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author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
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committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/quests/quests_gonryun.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
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Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/quests_gonryun.txt')
-rw-r--r-- | npc/quests/quests_gonryun.txt | 3815 |
1 files changed, 3815 insertions, 0 deletions
diff --git a/npc/quests/quests_gonryun.txt b/npc/quests/quests_gonryun.txt new file mode 100644 index 000000000..ec7142c70 --- /dev/null +++ b/npc/quests/quests_gonryun.txt @@ -0,0 +1,3815 @@ +//===== rAthena Script ======================================= +//= Quest NPCs related to Gonryun +//===== By: ================================================== +//= KarLaeda +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Broken Sword Quest (Kept old mechanics) +//= Lost Knife Quest +//===== Additional Comments: ================================= +//= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] +//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= Added Lost Knife, updated dialog for Broken Sword +//= dungeon quest mechanics aportion is still the same. +//= 1.2a Bugfixes (bugreport:2404) [Paradox924X] +//= 1.2b More Bugfixes (bugreport:2407) [Paradox924X] +//============================================================ + +// Broken Sword +//============================================================ +gon_in,17,93,5 script Chief#gon 775,{ + if (BaseLevel > 50) { + if (b_sword == 0) { + set b_sword,1; + mes "[Shi Yan Wen]"; + mes "Hmm...?"; + mes "Oh, hello there~"; + mes "I am Shi Yan Wen, the chief of"; + mes "this village. Allow me to personally welcome you to Kunlun."; + next; + mes "[Shi Yan Wen]"; + mes "Although our village hasn't"; + mes "associated with other towns very"; + mes "much, we have recently begun"; + mes "to allow visitors coming from Alberta."; + next; + mes "[Shi Yan Wen]"; + mes "I feel that this town has been"; + mes "isolated for too long. Because"; + mes "of that, people in this town aren't too friendly with visitors yet."; + next; + mes "[Shi Yan Wen]"; + mes "Moreover, we've been having a recent problem with thieves"; + mes "that have been enjoying themselves far too much in Kunlun..."; + mes "Well, you've come to visit here"; + mes "so I hope you enjoy your stay."; + close; + } + else if (b_sword < 18) { + switch (b_sword) { + case 1: + mes "[Shi Yan Wen]"; + mes "Oh, hello there~"; + mes "I am Shi Yan Wen, the chief of"; + mes "this village. Allow me to personally welcome you to Kunlun."; + next; + mes "[Shi Yan Wen]"; + mes "Although our village hasn't"; + mes "associated with other towns very"; + mes "much, we have recently begun"; + mes "to allow visitors coming from Alberta."; + next; + mes "[Shi Yan Wen]"; + mes "I feel that this town has been"; + mes "isolated for too long. Because"; + mes "of that, people in this town aren't too friendly with visitors yet."; + next; + mes "[Shi Yan Wen]"; + mes "Moreover, we've been having a recent problem with thieves"; + mes "that have been enjoying themselves far too much in Kunlun..."; + mes "Well, you've come to visit here"; + mes "so I hope you enjoy your stay."; + close; + case 2: + mes "[Shi Yan Wen]"; + mes "Oh, it's you~"; + mes "How do you like it here so far?"; + mes "As you've probably noticed,"; + mes "the village isn't that peaceful, huh?"; + next; + if (select("It's alright.:I heard that something was stolen...") == 1) { + mes "[Shi Yan Wen]"; + mes "Well, I'm glad you don't mind."; + mes "Just watch out for robbers,"; + mes "and try not to act suspicious"; + mes "in the village."; + close; + } + mes "[Shi Yan Wen]"; + mes "Hmm...you've heard of it?"; + mes "It was just last night when the"; + mes "robbery occurred. The rumors"; + mes "are true. Sadly, there are lots of thieves out there in the village..."; + next; + switch(select("......:What was stolen?:Was anyone hurt?")) { + case 1: + mes "[Shi Yan Wen]"; + mes "I can't believe it really"; + mes "happened... Well, if you see"; + mes "any suspicious characters around,"; + mes "or find what was stolen, please let me know."; + set b_sword,3; + close; + case 2: + mes "[Shi Yan Wen]"; + mes "Well..."; + mes "Erm...it was..."; + mes "...just an ordinary sword."; + mes "But to us, it's been a family treasure for many generations."; + next; + mes "[Shi Yan Wen]"; + mes "I must find this sword"; + mes "no matter what!"; + mes "...but I can't go find it just"; + mes "by myself. I'm just too busy."; + next; + mes "[Shi Yan Wen]"; + mes "You know how busy it is to be the"; + mes "chief of a village. This is very troubling...*Sigh*"; + next; + if (select("Hope you find it soon.:Can I find it for you?") == 1) { + mes "[Shi Yan Wen]"; + mes "um..Thank you."; + mes "If you somehow come across it,"; + mes "please let me know."; + set b_sword,11; + close; + } + mes "[Shi Yan Wen]"; + mes "Oh!~ Are you serious??"; + mes "...The people in the village are"; + mes "very fearful these days because"; + mes "of the thieves. It is so difficult"; + mes "to ask them for help..."; + next; + mes "[Shi Yan Wen]"; + mes "If you would help me find the sword, I will surely repay you for your efforts."; + set b_sword,3; + close; + case 3: + mes "[Shi Yan Wen]"; + mes "Fortunately, no one was hurt."; + mes "However, the thieves took a"; + mes "valuable family treasure"; + mes "which has been passed down from"; + mes "generation to generation."; + next; + mes "[Shi Yan Wen]"; + mes "I must find this sword"; + mes "no matter what!"; + mes "...But I can't go find it just"; + mes "by myself. I'm just too busy."; + next; + mes "[Shi Yan Wen]"; + mes "You know how busy it is to be the"; + mes "chief of a village. This is very troubling...*Sigh*"; + next; + if (select("Hope you find it soon.:Can I find it for you?") == 1) { + mes "[Shi Yan Wen]"; + mes "Um..Thank you."; + mes "If you somehow come across it,"; + mes "please let me know."; + set b_sword,11; + close; + } + mes "[Shi Yan Wen]"; + mes "Oh!~ Are you serious??"; + mes "...The people in the village are"; + mes "very fearful these days because"; + mes "of the thieves. It is so difficult"; + mes "to ask them for help..."; + next; + mes "[Shi Yan Wen]"; + mes "If you would help me find the sword, I will surely repay you for your efforts."; + set b_sword,3; + close; + } + case 3: + case 4: + case 5: + mes "[Shi Yan Wen]"; + mes "Haven't found it yet?"; + mes "There's no rush, take it easy."; + mes "You have to take care of"; + mes "youself first before"; + mes "doing favors for others."; + close; + case 6: + mes "[Shi Yan Wen]"; + mes "Oh, you found a clue?"; + mes "So far, it looks like"; + mes "you're doing good work."; + mes "Take this old family medicine, it might be of use sometime soon."; + set b_sword,7; + getitem 504,3; //White_Potion + close; + case 7: + mes "[Shi Yan Wen]"; + mes "It might be helpful for you to"; + mes "know that the thief sustained"; + mes "an injury, so he is probably not very far from here."; + close; + case 8: + mes "[Shi Yan Wen]"; + mes "What...?"; + mes "My sword has been broken!?"; + mes "Unbelievable~!!"; + mes "How could this happen??"; + next; + mes "[Shi Yan Wen]"; + mes "First it's stolen, and now"; + mes "it's in pieces... *Sob*"; + mes "Would you please search"; + mes "for the rest of my sword?"; + mes "It means so much to my family..."; + close; + case 9: + mes "[Shi Yan Wen]"; + mes "*Sob*..."; + mes "...my sword... in pieces..."; + mes "I beg of you, please find them"; + mes "for me. I will give you something in return."; + close; + case 10: + mes "[Shi Yan Wen]"; + mes "Oh!~"; + mes "You've found the pieces for me~"; + mes "I knew you could do it."; + mes "But the sword is still shattered."; + mes "What shall I do...?"; + next; + mes "[Shi Yan Wen]"; + mes "If it's okay with you,"; + mes "would you repair my sword for me?"; + mes "I'll repay you for your help."; + next; + if (select("No way.:Alright.") == 1) { + mes "[Shi Yan Wen]"; + mes "Well, I see...you've been such a"; + mes "nice person. I truly appreciate"; + mes "your hard work. It would be"; + mes "wonderful if you could help"; + mes "me repair the sword, but I"; + mes "will not force you."; + next; + mes "[Shi Yan Wen]"; + mes "I'll find some way to repair"; + mes "it. Without your help, I "; + mes "would have never found it."; + mes "Please accept this as a"; + mes "token of my gratitude..."; + set b_sword,15; + getitem 603,1; //Old_Blue_Box + next; + mes "[Shi Yan Wen]"; + mes "If you find any information"; + mes "or clues about that cursed"; + mes "thief, please let me know."; + mes "I have my sword back but"; + mes "there's no way I can forgive"; + mes "this affront to my ancestors..."; + close; + } + mes "[Shi Yan Wen]"; + mes "Such generosity..."; + mes "I'm truly indebted to you..."; + mes "I have no idea how this sword"; + mes "broke into pieces, though."; + mes "You will probably need to find a"; + mes "famous blacksmith to repair it."; + next; + mes "[Shi Yan Wen]"; + mes "As I already mentioned, this is"; + mes "an important family treasure..."; + mes "Oh! I just remembered--"; + next; + mes "[Shi Yan Wen]"; + mes "There's a guy named ^555555Zuo Hei^000000"; + mes "in the village. He has been to"; + mes "many places around the world."; + mes "He may know of such a weaponsmith. Please seek this man out."; + next; + mes "[Shi Yan Wen]"; + mes "Oh, one last thing. This is"; + mes "but a trinket, but please"; + mes "accept this gift from me."; + set b_sword,14; + getitem 603,1; //Old_Blue_Box + close; + case 11: + mes "[Shi Yan Wen]"; + mes "The village is not in a good"; + mes "mood these days, but there are"; + mes "still lots of things to see in Kunlun."; + close; + case 12: + mes "[Shi Yan Wen]"; + mes "Hmm.. no traces? No clues?"; + mes "... Nothing? Well, that's"; + mes "alright. Thank you for"; + mes "trying to help."; + mes "Hmm...."; + next; + mes "[Shi Yan Wen]"; + mes "Here...take this."; + mes "Have a good time in Kunlun~"; + set b_sword,13; + getitem 504,1; //White_Potion + close; + case 13: + mes "[Shi Yan Wen]"; + mes "Is everything going well?"; + mes "The village has not been"; + mes "in a good mood, lately."; + mes "Still, please try to"; + mes "enjoy yourself."; + close; + case 14: + case 15: + case 16: + case 17: + mes "[Shi Yan Wen]"; + mes "I really appreciate what you are"; + mes "doing. It's a big relief that"; + mes "something is finally being done"; + mes "about these thefts."; + next; + mes "[Shi Yan Wen]"; + mes "Perhaps now, peace will finally"; + mes "come to the village, just like in the old days..."; + close; + } + } + else if (b_sword < 32) { + mes "[Shi Yan Wen]"; + mes "I appreciate what you are doing,"; + mes "and your help has been"; + mes "a relief to me. The Village"; + mes "seems less tense, much like"; + mes "it was in the old days."; + next; + mes "[Shi Yan Wen]"; + mes "Although I hope you'll be"; + mes "be able to repair my"; + mes "sword soon, you've"; + mes "already done so much for"; + mes "me. I feel sorry for"; + mes "asking you to do more."; + close; + } + else if (b_sword == 32) { + if (countitem(1123) < 1) { + mes "[Shi Yan Wen]"; + mes "Hm....."; + mes "Not finished yet, huh?"; + mes "Still, it's good to know"; + mes "it's being repaired..."; + mes "I'll be waiting, then."; + close; + } + mes "[Shi Yan Wen]"; + mes "Oh, it's you~ Hello."; + mes "............"; + mes "Is that my sword?"; + mes "Wow, you've done it!"; + mes "Good work!"; + next; + mes "[Shi Yan Wen]"; + mes "This is a small gift for you."; + mes "Please take it as thanks for a job well done!"; + delitem 1123,1; //Haedonggum + set b_sword,33; + getitem 2404,1; //Shoes_ + next; + mes "[Shi Yan Wen]"; + mes "Thank you for all of your efforts."; + mes "With this sword repaired, I no"; + mes "longer feel that I am shaming"; + mes "my ancestors..."; + mes "Heh heh..."; + mes "Have a good time in Kunlun."; + close; + } + mes "[Shi Yan Wen]"; + mes "Oh, it's you~"; + mes "Once again, I'd like to thank"; + mes "you for all of your help."; + mes "Enjoy your stay in our village."; + mes "Heh heh~"; + close; + } + mes "[Shi Yan Wen]"; + mes "Hmm...?"; + mes "Oh, hello there~"; + mes "I am Shi Yan Wen, the chief of"; + mes "this village. Allow me to personally welcome you to Kunlun."; + next; + mes "[Shi Yan Wen]"; + mes "Although our village hasn't"; + mes "associated with other towns very"; + mes "much, we have recently begun"; + mes "to allow visitors coming from Alberta."; + next; + mes "[Shi Yan Wen]"; + mes "I feel that this town has been"; + mes "isolated for too long. Because"; + mes "of that, people in this town aren't too friendly with visitors yet."; + next; + mes "[Shi Yan Wen]"; + mes "Moreover, we've been having a recent problem with thieves"; + mes "that have been enjoying themselves far too much in Kunlun..."; + mes "Well, you've come to visit here"; + mes "so I hope you enjoy your stay."; + close; +} + +gon_in,152,35,4 script Hostess#gon 702,{ + if (b_sword < 1) { + mes "[Mei Yen Fang]"; + mes "Oh...you're new here, right?"; + mes "Came from out of town?"; + mes "It's common to see lots of"; + mes "foreigners these days."; + mes "It made people in the village busy."; + next; + mes "[Mei Yen Fang]"; + mes "Oh, what am I saying..."; + mes "Want some wine?"; + next; + if (select("Yes, please:No, it's okay.") == 1) { + mes "[Mei Yen Fang]"; + mes "Oooops~! Oh no..."; + mes "A lot of customers came by earlier,"; + mes "so now we're out of wine..."; + mes "It's getting difficult to keep up with the increasing number of customers..."; + close; + } + mes "[Mei Yen Fang]"; + mes "Well, have fun in the village."; + mes "Stop by again sometime."; + close; + } + switch(b_sword) { + case 1: + case 2: + mes "[Mei Yen Fang]"; + mes "Hey, you know what?"; + mes "The chief's house was robbed"; + mes "last night. I can't believe"; + mes "this happened...I guess this is the work of those thieves..."; + next; + mes "[Mei Yen Fang]"; + mes "How worrisome it all is..."; + mes "It could even happen to me!"; + mes "I better watch out..."; + mes "Oh, what am I saying?"; + mes "Enjoy your time in my shop...hehe~"; + set b_sword,2; + close; + case 3: + mes "[Mei Yen Fang]"; + mes "Oh, it's you again~"; + mes "I heard that you've decided"; + mes "to help our chief."; + mes "Please do your best for him!"; + mes "Everyone in the village has"; + mes "been on edge..."; + next; + mes "[Mei Yen Fang]"; + mes "Do you see that guy over there"; + mes "leaning on the table?"; + mes "He seems to know about what"; + mes "happened last night, but..."; + mes "He's been drinking all night long."; + set b_sword,4; + close; + } + if (b_sword > 3 && b_sword < 11) { + mes "[Mei Yen Fang]"; + mes "Hello there~"; + mes "Feeling tension in the village,"; + mes "huh? It's all because of those"; + mes "thieves... "; + next; + mes "[Mei Yen Fang]"; + mes "They're also making things hard for my business..."; + mes " "; + mes "*Sigh*"; + close; + } + else if (b_sword == 11 || b_sword == 12) { + mes "[Mei Yen Fang]"; + mes "Feeling tension in the village,"; + mes "huh? I Hope the thief will get caught soon."; + mes "..."; + close; + } + mes "[Mei Yen Fang]"; + mes "You caught him?!"; + mes "Wow, you're very brave."; + mes "I should get ready to run the"; + mes "shop again. But I'll need to"; + mes "order some wine first."; + next; + mes "[Mei Yen Fang]"; + mes "Xue Bong drank all the wine in the"; + mes "shop, and I didn't restock any"; + mes "since everyone has been scared"; + mes "off by the thefts..."; + mes "But stop by next time."; + mes "I'll have some wine ready."; + close; +} + +gon_in,165,16,4 script Man in hangover#gon 748,{ + if (b_sword < 4) { + mes "[Xue Bong]"; + mes "Ahhh.. my stomach.. my head.."; + mes "I shouldn't drink so much.."; + mes "Ehhhh...."; + emotion e_swt2; + close; + } + else if (b_sword < 6) { + switch(b_sword) { + case 4: + if (countitem(506) < 1) { + mes "[Xue Bong]"; + mes "*Urk!* I feel sick..."; + mes "Can somebody bring me a potion?"; + mes "*Groan*...."; + emotion e_swt2; + close; + } + mes "[Xue Bong]"; + mes "Ohhh...my stomach..."; + mes "I need something..."; + mes "Moan~ Uh, hey you!"; + mes "Could you give me one"; + mes "of your ^00FF00Green_Potion^000000s?"; + mes "I think I'm going to barf..."; + next; + switch(select("No.:Here, drink this!")) { + case 1: + mes "[Xue Bong]"; + mes "Uhh..."; + mes "Are you sure?"; + next; + switch(select("Sorry, I don't have any.:Here, you can have it!")) { + case 1: + mes "[Xue Bong]"; + mes "C'mon, man..."; + mes "I...I'm in freakin' pain here..."; + set b_sword,12; + close; + case 2: + delitem 506,1; //Green_Potion + set b_sword,5; + mes "[Xue Bong]"; + mes "Oh man...thanks."; + mes "I thought you were teasing me."; + mes "I feel much better now."; + mes "So...uh, what brings you here?"; + next; + if (select("Heard about the thief?:Nothing.") == 1) { + mes "[Xue Bong]"; + mes "Ah, a thief~"; + mes "Hmm...let me see.."; + mes "I went out for walk in the middle"; + mes "of the night while I was drinking."; + mes "And I heard a noise."; + next; + mes "[Xue Bong]"; + mes "I looked around and found that the"; + mes "area near the chief's house was"; + mes "brighter than any other area..."; + mes "It was odd..."; + mes "[Xue Bong]"; + mes "So I kept watching it and"; + mes "all of a sudden, I saw something"; + mes "moving on the rooftops..."; + next; + mes "[Xue Bong]"; + mes "It disappeared in a second."; + mes "I was drunk, and it was dark"; + mes "outside. I have no idea"; + mes "whether it was a man,"; + mes "a poring, or if I had just"; + mes "drank too much..eheh."; + set b_sword,6; + close; + } + mes "[Xue Bong]"; + mes "Okay then, thanks again."; + mes "Don't be a drinker like me,"; + mes "unless you want to suffer from"; + mes "serious hangovers. See you later~"; + close; + } + case 2: + delitem 506,1; //Green_Potion + set b_sword,5; + emotion e_thx; + mes "[Xue Bong]"; + mes "Whew, Thanks!"; + mes "I feel much better now."; + mes "Hmm...you seem new around here."; + mes "Anything you wanna know?"; + next; + switch(select("About a thief...:How much have you been drinking?:Nothing~")) { + case 1: + mes "[Xue Bong]"; + mes "Ah, a thief, eh? Let's see..."; + mes "I went out for walk in the middle"; + mes "of the night while I was drinking."; + mes "All of a sudden, I heard a strange noise..."; + next; + mes "[Xue Bong]"; + mes "I looked around and found that the"; + mes "area near the chief's house was"; + mes "brighter than any other area. It was odd..."; + next; + mes "[Xue Bong]"; + mes "So I kept watching it and,"; + mes "all of a sudden, I saw something moving on the rooftops..."; + next; + if (select("Where to?:Probably a Wild Rose.") == 1) { + mes "[Xue Bong]"; + mes "Umm?"; + mes "Well..let me see.."; + mes "It came from... and head to...um..."; + mes "murmur.."; + next; + mes "^3355FFHe started mumbling for a bit^000000"; + mes "......"; + next; + mes "[Xue Bong]"; + mes "Ah ha!! Right..."; + mes "A shrine, yeah, the thief was"; + mes "heading to a shrine and"; + mes "disappeared. I'm not"; + mes "sure if it was a human or an"; + mes "animal..."; + set b_sword,6; + next; + mes "[Xue Bong]"; + mes "Anything else I can help you with?"; + mes "I appreciate the potion."; + next; + switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) { + case 1: + mes "[Xue Bong]"; + mes "I'll see you later then."; + mes "I'm always be here drinking..eheh."; + close; + case 2: + mes "[Xue Bong]"; + mes "Ehh..Don't mind me."; + mes "I'm a social drinker..."; + mes " "; + mes "It's just I don't got nobody to be social with."; + close; + case 3: + mes "[Xue Bong]"; + mes "Alright."; + mes "Come again whenever you have"; + mes "any other questions."; + close; + } + } + mes "[Xue Bong]"; + mes "Yeah..maybe."; + mes "It was so dark outside and I was"; + mes "drunk so I don't remember"; + mes "clearly. I'm pretty sure it was bigger than that, though."; + close; + case 2: + mes "[Xue Bong]"; + mes "Ah..um....I..I don't remember."; + mes "When I woke up, There were tons of"; + mes "empty bottles around me."; + mes "..."; + next; + mes "^3355FF......."; + mes "For some reason, you can't discern his testimony's reliability...^000000"; + close; + case 3: + mes "[Xue Bong]"; + mes "Alrighty then."; + mes "Hope you don't ever drink like me"; + mes "in the future. You'll suffer"; + mes "for a long time if you do."; + mes "You know what a hangover is, right?"; + close; + } + } + case 5: + mes "[Xue Bong]"; + mes "Oh, it's you. Hey."; + mes "Thanks for the potion last time."; + mes "What are you up to?"; + mes "Got any questions for me?"; + next; + switch(select("About a thief last night...:Nope, just passing by..")) { + case 1: + mes "[Xue Bong]"; + mes "Ah~ a thief...?"; + mes "Hmm...let me see..."; + mes "I went out for walk in the middle"; + mes "of the night while I was drinking."; + mes "All of a sudden, I heard a strange noise..."; + next; + mes "[Xue Bong]"; + mes "I looked around and found that the"; + mes "area near the chief's house was"; + mes "brighter than any other area. It was odd..."; + next; + mes "[Xue Bong]"; + mes "So I kept watching it and,"; + mes "all of a sudden, I saw something moving on the rooftops..."; + next; + mes "[Xue Bong]"; + mes "It disappeared in a second."; + mes "I was drunk, and it was dark"; + mes "outside. I have no idea"; + mes "whether it was a man, a poring,"; + mes "or if I just had too much to drink...heheh~"; + set b_sword,6; + close; + case 2: + mes "[Xue Bong]"; + mes "Okay, then, thanks again."; + mes "Don't be a drinker like me,"; + mes "unless you want to suffer from"; + mes "serious hangovers. See you later~"; + close; + } + } + } + else if (b_sword < 11) { + mes "[Xue Bong]"; + mes "Well, hopefully you can find"; + mes "those thieves. To keep the"; + mes "peace in our village, we need to help out our chief..."; + close; + } + else if (b_sword <14) { + switch(b_sword) { + case 11: + mes "[Xue Bong]"; + mes "Ahhh.. my stomach.. my head.."; + mes "I shouldn't drink so much.."; + mes "ughh...."; + emotion e_swt2; + close; + case 12: + mes "[Xue Bong]"; + mes "Enhhhh..go away."; + mes "You're merciless..."; + mes "How could you turn a"; + mes "blind eye to a"; + mes "boozer's suffering?"; + mes "Urk...!"; + emotion e_an; + close; + case 13: + mes "[Xue Bong]"; + mes "Enhhhh...go away."; + mes "You're so coldhearted..."; + mes "How could you turn away"; + mes "a drunk in need...?"; + mes "*Groan*..."; + emotion e_an; + close; + } + } + mes "[Xue Bong]"; + mes "So you found the chief's"; + mes "belongings?! I knew it!"; + mes "I knew you could do it!"; + mes "You're brave enough"; + mes "to do anything!"; + mes "Good job!"; + close; +} + +gon_dun01,148,156,0 script start01#gnbs -1,{ + OnInit: + sleep 10000; + OnCommandOn: + donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn"; + end; +} + +gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{ + if (b_sword == 7) donpcevent "timer1-1::OnCommandOn"; + end; + + OnTimer10000: + stopnpctimer; + disablenpc "trace1-1#gnbs"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace1-1#gnbs"; + end; + + OnCommandOn: + enablenpc "trace1-1#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun01,2,1,0 script timer1-1 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer1-1"; + end; + + OnCommandOn: + enablenpc "timer1-1"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer1-1"; + end; + + OnTimer3000: + donpcevent "#getitem1-1::OnCommandOn"; + end; +} + +gon_dun01,202,25,0 script #getitem1-1 111,2,1,{ + if (b_sword != 7) end; + set b_sword,8; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem1-1"; + end; + + OnCommandOn: + enablenpc "#getitem1-1"; + donpcevent "timer1-1::OnCommandOff"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem1-1"; + end; +} + +gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{ + if (b_sword == 7) donpcevent "timer1-2::OnCommandOn"; + end; + + OnTimer100000: + stopnpctimer; + disablenpc "trace1-2#gnbs"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace1-2#gnbs"; + end; + + OnCommandOn: + enablenpc "trace1-2#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun01,3,1,0 script timer1-2 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer1-2"; + end; + + OnCommandOn: + enablenpc "timer1-2"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer1-2"; + end; + + OnTimer3000: + donpcevent "#getitem1-2::OnCommandOn"; + end; +} + +gon_dun01,190,159,0 script #getitem1-2 111,2,1,{ + if (b_sword != 7) end; + set b_sword,8; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem1-2"; + end; + + OnCommandOn: + enablenpc "#getitem1-2"; + donpcevent "timer1-2::OnCommandOff"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem1-2"; + end; +} + +gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{ + if (b_sword == 7) donpcevent "timer1-3::OnCommandOn"; + end; + + OnTimer90000: + stopnpctimer; + disablenpc "trace1-3#gnbs"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace1-3#gnbs"; + end; + + OnCommandOn: + enablenpc "trace1-3#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun01,4,1,0 script timer1-3 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer1-3"; + end; + + OnCommandOn: + enablenpc "timer1-3"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer1-3"; + end; + + OnTimer3000: + donpcevent "#getitem1-3::OnCommandOn"; + end; +} + +gon_dun01,164,53,0 script #getitem1-3 111,2,1,{ + if (b_sword != 7) end; + set b_sword,8; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem1-3"; + end; + + OnCommandOn: + enablenpc "#getitem1-3"; + donpcevent "timer1-3::OnCommandOff"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem1-3"; + end; +} + +gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{ + if (b_sword == 7) donpcevent "timer1-4::OnCommandOn"; + end; + + OnTimer150000: + stopnpctimer; + disablenpc "trace1-4#gnbs"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace1-4#gnbs"; + end; + + OnCommandOn: + enablenpc "trace1-4#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun01,5,1,0 script timer1-4 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer1-4"; + end; + + OnCommandOn: + enablenpc "timer1-4"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer1-4"; + end; + + OnTimer3000: + donpcevent "#getitem1-4::OnCommandOn"; + end; +} + +gon_dun01,134,183,0 script #getitem1-4 111,2,1,{ + if (b_sword != 7) end; + set b_sword,8; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem1-4"; + end; + + OnCommandOn: + enablenpc "#getitem1-4"; + donpcevent "timer1-4::OnCommandOff"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem1-4"; + end; +} + +gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{ + if (b_sword == 7) donpcevent "timer1-5::OnCommandOn"; + end; + + OnTimer170000: + stopnpctimer; + disablenpc "trace1-5#gnbs"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace1-5#gnbs"; + end; + + OnCommandOn: + enablenpc "trace1-5#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun01,6,1,0 script timer1-5 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer1-5"; + end; + + OnCommandOn: + enablenpc "timer1-5"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer1-5"; + end; + + OnTimer3000: + donpcevent "#getitem1-5::OnCommandOn"; + end; +} + +gon_dun01,140,257,0 script #getitem1-5 111,2,1,{ + if (b_sword != 7) end; + set b_sword,8; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem1-5"; + end; + + OnCommandOn: + enablenpc "#getitem1-5"; + donpcevent "timer1-5::OnCommandOff"; + donpcevent "start01#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem1-5"; + end; +} + +gon_dun02,1,1,0 script start02#gnbs -1,{ + OnInit: + sleep 10000; + OnCommandOn: + donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn"; + end; +} + +gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-1::OnCommandOn"; + end; + + OnTimer80000: + stopnpctimer; + disablenpc "trace2-1#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-1#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-1#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,2,1,0 script timer2-1 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-1"; + end; + + OnCommandOn: + enablenpc "timer2-1"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-1"; + end; + + OnTimer3000: + donpcevent "#getitem2-1::OnCommandOn"; + end; +} + +gon_dun02,202,25,0 script #getitem2-1 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-1"; + end; + + OnCommandOn: + enablenpc "#getitem2-1"; + donpcevent "timer2-1::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-1"; + end; +} + +gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-2::OnCommandOn"; + end; + + OnTimer130000: + stopnpctimer; + disablenpc "trace2-2#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-2#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-2#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,3,1,0 script timer2-2 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-2"; + end; + + OnCommandOn: + enablenpc "timer2-2"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-2"; + end; + + OnTimer3000: + donpcevent "#getitem2-2::OnCommandOn"; + end; +} + +gon_dun02,265,201,0 script #getitem2-2 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-2"; + end; + + OnCommandOn: + enablenpc "#getitem2-2"; + donpcevent "timer2-2::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-2"; + end; +} + +gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-3::OnCommandOn"; + end; + + OnTimer110000: + stopnpctimer; + disablenpc "trace2-3#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-3#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-3#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,4,1,0 script timer2-3 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-3"; + end; + + OnCommandOn: + enablenpc "timer2-3"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-3"; + end; + + OnTimer3000: + donpcevent "#getitem2-3::OnCommandOn"; + end; +} + +gon_dun02,247,128,0 script #getitem2-3 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-3"; + end; + + OnCommandOn: + enablenpc "#getitem2-3"; + donpcevent "timer2-3::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-3"; + end; +} + +gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-4::OnCommandOn"; + end; + + OnTimer230000: + stopnpctimer; + disablenpc "trace2-4#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-4#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-4#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,5,1,0 script timer2-4 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-4"; + end; + + OnCommandOn: + enablenpc "timer2-4"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-4"; + end; + + OnTimer3000: + donpcevent "#getitem2-4::OnCommandOn"; + end; +} + +gon_dun02,149,75,0 script #getitem2-4 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-4"; + end; + + OnCommandOn: + enablenpc "#getitem2-4"; + donpcevent "timer2-4::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-4"; + end; +} + +gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-5::OnCommandOn"; + end; + + OnTimer190000: + stopnpctimer; + disablenpc "trace2-5#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-5#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-5#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,6,1,0 script timer2-5 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-5"; + end; + + OnCommandOn: + enablenpc "timer2-5"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-5"; + end; + + OnTimer3000: + donpcevent "#getitem2-5::OnCommandOn"; + end; +} + +gon_dun02,23,106,0 script #getitem2-5 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-5"; + end; + + OnCommandOn: + enablenpc "#getitem2-5"; + donpcevent "timer2-5::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-5"; + end; +} + +gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{ + if (b_sword == 8) donpcevent "timer2-6::OnCommandOn"; + end; + + OnTimer110000: + stopnpctimer; + disablenpc "trace2-6#gnbs"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace2-6#gnbs"; + end; + + OnCommandOn: + enablenpc "trace2-6#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun02,7,1,0 script timer2-6 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer2-6"; + end; + + OnCommandOn: + enablenpc "timer2-6"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer2-6"; + end; + + OnTimer3000: + donpcevent "#getitem2-6::OnCommandOn"; + end; +} + +gon_dun02,249,40,0 script #getitem2-6 111,2,1,{ + if (b_sword != 8) end; + set b_sword,9; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + close; + + OnInit: + disablenpc "#getitem2-6"; + end; + + OnCommandOn: + enablenpc "#getitem2-6"; + donpcevent "timer2-6::OnCommandOff"; + donpcevent "start02#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem2-6"; + end; +} + +gon_dun03,1,1,0 script start03#gnbs -1,{ + OnInit: + sleep 10000; + OnCommandOn: + donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn"; + end; +} + +gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-1::OnCommandOn"; + end; + + OnTimer200000: + stopnpctimer; + disablenpc "trace3-1#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-1#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-1#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,2,1,0 script timer3-1 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-1"; + end; + + OnCommandOn: + enablenpc "timer3-1"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-1"; + end; + + OnTimer3000: + donpcevent "#getitem3-1::OnCommandOn"; + end; +} + +gon_dun03,10,74,0 script #getitem3-1 111,2,1,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-1"; + end; + + OnCommandOn: + enablenpc "#getitem3-1"; + donpcevent "timer3-1::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-1"; + end; +} + +gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-2::OnCommandOn"; + end; + + OnTimer130000: + stopnpctimer; + disablenpc "trace3-2#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-2#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-2#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,3,1,0 script timer3-2 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-2"; + end; + + OnCommandOn: + enablenpc "timer3-2"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-2"; + end; + + OnTimer3000: + donpcevent "#getitem3-2::OnCommandOn"; + end; +} + +gon_dun03,199,102,0 script #getitem3-2 111,2,1,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-2"; + end; + + OnCommandOn: + enablenpc "#getitem3-2"; + donpcevent "timer3-2::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-2"; + end; +} + +gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-3::OnCommandOn"; + end; + + OnTimer110000: + stopnpctimer; + disablenpc "trace3-3#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-3#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-3#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,4,1,0 script timer3-3 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-3"; + end; + + OnCommandOn: + enablenpc "timer3-3"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-3"; + end; + + OnTimer3000: + donpcevent "#getitem3-3::OnCommandOn"; + end; +} + +gon_dun03,14,163,0 script #getitem3-3 111,2,1,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-3"; + end; + + OnCommandOn: + enablenpc "#getitem3-3"; + donpcevent "timer3-3::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-3"; + end; +} + +gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-4::OnCommandOn"; + end; + + OnTimer230000: + stopnpctimer; + disablenpc "trace3-4#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-4#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-4#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,5,1,0 script timer3-4 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-4"; + end; + + OnCommandOn: + enablenpc "timer3-4"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-4"; + end; + + OnTimer3000: + donpcevent "#getitem3-4::OnCommandOn"; + end; +} + +gon_dun03,156,263,0 script #getitem3-4 111,2,1,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-4"; + end; + + OnCommandOn: + enablenpc "#getitem3-4"; + donpcevent "timer3-4::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-4"; + end; +} + +gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-5::OnCommandOn"; + end; + + OnTimer190000: + stopnpctimer; + disablenpc "trace3-5#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-5#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-5#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,6,1,0 script timer3-5 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-5"; + end; + + OnCommandOn: + enablenpc "timer3-5"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-5"; + end; + + OnTimer3000: + donpcevent "#getitem3-5::OnCommandOn"; + end; +} + +gon_dun03,170,90,0 script #getitem3-5 111,2,1,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-5"; + end; + + OnCommandOn: + enablenpc "#getitem3-5"; + donpcevent "timer3-5::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-5"; + end; +} + +gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-6::OnCommandOn"; + end; + + OnTimer110000: + stopnpctimer; + disablenpc "trace3-6#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-6#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-6#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,7,1,0 script timer3-6 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-6"; + end; + + OnCommandOn: + enablenpc "timer3-6"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-6"; + end; + + OnTimer3000: + donpcevent "#getitem3-6::OnCommandOn"; + end; +} + +gon_dun03,68,39,0 script #getitem3-6 111,1,2,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-6"; + end; + + OnCommandOn: + enablenpc "#getitem3-6"; + donpcevent "timer3-6::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-6"; + end; +} + +gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{ + if (b_sword == 9) donpcevent "timer3-7::OnCommandOn"; + end; + + OnTimer110000: + stopnpctimer; + disablenpc "trace3-7#gnbs"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "trace3-7#gnbs"; + end; + + OnCommandOn: + enablenpc "trace3-7#gnbs"; + setnpctimer 0; + startnpctimer; + end; +} + +gon_dun03,6,1,0 script timer3-7 -1,{ + OnInit: + initnpctimer; + stopnpctimer; + disablenpc "timer3-7"; + end; + + OnCommandOn: + enablenpc "timer3-7"; + setnpctimer 0; + startnpctimer; + end; + + OnCommandOff: + stopnpctimer; + disablenpc "timer3-7"; + end; + + OnTimer3000: + donpcevent "#getitem3-7::OnCommandOn"; + end; +} + +gon_dun03,68,213,0 script #getitem3-7 111,1,2,{ + if (b_sword != 9) end; + set b_sword,10; + mes "You found a ^FF0000piece of blade^000000."; + mes "Seems like it's a part of the sword you've been looking for."; + next; + mes "You put all the pieces on the"; + mes "ground and assembled them."; + mes "It looks like you've found all of the pieces of the blade."; + close; + + OnInit: + disablenpc "#getitem3-7"; + end; + + OnCommandOn: + enablenpc "#getitem3-7"; + donpcevent "timer3-7::OnCommandOff"; + donpcevent "start03#gnbs::OnCommandOn"; + end; + + OnCommandOff: + disablenpc "#getitem3-7"; + end; +} + +gon_in,18,27,5 script Madam#gnbs 771,{ + mes "[Shang Hua Yen]"; + mes "Ho, ho, ho~"; + mes "Who might this be?"; + mes "A visitor from out of town~"; + mes "Welcome!"; + next; + if (select("Hello, Madam~:Where's the chief?") == 1) { + mes "[Shang Hua Yen]"; + mes "Hello, darling~"; + close; + } + if (Sex == 0) { + mes "[Shang Hua Yen]"; + mes "Hoho~ he's upstairs."; + mes "My, are you such a pretty lady~"; + mes "Just don't be too enraptured by my husband, alright?"; + mes "Tee hee~"; + close; + } + mes "[Shang Hua Yen]"; + mes "Oh, he's upstairs..."; + mes "My~! Aren't you a darling young"; + mes "man. But still, not nearly as handsome as my husband~"; + mes "Tee hee~"; + emotion e_lv; + close; +} + +gon_dun03,62,222,0 script Strange dead body#gnbs 111,{ + if (b_sword < 7) { + mes "Here's a decomposing corpse."; + mes "It seems like monsters devoured it."; + close; + } + else if (b_sword > 6 && b_sword < 11) { + mes "There's a written message between the bones of the corpse."; + mes "of the corpse."; + mes "Take a look?"; + next; + if (select("Yes.:Eew, no!") == 1) { + mes "^3355FFThe paper is old and fading,"; + mes "but there are words on it."; + mes "It's written in blood."; + mes "The letters are faded and it's almost impossible to read...^000000 "; + next; + mes "^FF0000Damn I can't.. believe.. failed.."; + mes "Sayum... I should've.."; + mes "watchout.. ehhh.. but.. break"; + mes "..pieces.. and seperate.."; + mes "I.. with"; + mes "this...^000000"; + next; + mes "^3355FFThe rest was indecipherable..."; + mes "He probably couldn't take it any longer...^000000"; + close; + } + mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "Eew, no!"; + mes " "; + mes "Yucky yucky YUCKY!"; + next; + mes "^3355FFYou feel like there's something important here..."; + mes "But the rotting carcass has a"; + mes "foul odor that makes you feel nauseated.^000000"; + close; + } + else if (b_sword == 11 || b_sword == 12) { + mes "^3355FFIt's a rotting human corpse..."; + mes "I should just pass by.^000000"; + close; + } + mes "^3355FFA skeleton chewed up by"; + mes "monsters...I feel sorry for"; + mes "him, but start getting this"; + mes "really creepy feeling after staring at it for a while.^000000"; + close; +} + +gonryun,139,142,7 script Girl##gnbs1 772,{ + if (b_sword < 12) { + mes "[Shi Ying Xiao]"; + mes ".........."; + mes "I was happy meeting visitors"; + mes "from outside the village,"; + mes "but because of the thief, I feel terrible now..."; + emotion e_dots; + close; + } + mes "[Shi Ying Xiao]"; + mes "Hehe..."; + mes "I am so happy now~"; + mes "Lots of visitors are coming to our"; + mes "village now. But most of all,"; + mes "Someone found my father's heirloom~"; + next; + if (select("I'm glad you're relieved.:That would be me!") == 1) { + mes "[Shi Ying Xiao]"; + mes "Yes, the mood of the entire"; + mes "village seems to have calmed..."; + mes "I'm sure whoever found my father's sword is a great person."; + close; + } + mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "That would be me!"; + next; + mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "I AM YOUR HERO!"; + next; + emotion e_heh; + mes "[Shi Ying Xiao]"; + mes "Thank you so much for bringing hope to our village, hero~"; + close; +} + +gonryun,100,241,0 script Stranger#gnbs 733,{ + if (b_sword < 14) { + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "I'm pretty busy right now, come back later."; + emotion e_dots; + close; + } + else if (b_sword < 17) { + switch(b_sword) { + case 14: + switch(nakha) { + case 0: + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "What is it?"; + mes "What do you want?"; + mes "I don't like to be bothered."; + next; + if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + mes "[Zuo Hei]"; + mes "Ahh.."; + mes "So you're the one who found"; + mes "the sword, eh?"; + mes "Did you also get asked to repair it?"; + next; + if (select("Exactly.:No..I'm just...") == 1) { + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "If you want some information from"; + mes "me, come back after helping the"; + mes "person in the village who's in"; + mes "trouble right now."; + next; + mes "[Zuo Hei]"; + mes "It's another heirloom"; + mes "problem, but I want to"; + mes "see for myself that"; + mes "you're really interested"; + mes "in helping others."; + set b_sword,16; + close; + } + mes "[Zuo Hei]"; + mes "Hmm, I didn't think so..."; + mes "Now, don't bother me anymore."; + mes "I've got a bunch of things to do."; + close; + } + mes "[Zuo Hei]"; + mes "Grr..."; + mes "Why should you care about the"; + mes "someone else's personality?"; + mes "That's none of your business."; + mes "Take a look in the mirror first"; + mes "before you say things like that."; + emotion e_ag; + close; + case 1: + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "You're in the middle of helping"; + mes "someone now, I hear."; + mes "Why don't you go and take care of them first."; + mes "Once you start to help someone,"; + mes "you can't just quit halfway."; + set b_sword,16; + close; + case 2: + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "You're in the middle of helping"; + mes "someone now, I hear."; + mes "Why don't you go and take care of them first."; + mes "Once you start to help someone,"; + mes "you can't just quit halfway."; + set b_sword,16; + close; + case 3: + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "What do you want??"; + next; + if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + mes "[Zuo Hei]"; + mes "Ahh..."; + mes "So you are the one who found"; + mes "the sword, eh? I assume you were also asked to repair it..."; + next; + if (select("Exactly.:No...I'm just...") == 1) { + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "Since it's been shattered,"; + mes "you'll need a very skilled smith."; + mes "Go to ^FF0000Geffen^000000, you'll find someone"; + mes "who can help you."; + set b_sword,17; + close; + } + mes "[Zuo Hei]"; + mes "Hmm, I didn't think so..."; + mes "Now, don't bother me anymore."; + mes "I've got a bunch of things to do."; + close; + } + mes "[Zuo Hei]"; + mes "Grr..."; + mes "Why should you care about the"; + mes "someone else's personality?"; + mes "That's none of your business."; + mes "Take a look in the mirror first"; + mes "before you say things like that."; + emotion e_ag; + close; + case 4: + mes "[Zuo Hei]"; + mes "Guess I was wasting my time."; + mes "If you make a promise to someone,"; + mes "it's your responsibility to"; + mes "follow through with it to completion."; + next; + mes "[Zuo Hei]"; + mes "I don't like people who fail to"; + mes "keep the promises they make."; + mes "You'll not get any information from me."; + mes "Don't ever bother me again."; + set b_sword,15; + close; + } + break; + case 15: + mes "[Zuo Hei]"; + mes "Sorry, I'm busy right now."; + mes "Why don't you come back later."; + emotion e_dots; + close; + case 16: + switch(nakha) { + case 0: + mes "[Zuo Hei]"; + mes "Hmm......"; + mes "You're not done with the"; + mes "requirement I've given you..."; + mes "I can't give you any information"; + mes "until you finish your job."; + close; + case 1: + mes "[Zuo Hei]"; + mes "Hmm...."; + mes "Once you start to help someone,"; + mes "you can't just quit halfway."; + mes "Why don't you go and take care of them first."; + close; + case 2: + mes "[Zuo Hei]"; + mes "Hmm...."; + mes "Once you start to help someone,"; + mes "you can't just quit halfway."; + mes "Why don't you go and take care of them first."; + close; + case 3: + mes "[Zuo Hei]"; + mes "Hmm......"; + mes "What do you want?"; + next; + if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + mes "[Zuo Hei]"; + mes "Ahh..."; + mes "So you are the one who found"; + mes "the sword eh?"; + mes "Did you also get asked to repair it?"; + next; + if (select("Exactly.:No, i'm just...") == 1) { + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "Since it's been shattered,"; + mes "you'll need a very skilled smith."; + mes "Go to ^FF0000Geffen^000000, you'll find someone"; + mes "who can help you."; + set b_sword,17; + close; + } + mes "[Zuo Hei]"; + mes "Oh, I suppose not."; + mes "Why are you asking me, then?"; + mes "Don't bother me anymore."; + mes "I've got a bunch of things to do."; + close; + } + mes "[Zuo Hei]"; + mes "Grr..."; + mes "Why should you care about the"; + mes "someone else's personality?"; + mes "That's none of your business."; + mes "Take a look in the mirror first"; + mes "before you say things like that."; + emotion e_ag; + close; + case 4: + mes "[Zuo Hei]"; + mes "Guess I was wasting my time."; + mes "If you make a promise to"; + mes "someone, it's your"; + mes "responsibility to"; + mes "follow through with it to completion."; + next; + mes "[Zuo Hei]"; + mes "I don't like people who fail"; + mes "to keep their promises."; + mes "You'll not get any information from me. Don't ever bother me again."; + set b_sword,15; + close; + } + } + } + else if (b_sword < 33) { + mes "[Zuo Hei]"; + mes "Hey there...uhm.."; + mes "Didn't I tell you to go to ^FF0000Geffen^000000?"; + mes "You'll find a famous blacksmith"; + mes "that can repair the sword for you."; + mes "That's all the information I can"; + mes "give you, really."; + next; + mes "[Zuo Hei]"; + mes "It's up to you to make good use of it."; + close; + } + mes "[Zuo Hei]"; + mes "Hmm..."; + mes "Helping people in trouble is"; + mes "such a nice thing to do."; + mes "You are doing the right thing."; + close; +} + +geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{ + if (b_sword < 17) { + mes "[Aumgarl]"; + mes "*Sob*..*sob*...."; + mes "My poor baby Lyroo.."; + mes "*Sniff*..."; + close; + } + else if (b_sword < 32) { + switch(b_sword) { + case 17: + mes "[Aumgarl]"; + mes "*Sob*..."; + mes "My poor baby Lyroo.."; + mes "*Sniff*..."; + next; + if (select("Sir...?:...........") == 1) { + mes "[Aumgarl]"; + mes "Hmm...Who are you?"; + mes "Do you need something?"; + mes "If not, please leave..."; + next; + if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) { + mes "[Aumgarl]"; + mes "Umm..."; + mes "I'm sorry, but we're closed."; + mes "Come again another time."; + mes "Goodbye."; + set b_sword,18; + close; + } + mes "[Aumgarl]"; + mes "Yes, I am a blacksmith,"; + mes "but I don't think I'm famous."; + mes "And unfortunately, we're closed right now."; + close; + } + mes "[Aumgarl]"; + mes "If you have nothing to say to me,"; + mes "then please leave me alone."; + close; + case 18: + mes "[Aumgarl]"; + mes "Like I said, we're closed!"; + mes "Come back later."; + if (rand(1,8) == 7) { + set b_sword,19; + mes "Didn't you hear me?! Sheesh!"; + } + close2; + warp "geffen",173,169; + end; + case 19: + mes "[Aumgarl]"; + mes "Hmm..."; + mes "You're a persistent one!!"; + mes "What is it that you want?"; + next; + switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) { + case 1: + mes "[Aumgarl]"; + mes "....."; + mes "........."; + mes "............."; + mes "..................."; + mes "........................"; + next; + mes "[Aumgarl]"; + mes "Who the heck are you?"; + mes "What do you want with my"; + mes "granddaughter all of a sudden!?"; + mes "Get the hell out of here!"; + mes "Don't ever come back here again!"; + emotion e_pif; + close; + case 2: + mes "[Aumgarl]"; + mes "You're darn right~"; + mes "My granddaughter is soo~ pretty."; + mes "Hahaha...ah....hah..."; + mes ".....*Sob, sob*...."; + next; + switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) { + case 1: + mes "[Aumgarl]"; + mes "....."; + mes "........."; + mes "............."; + mes "..................."; + mes "........................"; + next; + mes "[Aumgarl]"; + mes "Who the heck are you?"; + mes "What do you want with my"; + mes "granddaughter all of a sudden!?"; + mes "Get out of here you pervert!"; + mes "Don't ever come back here again!"; + emotion e_pif; + close; + case 2: + mes "[Aumgarl]"; + mes "..............."; + mes "A sword?"; + mes "I don't remember when the last"; + mes "time I worked with steel was."; + mes "Hmm..."; + mes "May I see the sword?"; + next; + mes "[Aumgarl]"; + mes "Hmm......"; + mes "Hmmmm......"; + mes "............"; + next; + mes "^0000FFHe intently studied the pieces of the sword for a while.^000000"; + next; + mes "[Aumgarl]"; + mes "Hmm..."; + mes "So this is the one, huh?"; + mes "Well...I am sorry, but this sword"; + mes "is not something I can repair"; + mes "at the moment."; + next; + mes "[Aumgarl]"; + mes "Why don't you go find"; + mes "another blacksmith?"; + mes "I am truly sorry."; + close; + case 3: + mes "[Aumgarl]"; + mes "Um..well..."; + mes "This is not something I normally"; + mes "tell strangers, but...."; + mes "My granddaughter Lyroo has"; + mes "an incurable disease..."; + next; + mes "[Aumgarl]"; + mes "Not long after she was born,"; + mes "her parents died from an accident."; + mes "Since that day, I have been taking care of her..."; + next; + mes "[Aumgarl]"; + mes "But that wasn't the end of it..."; + mes "Soon after, she started to suffer"; + mes "from a serious illness. I've met"; + mes "doctors from all around"; + mes "Rune-Midgard..."; + next; + mes "[Aumgarl]"; + mes "But not one of them could"; + mes "diagnose her sickness..."; + next; + switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) { + case 1: + mes "[Aumgarl]"; + mes "*Sigh*..."; + mes "I'll just have to accept it"; + mes "as her fate. I just feel"; + mes "so sorry for Lyroo."; + mes "..."; + emotion e_dots; + close; + case 2: + mes "[Aumgarl]"; + mes "Umm..."; + mes "What do you mean...?"; + mes "'Make her happy?'"; + mes "You're not making any sense..."; + mes "I'm confused..."; + next; + switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) { + case 1: + mes "[Aumgarl]"; + mes "..."; + mes "What are you talking about?"; + mes "Make her happy all the time?"; + mes "She is dying even at"; + mes "this moment."; + next; + mes "[Aumgarl]"; + mes "I think you're out of"; + mes "your mind, sicko!"; + mes "Get out of here!"; + close; + case 2: + mes "[Aumgarl]"; + mes "...What do you mean?"; + mes "You want to take her to where?"; + mes "What are you gonna do?"; + next; + if (select("I will cure her.:I am sorry.") == 1) { + mes "[Aumgarl]"; + mes "It's useless talking about"; + mes "it any longer. I don't think"; + mes "there is anyone who can"; + mes "cure my granddaughter."; + close; + } + mes "[Aumgarl]"; + mes "Ahh..."; + mes "I'm not blaming you."; + mes "It's not your fault anyway."; + mes "...*Sigh*..."; + next; + if (select("Well...:I'll pray for her recovery.") == 1) { + mes "[Aumgarl]"; + mes "Err.."; + mes "I am sorry to ask you this..."; + mes "But would you do me a favor?"; + mes "Umm..."; + next; + if (select("No.:Sure.") == 1) { + mes "[Aumgarl]"; + mes "Err..."; + mes "Alright, I won't bother you.."; + mes "Goodbye..."; + close; + } + mes "[Aumgarl]"; + mes "It won't be easy, but"; + mes "would you help me to find"; + mes "a doctor...No, anybody"; + mes "who can cure Lyroo..."; + next; + mes "[Aumgarl]"; + mes "Anyone who has any information about her illness?? Please..."; + mes "...*Sob*..."; + next; + select("Yes, Sir."); + mes "[Aumgarl]"; + mes "Oh..."; + mes "Thank you so much."; + mes "If Lyroo can get her health back,"; + mes "I'll never forget your help."; + next; + mes "[Aumgarl]"; + mes "Thank you..."; + mes "Thank you..."; + set b_sword,20; + close; + } + mes "[Aumgarl]"; + mes "Well...thank you."; + mes "I'm going to try my best to"; + mes "make her happy until the"; + mes "very end.."; + mes "Please come by sometime"; + mes "to say hi to Lyroo."; + close; + case 3: + mes "[Aumgarl]"; + mes "............."; + mes "How're you going to cure"; + mes "my granddaughter?"; + mes "You don't look like"; + mes "a doctor to me."; + next; + switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) { + case 1: + mes "[Aumgarl]"; + mes "Ehm..."; + mes "Do I look like a fool to you?"; + mes "I hate people who lie like that. Get out of my sight."; + mes "Get out of my sight."; + mes " "; + emotion e_pif; + close2; + warp "geffen",173,169; + end; + case 2: + mes "[Aumgarl]"; + mes "A famous doctor?"; + mes "I've met all kinds of"; + mes "famous doctors. I've"; + mes "probably met whoever"; + mes "you may know already."; + close; + case 3: + mes "[Aumgarl]"; + mes "................"; + mes "You want to cure her"; + mes "no matter what?"; + mes "How're going to do that?"; + mes "What if it turns worse,"; + mes "Huh?"; + next; + mes "[Aumgarl]"; + mes "I'm tired of your bragging."; + mes "Please just leave us alone."; + close; + } + } + case 3: + mes "[Aumgarl]"; + mes "................."; + mes "Thanks for your concern..."; + mes "but you're a stranger to us."; + mes "I can't let you do that."; + mes "Thanks anyways."; + close; + } + } + case 3: + mes "[Aumgarl]"; + mes "........."; + mes "Umm..."; + mes "I'm sorry, but I am"; + mes "very tired right now."; + mes "Can't help you..."; + close; + } + case 20: + case 21: + case 22: + case 23: + mes "[Aumgarl]"; + mes "Hmmm..."; + mes "Why don't you try looking"; + mes "someplace that's always"; + mes "crowded with people. I'm"; + mes "sure there must be someone"; + mes "out there who knows..."; + close; + case 24: + case 25: + case 26: + mes "[Aumgarl]"; + mes "Ahh..."; + mes "Lyroo is upstairs..."; + mes "Bue she's in pain."; + mes "Try not to talk to her"; + mes "for too long."; + close; + case 27: + mes "[Aumgarl]"; + mes "Oh my..."; + mes "Thank you..."; + mes "I never thought you'd"; + mes "really help me."; + mes "Go ahead and see Lyroo."; + close; + case 28: + mes "[Aumgarl]"; + mes "Thank you so much..."; + mes "Without your help..."; + emotion e_sob; + mes "it would have been hopeless."; + next; + mes "[Aumgarl]"; + mes "Alright...."; + mes "Is there anything I can"; + mes "do for you? I want to"; + mes "return your favor somehow."; + next; + switch(select("No...I don't need anything.:Would you repair the sword for me?")) { + case 1: + mes "[Aumgarl]"; + mes "Hmm..."; + mes "Whenever you have a favor to ask,"; + mes "come and find me. I'll do"; + mes "my best to help you."; + set b_sword,29; + close; + case 2: + mes "[Aumgarl]"; + mes "Hmm...."; + mes "Show me this sword."; + mes "I need to take a look at it first"; + mes "to find out whether I can repair it or not."; + next; + mes "^0000FFYou Show the pieces of the"; + mes "broken sword to Aumgarl."; + mes "...................."; + mes "Aumgarl took a careful look"; + mes "at the pieces for awhile...^000000"; + next; + mes "..."; + mes "..."; + mes "..."; + mes "..."; + next; + mes "[Aumgarl]"; + mes "Hmm..."; + mes "It's not possible to start work"; + mes "immediately. I'll need"; + mes "some materials."; + next; + mes "[Aumgarl]"; + mes "To repair this sword, I need"; + mes "to restock my supplies."; + mes "Since Lyroo is upstairs in pain,"; + mes "I don't think I can leave the house."; + next; + mes "[Aumgarl]"; + mes "So...could you get the"; + mes "materials for me?"; + mes "I am sorry I am asking"; + mes "you to do this, as well."; + next; + if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) { + mes "[Aumgarl]"; + mes "Umm....."; + mes "I am sorry I can't"; + mes "help you right away."; + mes "Come back here when"; + mes "you need my help then."; + close; + } + mes "[Aumgarl]"; + mes "Oh~~ really?"; + mes "Thank you!"; + mes "I'm sure I can repair it for you."; + mes "Now, listen carefully,"; + mes "this is what I will need-"; + next; + mes "[Aumgarl]"; + mes "^FF00FF One Anvil"; + mes "2 Rough Oridecons"; + mes "5 Broken Swords"; + mes "2 Steels"; + mes "1 Hammer of Blacksmith"; + mes "2 Star Crumbs"; + mes "5 Live Coals^000000"; + next; + mes "[Aumgarl]"; + mes "It's quite a lot, huh?"; + mes "But these are the necessary"; + mes "supplies we need to repair the sword."; + mes "I'll go find some other materials."; + set b_sword,30; + close; + } + case 29: + mes "[Aumgarl]"; + mes "Oh~ It's you."; + mes "Got any favors to ask?"; + mes "I'll do my best"; + mes "to help you."; + next; + switch(select("Maybe next time...:Please repair this sword for me.")) { + case 1: + mes "[Aumgarl]"; + mes "Well..."; + mes "If you ever have a favor to"; + mes "ask, come and find me."; + close; + case 2: + mes "[Aumgarl]"; + mes "Hmm...."; + mes "Show me this sword."; + mes "I need to take a look at it first"; + mes "to find out whether I can repair it or not."; + next; + mes "^0000FFYou show the pieces of the"; + mes "broken sword to Aumgarl."; + mes "...................."; + mes "Aumgarl took a careful look"; + mes "at the pieces for a while...^000000"; + next; + mes "..."; + mes "..."; + mes "..."; + mes "..."; + next; + mes "[Aumgarl]"; + mes "Hmm..."; + mes "Well,"; + mes "It's not possible to start work"; + mes "immediately."; + mes "I need some materials."; + next; + mes "[Aumgarl]"; + mes "To repair this sword, I need"; + mes "to restock my supplies."; + mes "Since Lyroo is upstairs in pain,"; + mes "I don't think I can leave the house."; + next; + mes "[Aumgarl]"; + mes "So...could you get the"; + mes "materials for me?"; + mes "I am sorry I am asking"; + mes "you to do this, as well."; + next; + if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) { + mes "[Aumgarl]"; + mes "Umm....."; + mes "I am sorry I can't"; + mes "help you right away."; + mes "Come back here when"; + mes "you need my help then."; + close; + } + mes "[Aumgarl]"; + mes "Oh~~ really?"; + mes "Thank you!"; + mes "I'm sure I can repair it for you."; + mes "Now, listen carefully,"; + mes "this is what I will need-"; + next; + mes "[Aumgarl]"; + mes "^FF00FF One Anvil"; + mes "2 Rough Oridecons"; + mes "5 Broken Swords"; + mes "2 Steels"; + mes "1 Hammer of Blacksmith"; + mes "2 Star Crumbs"; + mes "5 Live Coals^000000"; + next; + mes "[Aumgarl]"; + mes "It's quite alot, huh?"; + mes "These are necessary supplies."; + mes "We need them to repair the sword."; + mes "I'll go find some other materials."; + set b_sword,30; + close; + } + case 30: + if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) { + mes "[Aumgarl]"; + mes "Oh, good! You got them all."; + mes "Alright, come back later,"; + mes "and I'll have it repaired."; + delitem 986,1; //Anvil + delitem 756,2; //Oridecon_Stone + delitem 7110,5; //Vroken_Sword + delitem 999,2; //Steel + delitem 1005,1; //Hammer_Of_Blacksmith + delitem 1000,2; //Star_Crumb + delitem 7098,5; //Live_Coal + set b_sword,31; + close; + } + mes "[Aumgarl]"; + mes "Hmm....."; + mes "Haven't found everything yet?"; + mes "Here's the list again-"; + next; + mes "[Aumgarl]"; + mes "^FF00FF 1 Anvil"; + mes "2 Rough Oridecons"; + mes "5 Broken Swords"; + mes "2 Steels"; + mes "1 Hammer of Blacksmith"; + mes "2 Star Crumbs"; + mes "5 Live Coals^000000"; + next; + mes "[Aumgarl]"; + mes "Wrote them down?"; + mes "I've almost found the other materials."; + close; + case 31: + if (rand(1,5) == 2) { + mes "[Aumgarl]"; + mes "Hey, you're back."; + mes "Here it is! This sword"; + mes "is a great one, for"; + mes "sure. I noticed that at"; + mes "first sight."; + mes "Indeed..."; + next; + mes "[Aumgarl]"; + mes "I haven't seen quality"; + mes "of this magnitude in a"; + mes "in a long time."; + mes "I envy you..."; + mes "Hehehe......"; + next; + mes "'You received repaired"; + mes "'^FF0000SaYumMoon's sword^000000'."; + set b_sword,32; + getitem 1123,1; //Haedonggum + close; + } + mes "[Aumgarl]"; + mes "Umm... it's not done yet."; + mes "Would you give me a little"; + mes "bit more time? It's taking"; + mes "longer than I thought. Sorry."; + close; + } + } + mes "[Aumgarl]"; + mes "Thank you..."; + mes "You've been a great help"; + mes "to us. I hope my work"; + mes "has been of some use to you."; + close; +} + +geffen_in,106,106,7 script Girl#gnbs2 716,{ + if (b_sword < 20) { + mes "[Lyroo]"; + mes "Ah...Ah...."; + mes "Ah...Hi......."; + next; + mes "^0000FFThis girl seems to be in serious pain...^000000"; + close; + } + else if (b_sword < 24) { + mes "[Lyroo]"; + mes "Aaa....Aaa...."; + mes "you...you...."; + mes "you are the....one..."; + mes "who will....cure...."; + mes "...me? Aa...."; + next; + mes "[Lyroo]"; + mes "..tha... thank you...."; + next; + mes "^0000FFBetter stop talking to her and"; + mes "hurry and find a cure.^000000"; + close; + } + else if (b_sword == 24 || b_sword == 25 || b_sword == 26) { + mes "[Lyroo]"; + mes "Ahh...ahh...."; + if (Sex == 0) + mes "It's ..you.. pretty...sister.."; + else + mes "It's ..you.. handsome...brother.."; + mes "Ahh...heh heh..."; + next; + if (select("Ask about her health condition.:Talk to her for a while.") == 1) { + if (rand(1,4) == 3) { + mes "[Lyroo]"; + mes "Uh....umm...?"; + mes "Umm... I..."; + mes "I can't talk...too long.."; + mes "So...listen...."; + mes "carefully..please..."; + next; + mes "[Lyroo]"; + mes "^0030FFMy body...repeatedly turns cold and"; + mes "hot... I'm not sweating at all..."; + mes "....But I'm paralyzed...often"; + mes "often..and...my heart beats..."; + mes "...irregularly.^000000"; + next; + mes "[Lyroo]"; + mes "Ahh...hah~"; + mes "..........."; + next; + mes "^0000FFShe seems to have fallen asleep.^000000"; + close; + } + mes "[Lyroo]"; + mes "I...am...so..."; + mes "...tired."; + mes "............."; + next; + mes "^0000FFShe seems to have fallen asleep.^000000"; + close; + } + mes "[Lyroo]"; + mes "Ahh........"; + mes "I..want to ...talk to...you.."; + mes "but.... sorry...."; + next; + mes "^0000FFShe seems to have fallen asleep.^000000"; + close; + } + else if (b_sword == 27) { + mes "[Lyroo]"; + mes "uh...umm?"; + if (Sex == 0) + mes "Ah....It's you, pretty sister..."; + else + mes "Ah....It's you, handsome brother..."; + mes "Uhm? what is that you have?"; + next; + if (select("It's nothing.:It's your medicine.") == 1) { + mes "[Lyroo]"; + mes "Oh..."; + mes "Alright..."; + mes "..."; + next; + mes "^0000FFYou really should be giving her the medicine.^000000"; + close; + } + mes "[Lyroo]"; + mes "Ah!"; + mes "You found the medicine~!"; + mes "I'm...so relieved..."; + next; + mes "^0000FFYou gave her the medicine you"; + mes "received from Cylrnel."; + mes "After taking the medicine, Lyroo"; + mes "fell asleep.^000000"; + delitem 606,1; //Aloebera + set b_sword,28; + close; + } + mes "[Lyroo]"; + mes "Heehehe..."; + if (Sex == 0) + mes "Thank you my pretty sister."; + else + mes "Thank you handsome brother~"; + mes "I'll get my health back"; + mes "and be a strong girl!"; + close; +} + +prontera,275,86,2 script Young man#SaYumMoon 97,{ + if (b_sword < 20) { + mes "[Neil]"; + mes "Oh man, it feels so good"; + mes "to be out of the hospital..."; + mes "I thought I was going to be"; + mes "there forever~!"; + next; + mes "[Neil]"; + mes "Listen guy, appreciate"; + mes "your health, 'cuz almost"; + mes "nothing is worse than"; + mes "being really really sick..."; + close; + } + mes "[Neil]"; + mes "Not long ago, I was in the"; + mes "hospital, stuck lying in bed..."; + mes "No one knew what was wrong"; + mes "with me...but I grew weaker"; + mes "everyday..."; + next; + mes "[Neil]"; + mes "But then, this ^FF5000doctor from Juno^000000"; + mes "arrived, and she helped me"; + mes "recover in no time!"; + mes "Though...I still can't walk so well."; + next; + mes "[Neil]"; + mes "All the other doctors had said"; + mes "my case was hopeless, and that"; + mes "I'd never recover. Luckily,"; + mes "this Juno doctor was able to"; + mes "find a cure..."; + next; + mes "[Neil]"; + mes "It was a miracle!"; + mes "I'm so happy to be alive!"; + if (b_sword == 20) set b_sword,21; + close; +} + +yuno,208,164,4 script Active little girl#gnbs 101,{ + if (b_sword < 21) { + mes "[Hisa]"; + mes "....."; + mes "This town is so boring."; + mes "No events, no festivals..."; + mes "All people do all day is stay at"; + mes "at home and study. How dull!"; + close; + } + mes "[Hisa]"; + mes "There's one person in Juno that"; + mes "I still respect. Her name is ^FF5500Cylrnel^000000."; + next; + mes "[Hisa]"; + mes "She's an expert in medical"; + mes "treatment. Whenever someone falls"; + mes "ill in this town, she comes to"; + mes "cure that person right away..."; + next; + mes "[Hisa]"; + mes "She also tells me lots of"; + mes "interesting stories about"; + mes "her experiences. She's even"; + mes "made a journey around the"; + mes "world... It's so interesting!"; + next; + mes "[Hisa]"; + mes "She's probably at home after"; + mes "coming back from some trip."; + mes "Haha~"; + if (b_sword == 21) set b_sword,22; + if (rand(1,2) == 2) { + next; + mes "[Hisa]"; + mes "Oh right~!"; + mes "She's also known to be a fickle"; + mes "and forgetful woman. So you'd better watch out, hehe~"; + } + close; +} + +yuno_in01,99,101,4 script Doctor#gnbs 744,{ + if (b_sword < 23) { + mes "[??????]"; + mes "I don't believe we've met"; + mes "before, but would you mind"; + mes "coming back later? I've got a lot of work to do at the moment."; + close; + } + else if (b_sword < 27) { + switch(b_sword) { + case 23: + mes "[Cylrnel]"; + mes "Hello, can I help you?"; + mes "If it's not urgent,"; + mes "please come back later."; + next; + if (rand(1,4) == 2) { + mes "[Cylrnel]"; + mes "Hmm...you look like you"; + mes "want to ask me something?"; + next; + if (select("You're so beautiful.:Do you like traveling?") == 1) { + if (rand(1,4) == 4) { + mes "[Cylrnel]"; + mes "...excuse me?"; + mes "Ah ha ha~"; + mes "You're a funny guy."; + mes "Trying to hit on me?"; + mes "Ah ha ha ha."; + next; + if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) { + if (rand(1,3) == 3) { + mes "[Cylrnel]"; + mes "HAHAHAHHAHAHAHAH!"; + mes "Ah...I'm sorry.."; + mes "I haven't seen a guy like you"; + mes "for a long time."; + emotion e_heh; + next; + mes "[Cylrnel]"; + mes "You make me laugh..."; + mes "But guess what?"; + mes "I already know you're not"; + mes "here to hit on me."; + mes "So what did you really want?"; + next; + select("Well, actually..."); + mes "^FF0000You Tell Cylrnel about Lyroo,"; + mes "and about the favor for Aumgarl the blacksmith.^000000"; + next; + if (rand(1,3) == 2) { + mes "[Cylrnel]"; + mes "Hmm....."; + mes "So that's what happened..."; + mes "Well, I need to know the"; + mes "exact symptoms...go and"; + mes "find out for me and then"; + mes "come back afterwards."; + next; + mes "[Cylrnel]"; + mes "Without the exact symptoms, I can't make an accurate diagnosis."; + set b_sword,24; + close; + } + mes "[Cylrnel]"; + mes "Well now..."; + mes "That's quite a long story."; + next; + mes "[Cylrnel]"; + mes "I have no idea why you're"; + mes "trying to help these people,"; + mes "so it's a bit hard to believe"; + mes "you..."; + close; + } + mes "[Cylrnel]"; + mes "Oh brother!"; + mes "I never thought someone"; + mes "like you could still exist."; + mes "I'm sorry, but you're"; + mes "really not my type."; + close; + } + if (rand(1,3) == 3) { + mes "[Cylrnel]"; + mes "Is that so?"; + mes "well then,"; + mes "Let me hear your story."; + next; + select("Well, it's like this..."); + mes "^FF0000You Tell Cylrnel about Lyroo,"; + mes "and about the favor of Aumgarl the blacksmith.^000000"; + next; + if (rand(1,3) == 2) { + mes "[Cylrnel]"; + mes "Hmm....."; + mes "So that's what happened..."; + mes "Well, I need to know the"; + mes "exact symptoms...go and"; + mes "find out for me and then"; + mes "come back afterwards."; + next; + mes "[Cylrnel]"; + mes "Without the exact symptoms, I can't make an accurate diagnosis."; + set b_sword,24; + close; + } + mes "[Cylrnel]"; + mes "Well now..."; + mes "That's quite a long story."; + next; + mes "[Cylrnel]"; + mes "I have no idea why you're"; + mes "trying to help these people,"; + mes "so it's a bit hard to believe"; + mes "you..."; + close; + } + mes "[Cylrnel]"; + mes "Well..."; + mes "While I'd like to help,"; + mes "You're a stranger, and the"; + mes "residents need my help."; + mes "I don't have any extra time"; + mes "to help you. Please leave."; + close2; + warp "yuno",246,143; + end; + } + mes "[Cylrnel]"; + mes "Ahahaha.."; + mes "You're a funny guy."; + mes "But, that won't"; + mes "work on me!"; + close; + } + mes "[Cylrnel]"; + mes "Err...well, I do, but..."; + mes "If you don't have any"; + mes "favors to ask, please leave."; + mes "I'm very busy right now."; + close; + } + mes "[Cylrnel]"; + mes "I'm sorry, but I don't have"; + mes "any time for you right now."; + close; + case 24: + mes "[Cylrnel]"; + mes "Oh, you're back..."; + mes "Did you figure out the symptoms?"; + mes "I wanted to go with you, but"; + mes "I've been really busy."; + next; + if (select("Not yet...:Yes, Here.") == 1) { + mes "[Cylrnel]"; + mes "What! Why not!?"; + mes "Hurry to her house!"; + mes "She's in serious pain!"; + mes "Her body could be paralyzed"; + mes "at any moment!"; + close; + } + mes "[Cylrnel]"; + mes "What a relief..."; + mes "You're earlier than I thought."; + mes "I'll ask you some questions about"; + mes "her condition. Answer correctly."; + next; + mes "[Cylrnel]"; + mes "First, how was her body temperature?"; + set sick,0; + next; + switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) { + case 1: + set .@sick1$,"Very hot."; + break; + case 2: + set .@sick1$,"Very cold."; + break; + case 3: + set .@sick1$,"Normal."; + break; + case 4: + set .@sick1$,"Turns hot and cold repeatedly"; + set .@sick,.@sick+1; + break; + } + mes "[Cylrnel]"; + mes "Okay..."; + mes "Now, about physiological condition."; + next; + switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) { + case 1: + set .@sick2$,"No sweating at all."; + set .@sick,.@sick+1; + break; + case 2: + set .@sick2$,"Sweating all over the body."; + break; + case 3: + set .@sick2$,"Runny nose."; + break; + case 4: + set .@sick2$,"No tears, sweats at all."; + break; + } + mes "[Cylrnel]"; + mes "Next, tell me about"; + mes "her physical condition."; + next; + switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) { + case 1: + set .@sick3$,"Nothing in particular."; + break; + case 2: + set .@sick3$,"Becomes paralyzed often."; + set .@sick,.@sick+1; + break; + case 3: + set .@sick3$,"Muscles became soft."; + break; + case 4: + set .@sick3$,"Muscles became hard."; + break; + } + mes "[Cylrnel]"; + mes "How about internal organs?"; + next; + switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) { + case 1: + set .@sick4$,"Stomach hurts like it's been stabbed by a knife."; + break; + case 2: + set .@sick4$,"Head hurts like it's been smashed by a hammer."; + break; + case 3: + set .@sick4$,"Heart beats irregularly."; + set .@sick,.@sick+1; + break; + case 4: + set .@sick4$,"Has difficulty in breathing."; + break; + } + mes "[Cylrnel]"; + mes "Hmm.. alright."; + mes "Let me check this."; + mes "so the symptoms are"; + mes ".............."; + next; + mes "[Cylrnel]"; + mes "^FF0000"+.@sick1$+""; + mes ""+.@sick2$+""; + mes ""+.@sick3$+""; + mes ""+.@sick4$+"^000000"; + mes "right?"; + next; + if (select("No..not exactly..:Yes, I am sure.") == 1) { + mes "[Cylrnel]"; + mes "Then go back to her and"; + mes "find the exact symptoms"; + mes "right away~!!"; + close; + } + mes "[Cylrnel]"; + mes "You're sure about this, right?"; + mes "If they're the wrong symptoms,"; + mes "I can't be responsible."; + next; + if (select("Err..let me go and double check.:I'm sure.") == 1) { + mes "[Cylrnel]"; + mes "Then, go back to her and"; + mes "find the exact symptoms"; + mes "right away~!!"; + close; + } + mes "[Cylrnel]"; + mes "Hmm....."; + mes "Aright. I'll trust you."; + mes "Now, go get these ingredients."; + mes "Get them as fast as possible."; + mes "Alright?"; + next; + if (.@sick == 4) { + mes "[Cylrnel]"; + mes "^FF00002 Yggdrasil Seeds"; + mes "3 Aloes"; + mes "1 Witherless Rose"; + mes "10 Witch Starsands"; + mes "5 Burning Hearts"; + mes "5 Ice Cubics"; + set b_sword,26; + next; + mes "[Cylrnel]"; + mes "Wrote them down?"; + mes "I'll tell you once again."; + mes "We need..."; + next; + mes "[Cylrnel]"; + mes "^FF00002 Yggdrasil Seeds"; + mes "3 Aloes"; + mes "1 Witherless Rose"; + mes "10 Witch Starsands"; + mes "5 Burning Hearts"; + mes "5 Ice Cubics"; + next; + } + else { + mes "[Cylrnel]"; + mes "^FF00001 Yggdrasil Seed"; + mes "1 Aloe"; + mes "5 Witch Starsands"; + mes "3 Burning Hearts"; + mes "3 Ice Cubics"; + set b_sword,25; + next; + mes "[Cylrnel]"; + mes "Wrote them down?"; + mes "I'll tell you once again."; + mes "We need..."; + next; + mes "[Cylrnel]"; + mes "^FF00001 Yggdrasil Seed"; + mes "1 Aloe"; + mes "5 Witch Starsands"; + mes "3 Burning Hearts"; + mes "3 Ice Cubics"; + next; + } + mes "[Cylrnel]"; + mes "Get them as fast as possible."; + mes "There isn't much time for Lyroo."; + close; + case 25: + if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 2 && countitem(7066) > 2) { + mes "[Cylrnel]"; + mes "Hmm..."; + mes "Good, you got them all."; + mes "Let me see now..."; + mes "............."; + next; + mes "^FF0000Cylrnel began to mix"; + mes "the ingredients."; + mes "................"; + mes "............."; + mes "........."; + mes "......^000000"; + next; + mes "[Cylrnel]"; + mes "............"; + mes "What the?!?!"; + mes "..."; + mes "Hey you..."; + mes "You gave me the wrong information!"; + delitem 608,1; //Seed_Of_Yggdrasil + delitem 704,1; //Aloe + delitem 1061,5; //Starsand_Of_Witch + delitem 7097,3; //Burning_Heart + delitem 7066,3; //Ice_Piece + set b_sword,24; + next; + mes "[Cylrnel]"; + mes "I've chosen the ingredients"; + mes "according to the symptoms"; + mes "you've described..."; + mes "But this isn't medicine!!"; + mes "Now go and find out her exact symptoms!"; + close2; + warp "yuno",246,143; + end; + } + mes "[Cylrnel]"; + mes "..."; + mes "Hey~ you don't have all"; + mes "the ingredients yet."; + mes "Go get them all right away."; + next; + mes "[Cylrnel]"; + mes "^FF00001 Seed of Yggdrasil"; + mes "1 Aloe"; + mes "5 Witch Starsands"; + mes "3 Burning Hearts"; + mes "3 Ice Cubics"; + next; + mes "[Cylrnel]"; + mes "Alright?"; + mes "Now, hurry up!"; + close2; + warp "yuno",246,143; + end; + case 26: + if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) { + mes "[Cylrnel]"; + mes "Hmm..."; + mes "Good, you got them all."; + mes "Let me see.."; + mes "............."; + next; + mes "^FF0000Cylrnel began to mix"; + mes "the ingredients."; + mes "................"; + mes "............."; + mes "........."; + mes "......^000000"; + next; + mes "[Cylrnel]"; + mes "Here~! It's done..."; + mes "I don't think this medicine will"; + mes "cure her disease completely."; + mes "However, it will greatly alleviate her pain."; + next; + mes "[Cylrnel]"; + mes "It wasn't easy to make this"; + mes "medicine. Take care, bring"; + mes "this to Lyroo and give her my regards..."; + delitem 608,2; //Seed_Of_Yggdrasil + delitem 704,3; //Aloe + delitem 748,1; //Witherless_Rose + delitem 1061,10; //Starsand_Of_Witch + delitem 7097,5; //Burning_Heart + delitem 7066,5; //Ice_Piece + set b_sword,27; + getitem 606,1; //Aloebera + close; + } + mes "[Cylrnel]"; + mes "..."; + mes "Hey~ You don't have all"; + mes "the ingredients yet."; + mes "Go get them all right away!"; + next; + mes "[Cylrnel]"; + mes "^FF00002 Yggdrasil Seeds"; + mes "3 Aloes"; + mes "1 Witherless Rose"; + mes "10 Witch Starsands"; + mes "5 Burning Hearts"; + mes "5 Ice Cubics"; + next; + mes "[Cylrnel]"; + mes "Alright?"; + mes "Go get them as fast as possible."; + close2; + warp "yuno",246,143; + end; + } + } + mes "[Cylrnel]"; + mes "Hey there..."; + mes "How is she doing?"; + mes "Getting better?"; + mes "By taking that medicine,"; + mes "she'll recover fast."; + next; + mes "[Cylrnel]"; + mes "Tell her to come to me"; + mes "sometime to get medical"; + mes "treatment. Walking from her"; + mes "house to here would be good"; + mes "exercise too."; + next; + mes "[Cylrnel]"; + mes "The name of her disease is"; + mes "called '^FF0000Amarhade^000000'."; + mes "It's a rare, relatively"; + mes "unknown illness, so an exact"; + mes "treatment hasn't been found yet."; + next; + mes "[Cylrnel]"; + mes "But I found a treatment..."; + mes "And...it's..a...secret! Haha~!"; + emotion e_ho; + close; +} + +yuno_in01,104,94,0 script go away#gnbs 139,2,1,{ +OnTouch: + if (b_sword < 22) { + mes "[??????]"; + mes "^FF0000What are you doing here?"; + mes "Get out of here!^000000"; + close2; + warp "yuno",246,143; + end; + } + else if (b_sword == 22) { + if (rand(1,10) == 10) { + mes "[??????]"; + mes "I am very busy right now. Please leave."; + set b_sword,23; + close; + } + mes "[??????]"; + mes "^FF0000What are you doing here?"; + mes "Get out of here!^000000"; + close2; + warp "yuno",246,143; + end; + } + end; +} + +// Lost Knife +//============================================================ +gonryun,237,226,3 script Han Ran Jiao#gon 776,{ + if (nakha == 0) { + mes "[Han Ran Jiao]"; + mes "Oh no! What will I do?!"; + mes "I can't believe I dropped"; + mes "my irreplaceable knife! Ahhhhhh!"; + next; + if (BaseLevel >= 20) { + set nakha,1; + mes "[Han Ran Jiao]"; + mes "I need to go down to get it"; + mes "but...the monsters..."; + mes "I'm so scared... What should I do?!"; + close; + } + } + if (nakha == 1) { + mes "[Han Ran Jiao]"; + mes "Oh no! What will I do?"; + mes "I can't believe I dropped"; + mes "my irreplaceable knife! Ahhhhhh!"; + next; + mes "[Han Ran Jiao]"; + mes "I need to go down to get it"; + mes "but...the monsters..."; + mes "I'm so scared... What should I do?!"; + close; + } + if (nakha == 2 && countitem(1201) > 0) { + mes "[Han Ran Jiao]"; + mes "Ehhhh... what should I do..."; + mes "Oh~! I didn't notice you there."; + mes "Can I help you with anything?"; + mes "Hmm?"; + next; + mes "[Han Ran Jiao]"; + mes "That...that knife!"; + mes "That's my ancestor's sacred knife"; + mes "that I accidentally dropped from"; + mes "here! Where did you get it!?"; + next; + mes "[Han Ran Jiao]"; + mes "I dropped that knife from being"; + mes "careless. It belongs to one of my"; + mes "ancestors. I know it looks like"; + mes "a cheap knife..."; + next; + mes "[Han Ran Jiao]"; + mes "But it has been in the"; + mes "family for a very long time."; + mes "Would you please return that"; + mes "knife to me?"; + next; + if (select("Return the knife.:Refuse.") == 1) { + set nakha,3; + delitem 1201,1; //Knife + mes "[Han Ran Jiao]"; + mes "Thank you! Thank you so much!"; + mes "Please take these potions."; + mes "They may not be much, but they"; + mes "are the best I can give you."; + getitem 505,2; //Blue_Potion + next; + mes "[Han Ran Jiao]"; + mes "You kept my family heirloom safe!"; + mes "I give you my deepest gratitude"; + mes "for returning this."; + close; + } + mes "[Han Ran Jiao]"; + mes "No~! My family heirloom!!"; + mes "You scoundrel! May the spirits"; + mes "forever haunt you! My curse shall be upon your head!"; + close; + } + if (nakha == 2) { + mes "[Han Ran Jiao]"; + mes "Oh no! What will I do?"; + mes "I can't believe I dropped"; + mes "my irreplaceable knife! Ahhhhhh!"; + next; + mes "[Han Ran Jiao]"; + mes "I need to go down to get it"; + mes "but...the monsters..."; + mes "I'm so scared... What should I do?!"; + close; + } + if (nakha == 3) { + mes "[Han Ran Jiao]"; + mes "My neighbor seemed looked pretty bothered about something..."; + mes "Oh well, I have better things to worry about than his fancy tea."; + close; + } +} + +gon_fild01,245,257,0 script #gonknife 111,3,3,{ +OnTouch: + if (nakha == 1) { + set nakha,2; + mes "^3355FFHm? What's this?"; + mes " "; + mes "Something was hidden beneath the leaves...^000000"; + mes " "; + mes "- You have found an old knife -"; + close2; + getitem 1201,1; //Knife + } + end; +} |