diff options
author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
---|---|---|
committer | Andrei Karas <akaras@inbox.ru> | 2019-06-26 21:14:20 +0300 |
commit | 610130172552889d6dfb4c5ebc964bb90fdc73d2 (patch) | |
tree | 79b344a1753308a461c7a27613f92fc7f67a08ee /npc/quests/quests_niflheim.txt | |
parent | ba2840f8462390889ad5f3031b5bcc3068e3aba5 (diff) | |
download | hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.gz hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.bz2 hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.tar.xz hercules-610130172552889d6dfb4c5ebc964bb90fdc73d2.zip |
Remove conf dir.
Diffstat (limited to 'npc/quests/quests_niflheim.txt')
-rw-r--r-- | npc/quests/quests_niflheim.txt | 809 |
1 files changed, 0 insertions, 809 deletions
diff --git a/npc/quests/quests_niflheim.txt b/npc/quests/quests_niflheim.txt deleted file mode 100644 index 37beaed06..000000000 --- a/npc/quests/quests_niflheim.txt +++ /dev/null @@ -1,809 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) rAthena Dev Team -//= Copyright (C) Euphy -//= Copyright (C) eAthena Dev Team -//= Copyright (C) L0ne_W0lf -//= Copyright (C) Lupus -//= Copyright (C) Evera -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Quest NPCs related to Niflheim -//================= Description =========================================== -//= Piano Key Ouest -//= - Escape from Niflheim -//= - Variables in use: nif_esc, MISC_QUEST (Bit 32) -//= Message Delivery Quest -//= - Deliver a message to Erious' departed wife. -//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384) -//================= Current Version ======================================= -//= 1.6 -//========================================================================= - -//== Piano Quest :: nif_ryu ================================ -niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{ - if (nif_piano) nif_piano = 0; - mes "[Alreg]"; - mes "Me like meat, muheh."; - mes "You! Look tempting."; - next; - mes "[Alreg]"; - mes "Me want to taste you."; - next; - mes "^FF3355*Crunch* Crunch*^000000"; - if (nif_esc == 0 && (MISC_QUEST & 32) == 0) { - percentheal -60,0; - next; - mes "["+ strcharinfo(PC_NAME) +"]"; - mes "NooOOoOOoOoO~!"; - next; - mes "[Alreg]"; - mes "It long time since I had meat"; - mes "so... so good. You taste"; - mes "good. Alreg give you this"; - mes "for payback. Present!"; - mes "*Burrrp*"; - nif_esc = rand(1,2); - getitem Piano_Keyboard,1; - close; - } - percentheal -30,0; - next; - mes "["+ strcharinfo(PC_NAME) +"]"; - mes "Ow~! What are you"; - mes "trying to do, kill me?!"; - next; - mes "[Alreg]"; - mes "Hm? Oh, no no no."; - mes "Me am trying to eat you."; - close; -} - -nif_in,105,81,3 script Crayu#nif 4_M_NFDEADMAN2,{ - mes "[Crayu]"; - mes "Living one..."; - mes "Listen to this song..."; - mes "It's been sung by many for a"; - mes "long time, but nobody knows"; - mes "when it was made or who wrote it."; - next; - mes "[Crayu]"; - mes "^FF00001. Mountain sunset to the west"; - mes "^FF00002. Where the purple dusk falls "; - mes "^FF00003. Surrounded by beautiful melody"; - mes "^FF00004. You become the key that ignores its master^000000"; - next; - if (nif_esc == 1 || nif_esc == 4) { - mes "[Crayu]"; - mes "Okay, wait! Here's a test for you!"; - switch(rand(1,4)) { - case 1: - .@songline$ = "Mountain sunset to the west"; - mes "Write down the first line of the song."; - break; - case 2: - .@songline$ = "Where the purple dusk falls"; - mes "Write down the second line of the song."; - break; - case 3: - .@songline$ = "Surrounded by beautiful melody"; - mes "Write down the third line of the song."; - break; - case 4: - .@songline$ = "You become the key that ignores its master"; - mes "Write down the fourth line of the song."; - break; - } - next; - input .@input$; - if (.@input$ == .@songline$) { - mes "[Crayu]"; - mes "Excellent...!"; - mes "So you've been listening~!"; - mes "That makes you one of my"; - mes "favorite guests. Here's a"; - mes "little reward for you."; - next; - if (nif_esc == 1) nif_esc = 3; - else nif_esc = 6; - getitem Piano_Keyboard,1; - mes "[Crayu]"; - mes "Lastly, I hope you will show your"; - mes "respect to other Bards, just as"; - mes "you have done for me."; - close; - } - else { - mes "[Crayu]"; - mes "*Sigh*... If you had only"; - mes "listened to me, it would"; - mes "have been easy to answer."; - mes "Try to remember the line"; - mes "and try again!"; - close; - } - } - next; - mes "[Crayu]"; - mes "I wonder what the lyrics mean..."; - mes "They seem quite profound..."; - mes "I have the feeling that this song"; - mes "carries some secret."; - close; -} - -nif_in,31,20,3 script Kuzkahina#nif 4_M_NFDEADMAN2,{ - if (nif_esc == 2 || nif_esc == 3) { - mes "[Kuzkahina]"; - mes "I don't understand"; - mes "why I can't make any"; - mes "money with this store..."; - mes "Even when I was alive"; - mes "I could never make any"; - mes "money with my businesses..."; - next; - mes "[Kuzkahina]"; - mes "Hey you! Make yourself useful"; - mes "and throw this away when you leave."; - nif_esc += 2; - getitem Piano_Keyboard,1; - next; - mes "[Kuzkahina]"; - mes "Gosh, what's with this store?"; - mes "How did I end up hiring such useless employees...?"; - mes "*mumble mumble*"; - mes "*mumble mumble*"; - close; - } - mes "[Kuzkahina]"; - mes "I don't understand"; - mes "why I can't make any"; - mes "money with this store..."; - mes "Even when I was alive"; - mes "I could never make any"; - mes "money with my businesses..."; - close; -} - -niflheim,208,103,1 script #Graveyard1 HIDDEN_NPC,1,1,{ - end; - -OnTouch: - if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) { - mes "^3355FFYou found something"; - mes "half-buried near a grave."; - mes "It looks very well-shaped.^000000"; - next; - mes "^3355FFWould you like to pick it up?^000000"; - if (select("Yes", "No") == 1) { - if (nif_esc < 10) - nif_esc += 2; - else if (nif_esc == 10) - nif_esc = 11; - getitem Piano_Keyboard,1; - } - close; - } - end; -} - -niflheim,169,71,1 script #Graveyard2 HIDDEN_NPC,1,1,{ - end; - -OnTouch: - if (nif_esc == 6 || nif_esc == 9) { - mes "^3355FFYou found something"; - mes "half-buried near a grave."; - mes "It looks very well-shaped.^000000"; - next; - mes "^3355FFWould you like to pick it up?^000000"; - if (select("Yes", "No") == 1) { - nif_esc += 2; - getitem Piano_Keyboard,1; - } - close; - } - end; -} - -nif_in,115,181,0 script #Piano HIDDEN_NPC,1,1,{ - end; - -OnTouch: - if (nif_esc == 0 && (MISC_QUEST & 32) == 0) { - mes "^3355FFYou see a big, heavy piano."; - mes "You get the feeling that"; - mes "its music would sound magnificient.^000000"; - next; - mes "^3355FFAs you examine the piano,"; - mes "you find that 7 keys"; - mes "are missing in the"; - mes "middle of the keyboard."; - mes "If you had all the keys,"; - mes "you could play music...^000000"; - close; - } - if (nif_esc == 11 && countitem(Piano_Keyboard) > 5) { - nif_esc = 12; - delitem Piano_Keyboard,6; - mes "^3355FFYou took the keys you've found"; - mes "and inserted them into"; - mes "each empty space.^000000"; - next; - mes "^3355FFBut then you realize"; - mes "that you're missing the last"; - mes "key for the space on the far"; - mes "left of the keyboard...^000000"; - close; - } - end; -} - -nif_in,114,181,0 script #Piano3 HIDDEN_NPC,1,1,{ - end; - -OnTouch: - if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) { - mes "^3355FFAs you bend towards"; - mes "the final empty key space"; - mes "to take a better look at it...^000000"; - next; - soundeffect "complete.wav",0; - next; - if (nif_esc == 12) { - MISC_QUEST |= 32; - nif_piano = 0; - } - mes "^3355FFYou begin to feel dizzy and"; - mes "your body feels as if it were"; - mes "floating in air. Then, your"; - mes "vision starts to blur...^000000"; - close2; - warp "nif_in",179,163; - end; - } - end; -} - -nif_in,188,168,3 script Witch#nif 4_F_NFDEADMGCIAN,{ - mes "[Kirkena]"; - mes "Huh? ...You're alive, aren't you?"; - mes "I'm not sure how more of you are"; - mes "able to get here and I don't"; - mes "know your reasons for coming,"; - mes "but this place is dangerous for"; - mes "the living."; - next; - mes "[Kirkena]"; - mes "I am sending you back"; - mes "outside of this town."; - mes "If you can help it, you"; - mes "better not come back to"; - mes "this place."; - close2; - warp "umbala",138,208; - end; -} - -//== Message Delivery Quest :: nif_npc_lackee ============== -prt_in,161,20,3 script Erious#nif 4_F_03,{ - if (MISC_QUEST & 16384) { - mes "[Erious]"; - mes "I wish you safety from harm"; - mes "in your journeys, adventurer."; - close; - } - if (nif_revive == 0) { - mes "[Erious]"; - mes "*Sob*Sob*"; - mes "*Cries* Wahhh...!"; - mes "Elly, how could you"; - mes "leave me this way..."; - emotion e_sob; - next; - if (select("Comfort him.", "Neglect him.") == 1) { - mes "[Erious]"; - mes "Ah, thank you for your kindness."; - mes "*Sob* My wife died while I was on"; - mes "a trip. I'm so sorry that I"; - mes "couldn't be with her when"; - mes "the end came..."; - next; - mes "[Erious]"; - mes "I wish I could talk to my Elly,"; - mes "although I know it's too late now."; - mes "*Cries* But... there is one last"; - mes "hope that I have. My absolute"; - mes "final chance..."; - next; - mes "[Erious]"; - mes "I was told that somewhere"; - mes "in this world, there exists a town"; - mes "where the dead reside. I might be"; - mes "able to meet my wife there, but"; - mes "I cannot leave my children here"; - mes "without me. *Cries*"; - next; - if (select("I can deliver your message to her.", "I am so sorry to hear that.") == 1) { - mes "[Erious]"; - mes "Oh, can you?"; - mes "Thank you so much for your"; - mes "generosity. If you can do"; - mes "this for me, I would be"; - mes "greatly indebted to you."; - next; - mes "[Erious]"; - mes "You're an adventurer, aren't you?"; - mes "If your journeys take you to that"; - mes "town of the dead, and if you"; - mes "happen to meet her by chance..."; - next; - mes "[Erious]"; - mes "Please send Elly a message for me,"; - mes "let her know that what happened"; - mes "a month ago was all my fault."; - mes "Thank you for your help,"; - mes "and please take care."; - nif_revive = 1; - setquest 11038; - close; - } - mes "[Erious]"; - mes "*Cries* Is there no way that I"; - mes "can see her again? If I could"; - mes "talk to her at least once more,"; - mes "even if it's the last time,"; - mes "I would do anything..."; - close; - } - mes "[Erious]"; - mes "*Cries* Eeeeelllllyyyy~~~~!"; - mes "I never thought that would be"; - mes "the last time we would see"; - mes "each other..."; - mes "*Sob*..."; - close; - } - else if (nif_revive == 1) { - mes "[Erious]"; - mes "This place I was told about..."; - mes "The town of the dead..."; - mes "From what I remember, it was"; - mes "located near some rest area."; - next; - mes "[Erious]"; - mes "All day and night, it's filled"; - mes "with never ending screams of"; - mes "agony and despair. I hope that"; - mes "this will be helpful in your search."; - close; - } - else if (nif_revive == 5 || nif_revive == 6) { - mes "[Erious]"; - mes "Oh my! You really found the town,"; - mes "have you? I really appreciate that"; - mes "you've endured all this hardship"; - mes "for me... Um...So in the end..."; - mes "Were you able to meet my Elly?"; - next; - if (select("Yes.", "Sorry, I couldn't.") == 1) { - if (nif_revive == 6 && countitem(Mementos) > 0) { - mes "[Erious]"; - mes "Are you serious? What did she say?"; - mes "Did she say she will forgive me?"; - next; - select("Yes. And she gave me...this."); - delitem Mementos,1; - mes "[Erious]"; - mes "Ah...In this box were the gifts"; - mes "I gave her when we started"; - mes "seeing each other. She had a"; - mes "serious illness even before we"; - mes "met, so I promised her that I"; - mes "would cure her illness..."; - next; - mes "[Erious]"; - mes "That's why I went on that trip..."; - mes "to find a cure or medicine"; - mes "for her... But my efforts turned"; - mes "out to be a good for nothing."; - mes "..................."; - mes "........."; - next; - mes "[Erious]"; - mes "Anyway, I appreciate your"; - mes "generousity. I want to pay"; - mes "you back for all the trouble"; - mes "I caused you, but I only have"; - mes "the medicine I found for her"; - mes "illness during this trip."; - next; - mes "[Erious]"; - mes "I hope you will take this medicine"; - mes "as a token of my gratitute."; - next; - if (checkweight(Leaf_Of_Yggdrasil,26)) { - MISC_QUEST |= 16384; - nif_revive = 0; - completequest 11043; - getitem Yggdrasilberry,2; - getitem Seed_Of_Yggdrasil,2; - getitem Leaf_Of_Yggdrasil,10; - mes "[Erious]"; - mes "Thank you for everything."; - mes "I wish you luck and safety"; - mes "in your adventures."; - close; - } - mes "[Erious]"; - mes "I have something to give you,"; - mes "but you're carrying too much"; - mes "stuff for me to give it to"; - mes "right now. Why don't you"; - mes "store your items somewhere?"; - close; - } - else if (nif_revive == 6 && countitem(Mementos) < 1) { - mes "[Erious]"; - mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?"; - close; - } - mes "[Erious]"; - mes "I guess you misunderstood"; - mes "something or you're trying"; - mes "to scam a man in grief."; - close; - } - if (nif_revive == 5) { - mes "[Erious]"; - mes "I see...you have failed to find"; - mes "her... However, I also understand"; - mes "that fulfilling my request may"; - mes "be impossible..."; - next; - mes "[Erious]"; - mes "You've really gone out of your way"; - mes "to help me, so I want to give you"; - mes "something as a token of my"; - mes "gratitute."; - next; - if (checkweight(Leaf_Of_Yggdrasil,10)) { - MISC_QUEST |= 16384; - nif_revive = 0; - completequest 11042; - getitem Leaf_Of_Yggdrasil,10; - mes "[Erious]"; - mes "Thank you for everything."; - mes "I wish you luck and safety"; - mes "from harm in your journeys."; - close; - } - mes "[Erious]"; - mes "I have something to give you,"; - mes "but you're carrying too much"; - mes "stuff for me to give it to"; - mes "right now. Why don't you"; - mes "store your items somewhere?"; - close; - } - mes "[Erious]"; - mes "I see..."; - mes "...Wait! Doesn't that belong"; - mes "to my wife, Elly? Why are you"; - mes "trying to cheat a grieving man...?"; - close; - } - end; -} - -umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{ - if (nif_revive > 1 || MISC_QUEST & 16384) { - mes "[Billik]"; - mes "Well, long time no see."; - mes "If you have a chance in the"; - mes "future, let's meet in the"; - mes "town of the dead later."; - mes "Hahahaha~"; - emotion e_no1; - close; - } - if (nif_revive == 1) { - mes "[Billik]"; - mes "The Town of the dead..."; - mes "It's a very dangerous place."; - mes "Why would you want to go there?"; - next; - if (select("I have to meet somebody there.", "It's a part of my adventure.") == 1) { - mes "[Billik]"; - mes "Someone you have to meet there..."; - mes "Hmm... I suppose you wish to"; - mes "contact the dead..."; - mes "I can also see that you're"; - mes "determined to go."; - next; - mes "[Billik]"; - mes "*Sigh* Okay, if you really want to"; - mes "go, you must find a man named"; - mes "'Feylin.' It's very important to"; - mes "let him know that I introduced"; - mes "him to you."; - next; - mes "[Billik]"; - mes "He's not very trusting, but he"; - mes "likes roses a lot, so bring a rose"; - mes "for him. That way, he'll know for"; - mes "sure that I've sent you."; - nif_revive = 2; - changequest 11038,11039; - next; - mes "[Billik]"; - mes "The town of the dead is located"; - mes "north of this place. Remember, it"; - mes "is very dangerous to go there,"; - mes "even for well experienced"; - mes "adventurers, so..."; - mes "Be careful."; - close; - } - mes "[Billik]"; - mes "Hahaha~ I guess you like adventure"; - mes "as much as I do. Although it's a"; - mes "very dangrous place, you will be"; - mes "paid back for your effort after"; - mes "you get there. But be careful."; - close; - } - else if (nif_revive == 0) { - mes "[Billik]"; - mes "What brings you here? I'm busy,"; - mes "leave if you don't have any business."; - close; - } -} - -niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{ - if (nif_revive == 2) { - mes "[Feylin]"; - mes "Poor "+ (Sex == SEX_MALE ? "guy" : "girl") +"..."; - mes "Dying at such a young age..."; - mes "I am always sorry to see the"; - mes "young pass away."; - next; - mes "[Feylin]"; - mes "............??"; - mes "Oh, I see you're not dead yet,"; - mes "are you? It's unbelievable to"; - mes "see another living person"; - mes "in this town."; - next; - mes "[Feylin]"; - mes "Are you coming to rescue someone,"; - mes "or do you have another purpose?"; - mes "If you came here to meet a"; - mes "deceased friend of yours, you've"; - mes "come to the wrong person."; - next; - mes "[Feylin]"; - mes "Nobody in Niffelheim can"; - mes "perform that kind of miracle..."; - next; - mes "[Feylin]"; - mes "I can tell you have been through"; - mes "much hardship, but unfortunately,"; - mes "you came here for nothing. I hope"; - mes "you go back to where you came"; - mes "from before it's too late."; - nif_revive = 3; - changequest 11039,11040; - close; - } - else if (nif_revive == 3) { - mes "[Feylin]"; - mes "I've asked you to leave this"; - mes "town immediately. I'm sorry"; - mes "but I know nothing about what"; - mes "you are asking."; - emotion e_an; - next; - if (select("But...", "I am sorry.") == 1) { - mes "[Feylin]"; - mes "You must know something..."; - mes "Otherwise, you wouldn't be"; - mes "so stubborn. I am not sure"; - mes "who told you contacting the"; - mes "dead might be possible..."; - next; - mes "[Feylin]"; - mes "But I surely wouldn't have told"; - mes "you. Besides, speaking about"; - mes "such things is taboo."; - nif_revive = 4; - changequest 11040,11041; - close; - } - mes "[Feylin]"; - mes "Please consider leaving this"; - mes "place as soon as possible."; - mes "Nobody should stay in"; - mes "Niflheim for too long."; - close; - } - else if (nif_revive == 4) { - if (countitem(Witherless_Rose) > 0) { - mes "[Feylin]"; - mes "Huh, Billik must have sent you."; - mes "Since I'm indebted to him, I"; - mes "suppose I will help you."; - mes "But let me warn you."; - mes "The price that I demand may be"; - mes "more that you expect..."; - next; - if (select("I'm willing to do this.", "I don't think I can do this.") == 1) { - if (BaseLevel > 79) { - mes "[Feylin]"; - mes "Alright, but you must promise"; - mes "me that you will not let other"; - mes "people know what I am about"; - mes "to tell you."; - next; - mes "[Feylin]"; - mes "This sorcery requires great"; - mes "sacrifice. Needless to say, there"; - mes "is a chance that this spell may"; - mes "fail. I must also have"; - mes "10 Yggdrasil Leaf to cast this"; - mes "spell. Do you wish to continue?"; - next; - if (select("Yes", "No") == 1) { - if (countitem(Leaf_Of_Yggdrasil) > 9) { - mes "[Feylin]"; - mes "I see. Then we shall begin."; - mes "Woombahsokasabahah!"; - mes "Woombah woombah hoombabah!"; - mes "Yeeeeep!"; - next; - .@nif_revive1 = rand(1,100); - if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) { - mes "[Feylin]"; - mes "...I am sorry."; - mes "I have failed to summon"; - mes "who you wish to see. I am"; - mes "really sorry for this result."; - emotion e_omg; - delitem Witherless_Rose,1; - delitem Leaf_Of_Yggdrasil,10; - nif_revive = 5; - changequest 11041,11042; - percentheal -99,0; - next; - mes "[Feylin]"; - mes "Unfortunately, it may be"; - mes "impossible to summon the"; - mes "spirit of the person with"; - mes "whom you wished to speak..."; - close; - } - else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) { - delitem Witherless_Rose,1; - delitem Leaf_Of_Yggdrasil,10; - percentheal -50,0; - mes "[Feylin]"; - mes ".........."; - mes ".........."; - next; - mes "[Elly]"; - mes ".........."; - mes ".....Umm..."; - mes "...Wasn't I just dead?"; - mes "Um, do I know you?"; - next; - select("I brought a message from your husband."); - mes "[Elly]"; - mes "Oh...I see...I'm sorry that I could not meet him before I died..."; - mes "So what is his message for me?"; - next; - select("Forgive him for what happened a month ago."); - mes "[Elly]"; - mes "*Sigh* He's such a nice husband..."; - mes "He pays such attention, even to"; - mes "the little things. Though, I"; - mes "should be the one apologizing"; - mes "to him..."; - next; - mes "[Elly]"; - mes "Please give him this box, and tell"; - mes "him to forget about me. He should"; - mes "live the rest of his life happily"; - mes "with someone else. Oh, also let"; - mes "him know that I forgive him."; - nif_revive = 6; - changequest 11040,11043; - getitem Mementos,1; - next; - mes "[Elly]"; - mes "I am glad to hear from my"; - mes "husband one more time. But I"; - mes "think I have to go now."; - mes "Thank you for your trouble."; - mes "Farewell..."; - next; - mes "[Elly]"; - mes "....................."; - mes "...................."; - next; - mes "[Feylin]"; - mes "I guess you have accomplished what"; - mes "you wanted. Well then, be careful"; - mes "when you go back..."; - close; - } - } - else { - mes "[Feylin]"; - mes "If you don't have the"; - mes "items, we cannot proceed."; - mes "Remember, I need 10 Yggdrasil"; - mes "Leaves to perform this spell."; - mes "Please bring them as soon"; - mes "as possible."; - close; - } - } - mes "[Feylin]"; - mes "I hope you will bring the items"; - mes "first. But... I don't have the"; - mes "confidence to promise that"; - mes "this spell will cast successfully."; - close; - } - mes "[Feylin]"; - mes "Hmm... You don't seem to have"; - mes "the strength to endure the"; - mes "casting of this spell. At"; - mes "your current strength, this"; - mes "spell will kill you."; - mes "I cannot take that risk."; - close; - } - mes "[Feylin]"; - mes "You made a good decision."; - mes "It's not a good idea to perform"; - mes "this kind of sorcery in the"; - mes "first place because of the"; - mes "risks involved..."; - close; - } - mes "[Feylin]"; - mes "No matter how many times you ask"; - mes "me, I cannot help you. Please"; - mes "leave this place as soon as you can."; - close; - } - mes "[Feylin]"; - mes "What makes you to come to such"; - mes "a dangerous town? Please leave"; - mes "this place as soon as you can."; - close; -} |