ($@thana_summon == 6)) {
disablenpc "#gateto_thanatos";
stopnpctimer;
} else if ($@thana_summon == 5) {
if (.@touch) warp "thana_boss",136,116;
else donpcevent "#gateto_thanatos::OnOn2";
}
end;
OnTimer1000:
OnTimer5000:
.@pillar = 1;
OnTimer3000:
specialeffect EF_BEGINSPELL7,AREA,"#tteffect05";
specialeffect EF_BEGINSPELL3,AREA,"#tteffect04";
specialeffect EF_BEGINSPELL2,AREA,"#tteffect03";
specialeffect EF_BEGINSPELL4,AREA,"#tteffect02";
specialeffect EF_BEGINSPELL5,AREA,"#tteffect01";
if (.@pillar) specialeffect EF_MAPPILLAR2;
end;
}
thana_boss,217,167,3 script Memory Seal#tt1 G_THA_MAERO,3,3,{
end;
OnEnable:
hideoffnpc strnpcinfo(0);
.hide = 0;
end;
OnDisable:
hideonnpc strnpcinfo(0);
.hide = 0;
end;
OnTouch:
.@seal = atoi(charat(strnpcinfo(2),2));
if (.hide & (1<<.@seal)) end;
// .@i: ItemID,MobID,MapX,MapY,EffectNum
// .@j$: FragmentName
switch(.@seal) {
case 1:
setarray .@i[0],7437,1711,217,167,238;
.@j$ = "Misery";
break;
case 2:
setarray .@i[0],7436,1712,202,75,102;
.@j$ = "Agony";
break;
case 3:
setarray .@i[0],7438,1709,80,76,101;
.@j$ = "Hatred";
break;
case 4:
setarray .@i[0],7439,1710,62,171,100;
.@j$ = "Despair";
break;
}
specialeffect EF_GUMGANG;
if ($@thana_summon2 > 3) {
mes "^3355FFYou cannot approach";
mes "the crest because it is";
mes "generating intense heat.^000000";
close;
}
mes "The seal seems to be dormant.";
mes "There is a fragment missing from the crest of the Seal.";
mes "Surely I saw a familiar fragment before...";
next;
input .@inputstr$;
.@exact_tt$ = "Fragment of "+.@j$;
if (countitem(.@i[0]) > 0 && .@exact_tt$ == .@inputstr$) {
mes "^3355FFYou insert the";
mes .@exact_tt$;
mes "into the crest, causing";
mes "its glow to intensify.^000000";
close2;
hideonnpc strnpcinfo(0);
.hide |= (1<<.@seal);
delitem .@i[0],1;
specialeffect .@i[4];
monster "thana_boss",.@i[2],.@i[3],.@j$,.@i[1],1,strnpcinfo(0)+"::OnMyMobDead";
switch($@thana_summon2) {
case 0: .@str$ = "... who... released... the... Memory... of... "+.@j$+"...?"; break;
case 1: .@str$ = "... why... did you... release... the... Memory... of... "+.@j$+"...?"; break;
case 2: .@str$ = "... ugh... stop it... the Memory of "+.@j$+"..."; break;
default: .@str$ = "... finally... you released the last piece of Memory..."; break;
}
mapannounce "thana_boss",.@str$,bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
}
mes "^3355FFThat action had no";
mes "effect. You'll have to";
mes "try something else.^000000";
close;
OnMyMobDead:
++$@thana_summon2;
if ($@thana_summon2 == 4)
mapwarp "thana_boss","thana_boss",141,228;
end;
}
thana_boss,202,75,3 duplicate(Memory Seal#tt1) Memory Seal#tt2 G_THA_DOLOR,3,3
thana_boss,80,76,7 duplicate(Memory Seal#tt1) Memory Seal#tt3 G_THA_ODIUM,3,3
thana_boss,62,171,5 duplicate(Memory Seal#tt1) Memory Seal#tt4 G_THA_DESPERO,3,3
thana_boss,141,228,0 script #thanatos_seal HIDDEN_WARP_NPC,3,3,{
end;
OnEnable:
enablenpc "#thanatos_seal";
end;
OnDisable:
disablenpc "#thanatos_seal";
end;
OnTouch:
if ($@thana_summon2 == 4) {
initnpctimer;
donpcevent "Memory Seal#tt5::OnEnable";
disablenpc "#thanatos_seal";
}
end;
OnTimer1000:
mapannounce "thana_boss","Thanatos : RAWWWWWWWWWWWWWWWWR!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer4000:
mapannounce "thana_boss","Thanatos : ... crashed... broken... spread... and come back as tears...",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer7000:
mapannounce "thana_boss","Thanatos : I live again to fulfill my ambition!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer10000:
mapannounce "thana_boss","Thanatos : ... gives off a strong bloody scent... soaked in sorrow...",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer13000:
mapannounce "thana_boss","Thanatos : I will remove all people who invade this continent again!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer16000:
mapannounce "thana_boss","Thanatos : Come, be the first to fall before my might!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
donpcevent "Memory Seal#tt5::OnDisable";
donpcevent "#sommon_thanatos::OnEnable";
$@thana_summon2 = 5;
stopnpctimer;
end;
}
thana_boss,141,235,3 script Memory Seal#tt5 THANATOS,{
end;
OnInit:
disablenpc "Memory Seal#tt5";
end;
OnEnable:
enablenpc "Memory Seal#tt5";
end;
OnDisable:
disablenpc "Memory Seal#tt5";
specialeffect EF_ICECRASH;
end;
}
thana_boss,141,218,0 script #sommon_thanatos -1,{
OnEnable:
specialeffect EF_MAPPILLAR2,AREA,"#sommon_thanatos";
specialeffect EF_SEISMICWEAPON,AREA,"#sommon_thanatos";
monster "thana_boss",141,218,"Thanatos Phantom",1708,1,"#sommon_thanatos::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("thana_boss","#sommon_thanatos::OnMyMobDead") < 1) {
mapannounce "thana_boss","RAWWWWWWWWWWR........ This can't be.........................",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
donpcevent "#cooltime_thana::OnEnable";
$@thana_summon = 6;
}
end;
}
thana_boss,1,1,0 script #cooltime_thana CLEAR_NPC,{
end;
OnInit:
$@thana_summon = 0;
$@thana_summon2 = 0;
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer3000:
mapannounce "thana_boss","Warning!!",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer6000:
mapannounce "thana_boss","The seal will re-activate in 30 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer16000:
mapannounce "thana_boss","20 seconds left...",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer26000:
mapannounce "thana_boss","10 seconds left...",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer31000:
mapannounce "thana_boss","5 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer32000:
mapannounce "thana_boss","4 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer33000:
mapannounce "thana_boss","3 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer34000:
mapannounce "thana_boss","2 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
end;
OnTimer35000:
mapannounce "thana_boss","Time's up!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
end;
OnTimer36000:
OnTimer37000:
mapwarp "thana_boss","tha_t12",130,52;
end;
OnTimer7200000:
$@thana_summon = 0;
$@thana_summon2 = 0;
donpcevent "Memory Seal#tt1::OnEnable";
donpcevent "Memory Seal#tt2::OnEnable";
donpcevent "Memory Seal#tt3::OnEnable";
donpcevent "Memory Seal#tt4::OnEnable";
donpcevent "#thanatos_seal::OnEnable";
stopnpctimer;
end;
}
tha_scene01,30,30,0 warp scene 1,1,tha_scene01,131,220
tha_t04,81,36,0 warp to 5th Floor 1,1,tha_t05,62,8
tha_t06,119,120,0 script to 7th Floor WARPNPC,1,1,{
end;
OnTouch:
if (eaclass()&(EAJL_2|EAJL_UPPER) || eaclass()&EAJL_THIRD || ((Class == Job_SuperNovice || Class == Job_Taekwon || Class == Job_Star_Gladiator || Class == Job_Soul_Linker || BaseClass == Job_Ninja || Class == Job_Gunslinger) && BaseLevel > 94)) {
if (countitem(Key_Black) > 0) {
mes "The shadow of a Black Key is gleaming in the center of the portal.";
mes "To pass this way, looks like I need something.";
next;
mes "The Black Key reacts to the portal and floats in the air.";
next;
mes "The key seems to separate into many particles and suddenly collapses into a ball.";
mes "The barricade is removed through the power from newly formed black magic gem.";
close2;
delitem Key_Black,1;
getitem Magic_Gem_Black,1;
warp "thana_step",69,369;
end;
}
mes "The shadow of a Black Key is gleaming in the center of the portal.";
mes "To pass this way, looks like I need something.";
close;
}
mes "A mysterious power is blocking my path.";
close;
}