//===== Hercules Script ======================================
//= Hazy Forest
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
//= [Official Conversion]
//= Cross through the Hazy Forest to reach the Bifrost.
//= Contains the "Wandering Guardian" quest.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Instance system rewrite. [Euphy]
//============================================================
1@mist mapflag src4instance
//============================================================
// Instance Creation
//============================================================
bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{
.@party_id = getcharid(1);
.@md_name$ = "Mistwood Maze";
mes "[Laphine Soldier]";
mes "Are you going into the forest?";
next;
if (!.@party_id) {
mes "[Laphine Soldier]";
mes "Well, well, well, aren't you being too rash?";
mes "Why don't you at least organize a party?";
close;
}
.@playtime = questprogress(7211,PLAYTIME);
if (getcharid(0) == getpartyleader(.@party_id,2)) {
if (.@playtime == 1) {
mes "[Laphine Soldier]";
mes "...Are you sure you're not doing too much?";
mes "I think you'd better get some rest.";
mes "You'll only wear yourself out by trying to do too much";
next;
mes "[Laphine Soldier]";
mes "I don't think the authority will give you permission, either.";
mes "...Even a Sapha would be stopped from entering the forest.";
next;
select("You speak our language quite well, don't you?");
mes "[Laphine Soldier]";
mes "...Do I?";
mes "Actually I'm not speaking your language.";
mes "I'm speaking Laphine language.";
next;
mes "[Laphine Soldier]";
mes "But it's one of the mysteries of Bifrost.";
mes "That we can understand each other even if we speak different languages.";
next;
mes "[Laphine Soldier]";
mes "To be able to talk with everybody...";
mes "Perhaps that's the power of Bifrost.";
close;
} else if (.@playtime == 2) {
mes "[Laphine Soldier]";
mes "Great, great.";
mes "Now the forest won't reject you.";
mes "What are you going to do now?";
erasequest 7211;
} else {
mes "[Laphine Soldier]";
mes "You human adventurers are incredible.";
mes "You're always going into the forest, where no one else dares to go.";
next;
mes "[Laphine Soldier]";
mes "Phew. But I have to report to the authority";
mes "everyone who goes into the forest, just in case.";
next;
mes "[Laphine Soldier]";
mes "You'll get permission";
mes "after you register.";
mes "Are you going to venture into the Hazy Forest?";
}
next;
switch(select("Venture into the Hazy Forest.:Give up.")) {
case 1:
mes "[Laphine Soldier]";
mes "Party Name "+getpartyname(.@party_id)+"...";
mes "Party Leader "+strcharinfo(0)+"...";
.@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
mes "Hmm...";
next;
mes "[Laphine Soldier]";
if (!.@playtime)
mes "It's dangerous in the forest.";
else
mes "The atmosphere is somewhat tense in the forest.";
mes "...Why don't you just go back today?";
close;
}
if (instance_attachmap("1@mist",.@instance) != "") {
instance_set_timeout 7200,300,.@instance;
instance_init(.@instance);
mes "I've got it. I've written them down on the report here.";
next;
mes "[Laphine Soldier]";
mes "You'll get permission soon.";
mes "Now go to the log tunnel, the only way to get into the Hazy Forest.";
mes "You understand?";
next;
mes "[Laphine Soldier]";
mes "We can't go against the forest,";
mes "but maybe you humans can.";
mes "Good luck!";
close;
} else {
instance_destroy(.@instance);
}
case 2:
mes "[Laphine Soldier]";
mes "Well, you've made the right decision.";
if (!.@playtime)
mes "That's what's good for you.";
close;
}
} else {
mes "[Laphine Soldier]";
mes "Where's your party leader?";
mes "It's dangerous in there.";
next;
if (.@playtime == 2) {
mes "[Laphine Soldier]";
mes "I see you've been into the forest before.";
mes "Okay, at least the forest won't reject you.";
mes "However...";
erasequest 7211;
next;
}
mes "[Laphine Soldier]";
mes "Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.";
mes "I have to discuss some things with him/her.";
close;
}
}
bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{
mes "I see the forest through the log tunnel.";
mes "It looks like I can enter the forest through the log tunnel.";
next;
if(select("Enter the tunnel.:Give up.") == 2)
close;
if (has_instance("1@mist") == "") {
if (questprogress(7211,PLAYTIME) == 1) {
mes "You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.";
mes "It seems like you can't force your way into the forest.";
close;
}
mes "The world beyond the log tunnel looks dark and suffocating.";
mes "Your instinct is screaming that this forest is dangerous.";
close;
} else {
if (questprogress(7211,PLAYTIME) == 2) erasequest 7211;
if (!questprogress(7211,PLAYTIME)) setquest 7211;
mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
warp "1@mist",89,29;
close;
}
}
// Instance Scripts
//============================================================
1@mist,89,29,0 script #Whisper_mist CLEAR_NPC,1,1,{
end;
OnInstanceInit:
enablenpc instance_npcname("#Whisper_mist");
end;
OnTouch:
disablenpc instance_npcname("#Whisper_mist");
initnpctimer;
end;
OnTimer10000:
OnTimer20000:
mapannounce instance_mapname("1@mist"),"Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
mapannounce instance_mapname("1@mist"),"Loud Whisper: What are the forest keepers doing? What are the gardeners doing??",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer120000:
mapannounce instance_mapname("1@mist"),"Loud Whisper: Don't go out, wander around forever, and play with us!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer180000:
mapannounce instance_mapname("1@mist"),"Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
stopnpctimer;
end;
}
// callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>}
function script F_Mora_Mist {
.@map$ = instance_mapname("1@mist");
if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") == 0) {
mes "Obviously no one is taking care of it.";
mes "It seems like you can chop down the garden tree.";
next;
if(select("Chop down the garden tree.:Give up.") == 2)
close;
mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue.");
mapannounce .@map$,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
enablenpc instance_npcname(getarg(0));
disablenpc instance_npcname(strnpcinfo(0));
close;
} else
mapannounce .@map$,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
}
1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,247,123,0 script Tom's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"a25_a18-1",
"Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!",
"Tom";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),249,120,"Tom",2136,1,instance_npcname("Tom's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,225,98,0 script Tomba's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"a27-2_af1-2",
"Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?",
"Tomba";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),200,64,"Tomba",2136,1,instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,159,184,0 script Remi's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"a15-2_a4-1",
"Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!",
"Remi";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),154,184,"Remi the Tired",2137,1,instance_npcname("Remi's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,61,39,0 script Tired Rem's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"a4-2_a11",
"Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!",
"Rem";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),101,107,"Rem the Gardener",2136,1,instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead";
end;
OnTimer10000:
mapannounce instance_mapname("1@mist"),"Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer15000:
mapannounce instance_mapname("1@mist"),"Whisper of the Forest: Trouble, trouble, we're in big trouble.",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer20000:
mapannounce instance_mapname("1@mist"),"Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
stopnpctimer;
end;
OnMyMobDead:
end;
}
1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,230,179,0 script Ron's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b4-2_b2",
"Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!",
"Ron";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),227,178,"Ron the Gardener",2134,1,instance_npcname("Ron's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,285,225,0 script Rover's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b7_bf1-2",
"Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?",
"Rover";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),304,237,"Rover the Strutter",2134,1,instance_npcname("Rover's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,161,316,0 script Mona's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b31_b16",
"Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?",
"Mona";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),239,253,"Mona the Seedseeker",2133,1,instance_npcname("Mona's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,204,299,0 script Namon's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b27-3_bN-1",
"Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*",
"Namon";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),89,173,"Brave Namon",2134,1,instance_npcname("Namon's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,221,236,0 script Sad Neoron's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b6-1_b33",
"Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?",
"Neoron";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),143,265,"Sad Neoron",2137,1,instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,206,200,0 script Spyder's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"b5_b14",
"Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-",
"Spyder";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),209,200,"Spyder the Eight-Legged",2132,1,instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead";
end;
OnTimer5000:
mapannounce instance_mapname("1@mist"),"Roaring Whisper: The path is about to open. The tight bolts have been removed!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer9000:
mapannounce instance_mapname("1@mist"),"Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer13000:
mapannounce instance_mapname("1@mist"),"Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
end;
OnTimer17000:
mapannounce instance_mapname("1@mist"),"Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
stopnpctimer;
end;
OnMyMobDead:
end;
}
1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,95,287,0 script Tito's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"c1_c13-1",
"Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!",
"Tito";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),264,291,"Tito the Flipper",2133,1,instance_npcname("Tito's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,324,325,0 script Pumba's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"c13-3_c4",
"Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!",
"Pumba";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),309,165,"Diligent Pumba",2134,1,instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,280,344,0 script Tete's Garden Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"c19_c4",
"Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?",
"Tete";
end;
OnInstanceInit:
monster instance_mapname("1@mist"),277,343,"Carefree Tete",2136,1,instance_npcname("Tete's Garden Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,345,186,0 script The Gardeners' Tree 4_CREEPER,{
callfunc "F_Mora_Mist",
"#to_bif02",
"Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!",
"Gardeners: We're not dead, yet!!!!",1;
end;
OnInstanceInit:
.@map$ = instance_mapname("1@mist");
monster .@map$,318,137,"Baby Tom",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,321,137,"Tomba the Baby",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,324,137,"Exhausted Remi",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,319,135,"Rem the Exhausted",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,323,135,"Ron the Ex-Gardener",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,320,133,"Rover the Strutter",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,323,133,"Mona the Seedpicker",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,317,132,"Timid Namon",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,326,132,"Indifferent Neoron",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,317,129,"Spyder the Seven-Legged",2132,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,320,129,"Tito the Flapper",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,324,129,"Lazy Pumba",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
monster .@map$,327,129,"Careless Tete",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
end;
OnMyMobDead:
end;
}
1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{
specialeffect EF_LEVEL99_4;
disablenpc instance_npcname(strnpcinfo(0));
getitem 12561,1; //Mysterious_Seed
end;
}
1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 CLEAR_NPC
1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 CLEAR_NPC
1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 CLEAR_NPC
1@mist,48,286,0 duplicate(Mysterious Flower#1) Mysterious Flower#5 CLEAR_NPC
1@mist,54,277,0 duplicate(Mysterious Flower#1) Mysterious Flower#6 CLEAR_NPC
1@mist,52,270,0 duplicate(Mysterious Flower#1) Mysterious Flower#7 CLEAR_NPC
1@mist,62,268,0 duplicate(Mysterious Flower#1) Mysterious Flower#8 CLEAR_NPC
1@mist,72,271,0 duplicate(Mysterious Flower#1) Mysterious Flower#9 CLEAR_NPC
1@mist,72,276,0 duplicate(Mysterious Flower#1) Mysterious Flower#10 CLEAR_NPC
1@mist,118,194,0 duplicate(Mysterious Flower#1) Mysterious Flower#11 CLEAR_NPC
1@mist,122,204,0 duplicate(Mysterious Flower#1) Mysterious Flower#12 CLEAR_NPC
1@mist,137,209,0 duplicate(Mysterious Flower#1) Mysterious Flower#13 CLEAR_NPC
1@mist,144,203,0 duplicate(Mysterious Flower#1) Mysterious Flower#14 CLEAR_NPC
1@mist,146,186,0 duplicate(Mysterious Flower#1) Mysterious Flower#15 CLEAR_NPC
1@mist,142,182,0 duplicate(Mysterious Flower#1) Mysterious Flower#16 CLEAR_NPC
1@mist,132,179,0 duplicate(Mysterious Flower#1) Mysterious Flower#17 CLEAR_NPC
1@mist,123,184,0 duplicate(Mysterious Flower#1) Mysterious Flower#18 CLEAR_NPC
1@mist,194,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#19 CLEAR_NPC
1@mist,188,109,0 duplicate(Mysterious Flower#1) Mysterious Flower#20 CLEAR_NPC
1@mist,193,94,0 duplicate(Mysterious Flower#1) Mysterious Flower#21 CLEAR_NPC
1@mist,205,92,0 duplicate(Mysterious Flower#1) Mysterious Flower#22 CLEAR_NPC
1@mist,213,96,0 duplicate(Mysterious Flower#1) Mysterious Flower#23 CLEAR_NPC
1@mist,216,103,0 duplicate(Mysterious Flower#1) Mysterious Flower#24 CLEAR_NPC
1@mist,212,116,0 duplicate(Mysterious Flower#1) Mysterious Flower#25 CLEAR_NPC
1@mist,207,120,0 duplicate(Mysterious Flower#1) Mysterious Flower#26 CLEAR_NPC
1@mist,169,310,0 duplicate(Mysterious Flower#1) Mysterious Flower#27 CLEAR_NPC
1@mist,172,296,0 duplicate(Mysterious Flower#1) Mysterious Flower#28 CLEAR_NPC
1@mist,191,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#30 CLEAR_NPC
1@mist,195,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#31 CLEAR_NPC
1@mist,192,316,0 duplicate(Mysterious Flower#1) Mysterious Flower#32 CLEAR_NPC
1@mist,187,320,0 duplicate(Mysterious Flower#1) Mysterious Flower#33 CLEAR_NPC
1@mist,174,318,0 duplicate(Mysterious Flower#1) Mysterious Flower#34 CLEAR_NPC
1@mist,308,136,0 duplicate(Mysterious Flower#1) Mysterious Flower#35 CLEAR_NPC
1@mist,314,122,0 duplicate(Mysterious Flower#1) Mysterious Flower#36 CLEAR_NPC
1@mist,321,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#37 CLEAR_NPC
1@mist,331,123,0 duplicate(Mysterious Flower#1) Mysterious Flower#38 CLEAR_NPC
1@mist,335,126,0 duplicate(Mysterious Flower#1) Mysterious Flower#39 CLEAR_NPC
1@mist,332,141,0 duplicate(Mysterious Flower#1) Mysterious Flower#40 CLEAR_NPC
1@mist,328,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#41 CLEAR_NPC
1@mist,314,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#42 CLEAR_NPC
1@mist,238,224,0 duplicate(Mysterious Flower#1) Mysterious Flower#43 CLEAR_NPC
1@mist,244,231,0 duplicate(Mysterious Flower#1) Mysterious Flower#44 CLEAR_NPC
1@mist,257,232,0 duplicate(Mysterious Flower#1) Mysterious Flower#45 CLEAR_NPC
1@mist,262,229,0 duplicate(Mysterious Flower#1) Mysterious Flower#46 CLEAR_NPC
1@mist,265,216,0 duplicate(Mysterious Flower#1) Mysterious Flower#47 CLEAR_NPC
1@mist,260,214,0 duplicate(Mysterious Flower#1) Mysterious Flower#48 CLEAR_NPC
1@mist,252,206,0 duplicate(Mysterious Flower#1) Mysterious Flower#49 CLEAR_NPC
1@mist,244,211,0 duplicate(Mysterious Flower#1) Mysterious Flower#50 CLEAR_NPC
// Wandering Guardian Quest
//============================================================
1@mist,2,2,0 script #Dragon Herder CLEAR_NPC,{
end;
OnInstanceInit:
switch(rand(1,6)) {
case 1: setarray .@c[0],77,240; break;
case 2: setarray .@c[0],147,261; break;
case 3: setarray .@c[0],182,263; break;
case 4: setarray .@c[0],194,350; break;
case 5: setarray .@c[0],268,183; break;
case 6: setarray .@c[0],65,278; break;
}
monster instance_mapname("1@mist"),.@c[0],.@c[1],"Wandering Purple Dragon",2131,1,instance_npcname("#Dragon Herder")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
if (mobcount(.@map$,instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) {
donpcevent instance_npcname("Collapsed Girl#mist")+"::OnEnable";
donpcevent instance_npcname("Mysterious Young Man#mis")+"::OnEnable";
donpcevent instance_npcname("Loki#mist")+"::OnEnable";
mapannounce .@map$,"The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
disablenpc instance_npcname("#Dragon Herder");
initnpctimer;
}
end;
OnTimer3000:
stopnpctimer;
mapannounce instance_mapname("1@mist"),"Voice in your head: ...Will you... save... me... please......?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
end;
}
1@mist,97,30,3 script Mysterious Young Man#mis 4_M_ROKI2,{
if (BaseLevel < 98) {
mes "[Mysterious Young Man]";
mes "Huh? Do you plan to pass through here?";
mes ".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.";
mes "We'll meet again, if you survive.";
close;
}
if (ep14_1_mistwoods == 0) {
if (ep13_3_secret > 23) {
mes "[Mysterious Young Man]";
mes "You... I remember seeing you at the camp.";
mes "The information you gave on Ahat was useful.";
mes "Thanks!";
next;
mes "[Mysterious Young Man]";
mes "But do you plan to pass through here?";
mes "What good is it to go across Bifrost?";
next;
} else {
mes "[Mysterious Young Man]";
mes "Do you plan to pass through here?";
mes "I will advise against it if you're just curious.";
mes "It will only bring about your untimely death...";
next;
}
mes "[Mysterious Young Man]";
mes "If you are determined to pass through here,";
mes "I will ask for your help with something.";
next;
select("Who are you?");
mes "[Loki]";
mes "Loki... from the Assassin's Guild.";
mes "That's my name.";
mes "And yours?";
next;
mes "["+strcharinfo(0)+"]";
mes "....";
mes "...."+strcharinfo(0)+" sir.";
next;
mes "[Loki]";
mes "I see. "+strcharinfo(0)+".";
mes "I'm asking you again.";
mes "Do you plan to pass through this forest?";
next;
switch(select("Yes, I do.:No, I don't.")) {
case 1:
mes "[Loki]";
mes "Then I'll ask you a question.";
mes "Have you ever seen a guard... a girl with purple hair?";
next;
switch(select("No, I haven't.:Yes, I might have...")) {
case 1:
mes "[Loki]";
mes "So you haven't.";
mes "You're telling the truth.";
next;
break;
case 2:
mes "[Loki]";
mes "Wait.";
mes "(Loki comes closer.)";
mes "... No.";
mes "You're telling the truth.";
next;
break;
}
mes "[Loki]";
mes "Now we have to say goodbye here.";
mes "If you survive this forest, of course.";
ep14_1_mistwoods = 2;
setquest 7212;
close;
case 2:
mes "[Loki]";
mes "I understand.";
mes "Step back if you aren't ready.";
mes "This forest doesn't like strangers.";
ep14_1_mistwoods = 1;
close;
}
} else if (ep14_1_mistwoods == 1) {
mes "[Loki]";
mes "I told you - step back if you don't want to die.";
mes "It's not easy going through the forest.";
mes "It may cost you your life.";
next;
switch(select("Okay.:What do you want?")) {
case 1:
mes "- When you step back,";
mes "Loki nods slightly and then looks away. -";
close;
case 2:
mes "[Loki]";
mes "I'm looking for somebody.";
mes "Have you ever seen a guard... a girl with purple hair?";
next;
switch(select("No, I haven't.:Yes, I might have...")) {
case 1:
mes "[Loki]";
mes "So you haven't.";
mes "You're telling the truth.";
next;
break;
case 2:
mes "[Loki]";
mes "Wait.";
mes "(Loki comes closer.)";
mes "... No.";
mes "You're telling the truth.";
next;
break;
}
mes "[Loki]";
mes "Now we have to say goodbye here.";
mes "Hopefully, we will see each other again in Mora.";
ep14_1_mistwoods = 2;
setquest 7212;
close;
}
} else if (ep14_1_mistwoods == 2) {
mes "[Loki]";
mes "I don't want to go with you.";
mes "Hopefully, we will see each other again in Mora.";
close;
} else if (ep14_1_mistwoods == 3) {
mes "[Loki]";
mes "So we meet again.";
mes "Are you used to this place?";
mes "Come to the inn in Mora.";
mes "I have something to give to you.";
close;
} else {
mes "[Loki]";
mes "We're seeing a lot of each other these days.";
mes "It seems you are completely comfortable with the place.";
mes "You'd better not be too proud of yourself.";
close;
}
end;
OnEnable:
enablenpc instance_npcname("Mysterious Young Man#mis");
end;
OnDisable:
disablenpc instance_npcname("Mysterious Young Man#mis");
end;
}
1@mist,183,304,3 script Loki#mist 4_M_ROKI2,{
if (ep14_1_mistwoods < 2) {
mes "[Loki]";
mes "An adventurer in the forest.";
mes ".....";
mes "You can go to Mora through this forest.";
close;
} else if (ep14_1_mistwoods == 2) {
mes "[Loki]";
mes "Is it you that took care of this unruly girl?";
mes "I guess I have to thank you.";
mes "You've calmed her down.";
next;
select("What's happening?:This girl...?");
mes "[Loki]";
mes "You might be able to change your appearance, but you cannot change your unique, innate light.";
mes "A scent strong enough to burn your nose.";
next;
mes "[Loki]";
mes "This is Nydhogg, the Guardian of Yggdrasil,";
mes "whom I was looking for.";
mes "Now she won't wander around crazy any more.";
next;
select("What are you going to do now?");
mes "[Loki]";
mes "I'll wait for her to wake up and get out of this forest.";
mes "I can manage it on my own.";
mes "I'll see you in Mora.";
ep14_1_mistwoods = 3;
erasequest 7212;
setquest 7213;
close;
} else if (ep14_1_mistwoods == 3) {
mes "[Loki]";
mes "I don't want to go with you.";
mes "I can manage her on my own.";
mes "If you have something to say, say it after we get out of the forest.";
close;
} else {
mes "[Loki]";
mes "I don't want to go with you.";
mes "If you have something to say, say it after we get out of the forest.";
close;
}
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Loki#mist");
end;
OnEnable:
enablenpc instance_npcname("Loki#mist");
end;
}
1@mist,181,303,3 script Collapsed Girl#mist 4_F_NYDHOG2,{
mes "You see a girl with mysterious hair collapsed on the ground.";
mes "As you approach her, you smell the scent of flowers so strong that it makes you dizzy.";
close;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Collapsed Girl#mist");
end;
OnEnable:
enablenpc instance_npcname("Collapsed Girl#mist");
end;
}
mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{
if (ep14_1_mistwoods < 3) {
mes "[Flower Smell Lady]";
mes "I need rest.";
mes "I'm too tired to talk to you.";
mes "I'm sorry.";
close;
} else if (ep14_1_mistwoods == 3) {
mes "[Nydhogg the Guardian]";
mes "I've been waiting for you.";
mes "I'm still confused, but I know what I did wrong.";
next;
mes "[Nydhogg the Guardian]";
mes "If it weren't for you, I would still be wandering in the abyssal darkness.";
mes "I thank you, from the bottom of my heart.";
next;
mes "[Nydhogg the Guardian]";
mes "I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.";
mes "....";
next;
mes "[Nydhogg the Guardian]";
mes "I don't deserve to be a guardian any more.";
mes "A dragon gone crazy is not a guardian any more.";
next;
mes "[Loki]";
mes "Yggdrasil doesn't think so.";
mes "Nidi, don't forget your duties.";
next;
mes "[Nydhogg the Guardian]";
mes "Are you...?";
mes "I see...";
mes "I thought I was forsaken...";
next;
mes "The Guardian slowly looked away as if deep in thought.";
ep14_1_mistwoods = 4;
close2;
} else if (ep14_1_mistwoods == 4) {
mes "- He seems to be deep in thought. -";
close;
} else {
mes "[Nydhogg the Guardian]";
mes "I haven't gotten all of my powers back.";
mes "I'm sorry I can't protect you.";
next;
mes "[Nydhogg the Guardian]";
mes "Loki said...";
mes "that I won't cry from loneliness again,";
mes "that I will always have new friends like you...";
next;
mes "[Nydhogg the Guardian]";
mes "...I've lost everything, but I'm happy now.";
close;
}
}
mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
mes "- You have too many items to do this quest. -";
close;
}
if (ep14_1_mistwoods < 3) {
mes "He won't look at you. It's like he's not interested at all.";
close;
} else if (ep14_1_mistwoods == 3) {
mes "[Loki]";
mes "So you've passed through the forest.";
mes "It seems Niddy has something to say to you.";
close;
} else if (ep14_1_mistwoods == 4) {
mes "[Loki]";
mes "Nydhogg was one of the guardians of the World Tree.";
mes "But he abandoned his duties as a guardian when he gave in to Morroc's temptation.";
next;
mes "[Loki]";
mes "Some fools performed a ritual to break the seal that held Morroc.";
mes "But the ritual didn't work right. The servant of Morroc failed to break the seal.";
next;
mes "[Loki]";
mes "But the seal is so weak that it can break open any time.";
mes "It's Yggdrasil the World Tree's will that has kept the seal from breaking.";
next;
mes "[Nydhogg the Guardian]";
mes "That's right. The power of the World Tree is linked to the whole world.";
mes "When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.";
next;
mes "[Nydhogg the Guardian]";
mes "That's why all those disasters happened to Yggdrasil.";
mes "As the World Tree became unstable, the influence it had on the seal grew weak.";
next;
mes "[Loki]";
mes "And Morroc broke himself free from the seal.";
mes "Although it seems like he used most of his powers just to break the seal...";
next;
mes "[Nydhogg the Guardian]";
mes "It's all my fault.";
mes "I couldn't break free from Morroc's temptation.";
mes "For too... too long...";
next;
mes "[Nydhogg the Guardian]";
mes "...I wanted to be relieved of my thousands of years of loneliness.";
mes "I wasn't in my right mind then.";
mes "It was none other than I that broke my bond with Yggdrasil.";
next;
mes "[Nydhogg the Guardian]";
mes "I lost control of myself, and did what I shouldn't have done.";
mes "The other side of me became a shadow and a reckless tyrant.";
next;
mes "[Nydhogg the Guardian]";
mes "Facing the world, I realized...";
mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
next;
mes "[Nydhogg the Guardian]";
mes "That's how I was left alone.";
mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
next;
mes "[Nydhogg the Guardian]";
mes "So I became a sinner, forgotten to the world.";
next;
mes "[Loki]";
mes "It's not too late.";
mes "You're still a guardian.";
mes "You still have things to do.";
next;
mes "[Nydhogg the Guardian]";
mes "...Oh, yes. It's late, but I have to fulfill my duties as a guardian.";
mes "Now I know. I'll destroy Morroc with my own hands.";
mes "I will fulfill my duties as a guardian.";
next;
switch(select("You're not alone.:Those are very important duties.")) {
case 1:
mes "[Nydhogg the Guardian]";
mes "You're right.";
mes "It may be why I haven't been forsaken - to realize that I'm not alone.";
mes "You are a kind soul.";
next;
break;
case 2:
mes "[Nydhogg the Guardian]";
mes "But this is my atonement.";
mes "I'm happy, though.";
mes "I don't have to fight the loneliness any more.";
next;
break;
}
mes "[Nydhogg the Guardian]";
mes strcharinfo(0)+"...";
mes "Thanks for listening to my long story.";
next;
mes "[Nydhogg the Guardian]";
mes "It's what I always have with me.";
mes "I'm sure it will protect you someday.";
next;
mes "[Loki]";
mes "(Removes his scarf from around his neck and hands it to you.)";
next;
mes "[Nydhogg the Guardian]";
mes "May the blessing of Mother Yggdrasil be with you...";
ep14_1_mistwoods = 10;
completequest 7213;
getitem 2568,1; //Muffler_Of_Roki
getitem 2858,1; //Pendant_Of_Guardian
getexp 400000,400000;
close;
} else {
mes "[Loki]";
mes "I'll be staying here for a while.";
mes "We may meet again.";
next;
mes "[Loki]";
mes "The day when Morroc reveals his despicable nature...";
mes "I will be waiting for him.";
close;
}
}
// Monster Spawns
//============================================================
1@mist,1,1,0 script #Mist Mobs Respawn1 CLEAR_NPC,{
end;
OnInstanceInit:
monster instance_mapname("1@mist"),0,0,"Miming",2137,15,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
.@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
if (.@num_mobs > 0)
monster .@map$,0,0,"Miming",2137,.@num_mobs,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
end;
}
1@mist,1,2,0 script #Mist Mobs Respawn2 CLEAR_NPC,{
end;
OnInstanceInit:
monster instance_mapname("1@mist"),0,0,"Pom Spider",2132,35,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
.@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
if (.@num_mobs > 0)
monster .@map$,0,0,"Pom Spider",2132,.@num_mobs,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
end;
}
1@mist,1,3,0 script #Mist Mobs Respawn3 CLEAR_NPC,{
end;
OnInstanceInit:
monster instance_mapname("1@mist"),0,0,"Angra Mantis",2133,35,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
.@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
if (.@num_mobs > 0)
monster .@map$,0,0,"Angra Mantis",2133,.@num_mobs,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
end;
}
1@mist,1,4,0 script #Mist Mobs Respawn4 CLEAR_NPC,{
end;
OnInstanceInit:
monster instance_mapname("1@mist"),0,0,"Parus",2134,35,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
.@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
if (.@num_mobs > 0)
monster .@map$,0,0,"Parus",2134,.@num_mobs,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
end;
}
1@mist,1,5,0 script #Mist Mobs Respawn5 CLEAR_NPC,{
end;
OnInstanceInit:
monster instance_mapname("1@mist"),0,0,"Little Fatum",2136,15,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
.@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
if (.@num_mobs > 0)
monster .@map$,0,0,"Little Fatum",2136,.@num_mobs,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
end;
}
1@mist,1,6,0 script #Fragments of Memory CLEAR_NPC,{
end;
OnInstanceInit:
disablenpc instance_npcname("#Fragments of Memory");
monster instance_mapname("1@mist"),0,0,"Guardian's Fragments of Memory",2138,15;
end;
}
// Warp Portals
//============================================================
bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{
mes "It's a giant flower with mysterious energy.";
if (countitem(12561)) {
mes "It's reacting to the Mysterious Flower Seeds you have with you.";
next;
switch(select("Observe the reaction.:Stop the reaction.")) {
case 1:
mes "The flower started to shake violently";
mes "and swing forward as if trying to send the seeds as far away as possible!!!";
close2;
delitem 12561,1; //Mysterious_Seed
warp "bif_fild02",160,230;
end;
case 2:
mes "As you hold onto the Mysterious Flower Seeds tightly,";
mes "the flower shook violently and then became calm again.";
close;
}
}
mes "It looks like it has some special use, but you're not sure what.";
close;
}
1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352
1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{
end;
OnTouch:
if (!questprogress(7211,PLAYTIME))
setquest 7211;
warp instance_mapname("1@mist"),116,40;
end;
}
1@mist,113,40,0 warp a2_a7 1,1,1@mist,90,81
1@mist,93,81,0 warp a7_a14 1,1,1@mist,108,152
1@mist,111,154,0 warp a14_a24 1,1,1@mist,236,108
1@mist,236,110,0 warp a24_a1 1,1,1@mist,106,69
1@mist,161,67,0 warp a18-1_a22 1,1,1@mist,159,85
1@mist,180,116,0 warp a23_a18-1 1,1,1@mist,164,66
1@mist,180,63,0 warp a18-2_a9 1,1,1@mist,141,90
1@mist,116,84,0 warp a8_a26 1,1,1@mist,222,133
1@mist,220,133,0 warp a26_a27-1 1,1,1@mist,200,64
1@mist,197,64,0 warp a27-1_a23 1,1,1@mist,177,116
1@mist,146,194,0 warp af1-2_a27-2 1,1,1@mist,225,96
1@mist,133,195,0 warp af1-1_af2-1 1,1,1@mist,202,110
1@mist,202,107,0 warp af2-1_af1-1 1,1,1@mist,134,189
1@mist,217,110,0 warp af2-2_a20-1 1,1,1@mist,240,56
1@mist,240,54,0 warp a20-1_af2-2 1,1,1@mist,214,110
1@mist,234,67,0 warp a20-2_a21 1,1,1@mist,239,80
1@mist,242,77,0 warp a21_a15-1 1,1,1@mist,153,137
1@mist,156,139,0 warp a15-1_a3 1,1,1@mist,123,55
1@mist,124,51,0 warp a3_a20-1 1,1,1@mist,240,56
1@mist,48,41,0 warp a4-1_a17 1,1,1@mist,174,165
1@mist,171,165,0 warp a17_a16 1,1,1@mist,168,143
1@mist,169,141,0 warp a16_a10 1,1,1@mist,101,107
1@mist,99,107,0 warp a10_a4-2 1,1,1@mist,57,38
1@mist,65,113,0 warp a11_a28 1,1,1@mist,218,151
1@mist,221,151,0 warp a28_a13 1,1,1@mist,117,126
1@mist,114,126,0 warp a13_a5 1,1,1@mist,36,62
1@mist,61,88,0 warp a6_a19 1,1,1@mist,189,139
1@mist,186,140,0 warp a19_a12 1,1,1@mist,98,126
1@mist,101,126,0 warp a12_a29-1 1,1,1@mist,238,151
1@mist,235,152,0 warp a29-1_af1-2 1,1,1@mist,144,194
1@mist,254,151,0 warp a29-2E_b1 1,1,1@mist,271,164
1@mist,275,211,0 warp b1_b13 1,1,1@mist,277,112
1@mist,301,141,0 warp b14_b24 1,1,1@mist,99,232
1@mist,99,230,0 warp b24_b25 1,1,1@mist,103,255
1@mist,102,253,0 warp b25_b4-1 1,1,1@mist,215,177
1@mist,212,177,0 warp b4-1_b1 1,1,1@mist,276,208
1@mist,289,167,0 warp b2_b19 1,1,1@mist,152,219
1@mist,149,219,0 warp b19_b20 1,1,1@mist,119,227
1@mist,115,227,0 warp b20_b23 1,1,1@mist,230,353
1@mist,233,353,0 warp b23_b7 1,1,1@mist,289,225
1@mist,76,273,0 warp bf1-2_b7 1,1,1@mist,289,225
1@mist,61,282,0 warp bf1-1_bf2-1 1,1,1@mist,256,220
1@mist,252,220,0 warp bf2-1_bf1-1 1,1,1@mist,65,282
1@mist,267,213,0 warp bf2-2_b28 1,1,1@mist,214,268
1@mist,212,265,0 warp b28_b12 1,1,1@mist,288,266
1@mist,285,266,0 warp b12_b21 1,1,1@mist,143,234
1@mist,143,231,0 warp b21_b29 1,1,1@mist,222,281
1@mist,223,279,0 warp b29_b31 1,1,1@mist,158,317
1@mist,134,287,0 warp b30_b3 1,1,1@mist,293,195
1@mist,295,197,0 warp b3_b10 1,1,1@mist,239,253
1@mist,236,253,0 warp b10_b12 1,1,1@mist,288,266
1@mist,111,203,0 warp b16_b34 1,1,1@mist,202,333
1@mist,199,333,0 warp b34_b27-1 1,1,1@mist,203,251
1@mist,206,249,0 warp b27-1_b22 1,1,1@mist,168,239
1@mist,165,239,0 warp b22_b15 1,1,1@mist,89,173
1@mist,177,265,0 warp b27-2_a14 1,1,1@mist,108,152
1@mist,166,314,0 warp bN-1_b27-3 1,1,1@mist,206,297
1@mist,197,299,0 warp bN-2_b17 1,1,1@mist,167,200
1@mist,165,200,0 warp b17_bN-2 1,1,1@mist,193,299
1@mist,86,173,0 warp b15_b32 1,1,1@mist,218,313
1@mist,215,313,0 warp b32_b28 1,1,1@mist,214,268
1@mist,230,324,0 warp b33_b6-1 1,1,1@mist,221,233
1@mist,230,230,0 warp b6-2_b11 1,1,1@mist,263,261
1@mist,263,258,0 warp b11_b9 1,1,1@mist,272,246
1@mist,269,246,0 warp b9_b26 1,1,1@mist,143,265
1@mist,140,265,0 warp b26_b5 1,1,1@mist,209,200
1@mist,195,206,0 warp b18_b35 1,1,1@mist,169,341
1@mist,166,341,0 warp b35_b36 1,1,1@mist,198,354
1@mist,201,354,0 warp b36_b37-1 1,1,1@mist,83,224
1@mist,87,224,0 warp b37-1_b35 1,1,1@mist,169,341
1@mist,84,273,0 warp b37-2_c1 1,1,1@mist,98,287
1@mist,111,298,0 warp c2_c3 1,1,1@mist,82,307
1@mist,79,307,0 warp c3_c7 1,1,1@mist,284,89
1@mist,281,89,0 warp c7_c12 1,1,1@mist,264,291
1@mist,261,291,0 warp c12_c2 1,1,1@mist,115,298
1@mist,326,275,0 warp c13-1_b13 1,1,1@mist,277,112
1@mist,294,293,0 warp c13-2_c5 1,1,1@mist,78,330
1@mist,81,330,0 warp c5_c17 1,1,1@mist,308,330
1@mist,308,327,0 warp c17_c10 1,1,1@mist,309,165
1@mist,306,165,0 warp c10_c13-2 1,1,1@mist,298,293
1@mist,46,316,0 warp c4_c6 1,1,1@mist,113,328
1@mist,95,328,0 warp c6_c9 1,1,1@mist,342,157
1@mist,339,157,0 warp c9_c16 1,1,1@mist,343,328
1@mist,343,325,0 warp c16_c8-2 1,1,1@mist,346,120
1@mist,344,123,0 warp c8-2_c19 1,1,1@mist,277,343
1@mist,256,313,0 warp c18_c15 1,1,1@mist,343,307
1@mist,342,305,0 warp c15_cKEY 1,1,1@mist,332,121
1@mist,335,120,0 warp cKEY_c18 1,1,1@mist,259,313
1@mist,317,89,0 warp c8-1_c14 1,1,1@mist,339,284
1@mist,339,281,0 warp c14_c11-1 1,1,1@mist,332,172
1@mist,329,171,0 warp c11-1_c8-2 1,1,1@mist,346,120
1@mist,301,237,0 warp b8_b2 1,1,1@mist,289,170
// Disable Garden Tree warps.
// Custom, but saves processing and lines.
1@mist,1,1,0 script #mist_warp_init CLEAR_NPC,{
end;
OnInstanceInit:
disablenpc instance_npcname("a25_a18-1");
disablenpc instance_npcname("a27-2_af1-2");
disablenpc instance_npcname("a15-2_a4-1");
disablenpc instance_npcname("a4-2_a11");
disablenpc instance_npcname("b4-2_b2");
disablenpc instance_npcname("b7_bf1-2");
disablenpc instance_npcname("b31_b16");
disablenpc instance_npcname("b27-3_bN-1");
disablenpc instance_npcname("b6-1_b33");
disablenpc instance_npcname("b5_b14");
disablenpc instance_npcname("c1_c13-1");
disablenpc instance_npcname("c13-3_c4");
disablenpc instance_npcname("c19_c4");
disablenpc instance_npcname("#to_bif02");
disablenpc instance_npcname("#mist_warp_init");
end;
}
1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom
1@mist,225,98,0 warp a27-2_af1-2 1,1,1@mist,144,194 //Tomba
1@mist,159,184,0 warp a15-2_a4-1 1,1,1@mist,49,37 //Remi
1@mist,61,39,0 warp a4-2_a11 1,1,1@mist,68,113 //Rem
1@mist,230,179,0 warp b4-2_b2 1,1,1@mist,289,170 //Ron
1@mist,285,225,0 warp b7_bf1-2 1,1,1@mist,72,274 //Rover
1@mist,161,316,0 warp b31_b16 1,1,1@mist,108,203 //Mona
1@mist,204,299,0 warp b27-3_bN-1 1,1,1@mist,169,314 //Namon
1@mist,221,236,0 warp b6-1_b33 1,1,1@mist,233,324 //Neoron
1@mist,206,200,0 warp b5_b14 1,1,1@mist,298,142 //Spyder
1@mist,95,287,0 warp c1_c13-1 1,1,1@mist,323,276 //Tito
1@mist,324,325,0 warp c13-3_c4 1,1,1@mist,49,316 //Pumba
1@mist,280,344,0 warp c19_c4 1,1,1@mist,49,316 //Tete
1@mist,345,186,0 warp #to_bif02 1,1,bif_fild02,151,121 //The Gardeners' Tree