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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/warps/fields/abyss_warper.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
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/warps/fields/abyss_warper.txt')
-rw-r--r-- | npc/warps/fields/abyss_warper.txt | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/npc/warps/fields/abyss_warper.txt b/npc/warps/fields/abyss_warper.txt new file mode 100644 index 000000000..8c4ea1e1c --- /dev/null +++ b/npc/warps/fields/abyss_warper.txt @@ -0,0 +1,168 @@ +//===== 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; +} |