//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2016 Hercules Dev Team
//= Copyright (C) 2016 Ridley
//= Copyright (C) 2016 Aleos
//=
//= 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/>.
//=========================================================================
//= Nightmare Clock Tower Dungeon
//================= Description ===========================================
//= NPCs related to Aldebaran Clock Tower (Nightmare)
//================= Current Version =======================================
//= 1.1
//=========================================================================
c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{
mes("[Belljamin Button]");
mes("The monsters here are able to control time.");
if (BaseLevel < 150) {
mes("Come back when you've reached ^0000FFLevel 150^000000.");
close;
}
mes("Time, memories, environments... all can become warped here.");
next;
mes("[Belljamin Button]");
mes("I'm begging you not to ask more about it. It might put your life in danger.");
next;
.@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower");
switch (.@menu) {
case 1:
break;
case 2:
case 3:
if (.@menu == 2) {
.@map$ = "c_tower2_";
.@x = 268;
.@y = 26;
} else {
.@map$ = "c_tower3_";
.@x = 65;
.@y = 147;
}
mes("[Belljamin Button]");
mes("Be careful with your choice.");
next;
mes("[Belljamin Button]");
mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be.");
next;
switch (select("Quit", "Pay 10,000z", "Why do you need money?")) {
case 1:
break;
case 2:
if (Zeny < 10000) {
mes("[Belljamin Button]");
mes("Really? You don't have money and asked me to take you there?");
close;
}
Zeny -= 10000;
mes("[Belljamin Button]");
mes("I'm not sure how you'll keep track of time in there but be as careful as you can.");
close2;
warp .@map$, .@x, .@y;
end;
break;
case 3:
mes("[Belljamin Button]");
mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay.");
emotion e_swt;
close;
}
break;
}
mes("[Belljamin Button]");
mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area.");
close;
}
c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{
mes("[Belljamin Button]");
mes("Perhaps you've seen me before?");
next;
mes("[Belljamin Button]");
mes("You saw me in the different place, different look.");
next;
switch (select("Who are you?", "Get me out of here!")) {
case 1:
mes("[Belljamin Button]");
mes("Can you to explain me about what you've seen, what you've done?");
next;
mes("[Belljamin Button]");
mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea.");
next;
mes("[Belljamin Button]");
mes("It's time to go back. Please cherish your time more.");
next;
switch (select("Stay a little bit more", "Please take me back")) {
case 1:
mes("[Belljamin Button]");
mes("You must really like this place. Well, do whatever you want.");
close;
case 2:
mes("[Belljamin Button]");
mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
close2;
warp "c_tower1", 235, 223;
end;
}
break;
case 2:
mes("[Belljamin Button]");
mes("It's time to move on. Do you have a favourite drink?");
next;
mes("[Belljamin Button]");
mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
close2;
warp "c_tower1", 235, 223;
end;
}
}
c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD