//===== Hercules Script =======================================
//= Abyss Cave Warper
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
//= Warper to Abyss Cave. and warper out
//===== Additional Comments: =================================
//= 1.0 Added by Nexon [Nexon]
//= 1.1 Removed Duplicates [Silent]
//= 1.2 Fixed tab - missing pillar's appeared [Lupus]
//= 1.3 Updated Abyss Lake entrance based on official [SinSloth]
//= 1.3a Removed .GATs [Lupus]
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//============================================================
hu_fild05,168,304,0 script Column#abyss1 111,{
mes "^3355FFThere are 3 oddly";
mes "shaped grooves on";
mes "the surface of this";
mes "column. It seems that";
mes "certain dragon body parts";
mes "would fit perfectly into";
mes "the column grooves.^000000";
if((countitem(1035)) && (countitem(1036)) && (countitem(1037)))
{
next;
switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
{
case 1:
mes "^3355FFYou carefully place a";
mes "Dragon Canine into one of";
mes "the grooves, and then you";
mes "hear a powerful rumbling";
mes "from within the column.^000000";
specialeffect EF_WINDHIT;
next;
mes "^3355FFYou slowly insert a";
mes "Dragon Scale into another";
mes "of the column's grooves,";
mes "trigerring another small";
mes "tremor from the column.^000000";
specialeffect EF_WINDHIT;
next;
mes "^3355FFYou cautiously insert";
mes "a Dragon Tail into the";
mes "final groove. Lights shine";
mes "forth from cracks in the";
mes "column's surface...^000000";
specialeffect EF_WINDHIT;
next;
mes "^3355FFThe ground beneath";
mes "your feet begins to";
mes "violently shake.^000000";
specialeffect EF_BOWLINGBASH;
donpcevent "AbyssWarp::OnWarp";
specialeffect2 EF_PORTAL;
delitem 1035,1;
delitem 1036,1;
delitem 1037,1;
close2;
warp "hu_fild05",184,204;
end;
case 2:
mes "^3355FFYou gingerly place a";
mes "Dragon's Canine, a Dragon";
mes "Scale, and a Dragon Tail into";
mes "your mouth and slowly begin";
mes "to chew. Nothing happens";
mes "and the taste of these items";
mes "is surprisingly putrid.^000000";
next;
emotion e_rice,1;
delitem 1035,1;
delitem 1036,1;
delitem 1037,1;
percentheal -10,0;
close;
}
}
close;
}
hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
mes "^3355FFThis column looks";
mes "very similar to the";
mes "one you've seen in";
mes "the lake. There is";
mes "a conspicious blue";
mes "groove on its surface.^000000";
next;
switch( select( "Touch the Groove","Remove Item from Groove" ) )
{
case 1:
mes "^3355FF*Clatter Clatter*^000000";
next;
mes "^3355FFThe light emanating from";
mes "the groove distorts and";
mes "the column starts to shake.";
mes "You hear a faint rumbling";
mes "from inside the column.^000000";
specialeffect EF_WINDHIT;
next;
mes "*Ggghhhhhzzzz!*";
mes "*BAM!*";
next;
mes "^3355FFThe light shining from";
mes "the column's groove grows";
mes "brighter as you feel the";
mes "ground beneath your feet";
mes "begin to slowly sink away...^000000";
next;
specialeffect EF_BOWLINGBASH;
specialeffect2 EF_PORTAL;
close2;
warp "hu_fild05",169,305;
end;
case 2:
mes "^3355FF*Ppppsssh!*";
mes "You accidentally";
mes "broke the item.^000000";
specialeffect EF_WINDHIT;
next;
mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
next;
mes "^3355FFThe light emanating from";
mes "the groove distorts and";
mes "the column starts to shake.";
mes "The tremors in the ground";
mes "make it difficult to stand";
mes "steadily, but suddently you";
mes "are warped somewhere else...^000000";
next;
specialeffect EF_BOWLINGBASH;
specialeffect2 EF_PORTAL;
close2;
warp "hu_fild05",157,284;
end;
}
}
hu_fild05,196,210,1 script AbyssWarp 45,2,2,{
OnInit:
disablenpc "AbyssWarp";
end;
OnTouch:
warp "abyss_01",260,268;
end;
OnWarp:
initnpctimer;
enablenpc "AbyssWarp";
end;
OnTimer30000:
stopnpctimer;
disablenpc "AbyssWarp";
end;
}