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authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
commit8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch)
tree0e73afe6a780abf29fe035301f1354f24762da7a /npc/warps/fields/abyss_warper.txt
parentfa533907d49c7e288be33efb55fcb094f8e48591 (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
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+//===== rAthena Script =======================================
+//= Abyss Cave Warper
+//===== By: ==================================================
+//= erKURITA
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warper to Abyss Cave. and warper out
+//===== Additional Comments: =================================
+//= 1.0 Added by Nexon [Nexon]
+//= 1.1 Removed Duplicates [Silent]
+//= 1.2 Fixed tab - missing pillar's appeared [Lupus]
+//= 1.3 Updated Abyss Lake entrance based on official [SinSloth]
+//= 1.3a Removed .GATs [Lupus]
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+hu_fild05,168,304,0 script Column#abyss1 111,{
+
+ mes "^3355FFThere are 3 oddly";
+ mes "shaped grooves on";
+ mes "the surface of this";
+ mes "column. It seems that";
+ mes "certain dragon body parts";
+ mes "would fit perfectly into";
+ mes "the column grooves.^000000";
+ if((countitem(1035)) && (countitem(1036)) && (countitem(1037)))
+ {
+ next;
+ switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
+ {
+ case 1:
+ mes "^3355FFYou carefully place a";
+ mes "Dragon Canine into one of";
+ mes "the grooves, and then you";
+ mes "hear a powerful rumbling";
+ mes "from within the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFYou slowly insert a";
+ mes "Dragon Scale into another";
+ mes "of the column's grooves,";
+ mes "trigerring another small";
+ mes "tremor from the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFYou cautiously insert";
+ mes "a Dragon Tail into the";
+ mes "final groove. Lights shine";
+ mes "forth from cracks in the";
+ mes "column's surface...^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFThe ground beneath";
+ mes "your feet begins to";
+ mes "violently shake.^000000";
+ specialeffect EF_BOWLINGBASH;
+ donpcevent "AbyssWarp::OnWarp";
+ specialeffect2 EF_PORTAL;
+ delitem 1035,1;
+ delitem 1036,1;
+ delitem 1037,1;
+ close2;
+ warp "hu_fild05",184,204;
+ end;
+
+ case 2:
+ mes "^3355FFYou gingerly place a";
+ mes "Dragon's Canine, a Dragon";
+ mes "Scale, and a Dragon Tail into";
+ mes "your mouth and slowly begin";
+ mes "to chew. Nothing happens";
+ mes "and the taste of these items";
+ mes "is surprisingly putrid.^000000";
+ next;
+ emotion e_rice,1;
+ delitem 1035,1;
+ delitem 1036,1;
+ delitem 1037,1;
+ percentheal -10,0;
+ close;
+ }
+ }
+ close;
+}
+
+hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
+
+ mes "^3355FFThis column looks";
+ mes "very similar to the";
+ mes "one you've seen in";
+ mes "the lake. There is";
+ mes "a conspicious blue";
+ mes "groove on its surface.^000000";
+ next;
+ switch( select( "Touch the Groove","Remove Item from Groove" ) )
+ {
+ case 1:
+ mes "^3355FF*Clatter Clatter*^000000";
+ next;
+ mes "^3355FFThe light emanating from";
+ mes "the groove distorts and";
+ mes "the column starts to shake.";
+ mes "You hear a faint rumbling";
+ mes "from inside the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "*Ggghhhhhzzzz!*";
+ mes "*BAM!*";
+ next;
+ mes "^3355FFThe light shining from";
+ mes "the column's groove grows";
+ mes "brighter as you feel the";
+ mes "ground beneath your feet";
+ mes "begin to slowly sink away...^000000";
+ next;
+ specialeffect EF_BOWLINGBASH;
+ specialeffect2 EF_PORTAL;
+ close2;
+ warp "hu_fild05",169,305;
+ end;
+
+ case 2:
+ mes "^3355FF*Ppppsssh!*";
+ mes "You accidentally";
+ mes "broke the item.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
+ next;
+ mes "^3355FFThe light emanating from";
+ mes "the groove distorts and";
+ mes "the column starts to shake.";
+ mes "The tremors in the ground";
+ mes "make it difficult to stand";
+ mes "steadily, but suddently you";
+ mes "are warped somewhere else...^000000";
+ next;
+ specialeffect EF_BOWLINGBASH;
+ specialeffect2 EF_PORTAL;
+ close2;
+ warp "hu_fild05",157,284;
+ end;
+ }
+}
+
+hu_fild05,196,210,1 script AbyssWarp 45,2,2,{
+
+OnInit:
+ disablenpc "AbyssWarp";
+ end;
+
+OnTouch:
+ warp "abyss_01",260,268;
+ end;
+
+OnWarp:
+ initnpctimer;
+ enablenpc "AbyssWarp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ disablenpc "AbyssWarp";
+ end;
+}