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authorai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-04-09 09:09:35 +0000
committerai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-04-09 09:09:35 +0000
commit1260d294ed795011b5b73284e308a6a01d9eef9e (patch)
tree6663a0ae44f8ac7d830598311411843401f129a1 /npc
parent28532995686a5315ddf0ad6557ae00cb2fe76206 (diff)
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* Merged changes from trunk [14742:14782/trunk].
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/renewal@14783 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/Changelog.txt17
-rw-r--r--npc/battleground/flavius/flavius01.txt7
-rw-r--r--npc/battleground/flavius/flavius02.txt7
-rw-r--r--npc/battleground/kvm/kvm02.txt18
-rw-r--r--npc/battleground/kvm/kvm03.txt11
-rw-r--r--npc/battleground/tierra/tierra01.txt7
-rw-r--r--npc/battleground/tierra/tierra02.txt7
-rw-r--r--npc/cities/lighthalzen.txt53
-rw-r--r--npc/cities/manuk.txt79
-rw-r--r--npc/cities/splendide.txt39
-rw-r--r--npc/instances/EndlessTower.txt233
-rw-r--r--npc/merchants/hair_dyer.txt262
-rw-r--r--npc/merchants/hair_style.txt616
-rw-r--r--npc/other/arena/arena_aco.txt8
-rw-r--r--npc/other/hugel_bingo.txt5
-rw-r--r--npc/other/poring_war.txt1767
-rw-r--r--npc/other/turbotrack/Expert_16.txt6
-rw-r--r--npc/other/turbotrack/Expert_4.txt6
-rw-r--r--npc/other/turbotrack/Expert_8.txt6
-rw-r--r--npc/other/turbotrack/Normal_16.txt6
-rw-r--r--npc/other/turbotrack/Normal_4.txt6
-rw-r--r--npc/other/turbotrack/Normal_8.txt6
-rw-r--r--npc/quests/The_Sign_Quest.txt4
-rw-r--r--npc/quests/quests_13_1.txt525
-rw-r--r--npc/quests/quests_13_2.txt667
-rw-r--r--npc/quests/quests_alberta.txt676
-rw-r--r--npc/quests/quests_lighthalzen.txt3091
-rw-r--r--npc/quests/quests_morocc.txt10
-rw-r--r--npc/scripts_athena.conf1
-rw-r--r--npc/warps/dungeons/anthell.txt12
-rw-r--r--npc/warps/other/sign.txt3
31 files changed, 6554 insertions, 1607 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 1ce3266ed..c43e703df 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,11 +1,28 @@
Date Added
======
+2011/04/08
+ * Rev. 14780 Added missing Hair Dressers and Hair Dyer to Lighthalzen. [L0ne_W0lf]
+ - Hair Dresser will change hair styles ranging between 20 to 27
+ - Assistant Beautician changes to a random style and colour between 1-23.
+ * Updated the Cursed Spirit quest, and added some more town NPCs.
+ * Added more town NPCs to Splendide and Manuk.
2011/04/06
+ * Rev. 14775 Added two new quests, Alberta Boy and Secret Note of Bazett. [L0ne_W0lf]
+ * Implemented 13.2 update to Report to the New World quest.
* Rev. 14769 If you're going to take credit for someone elses work (irony) make sure it's not my work. [L0ne_W0lf]
- Corrected credits in the Eden Quest files.
- Removed showevent use in the eden_common file.
- Removed the duplicates in the eden_common file.
- Removed the korean comments in the eden_quests.
+2011/03/21
+ * Fixed and commented out old Anthell entrance warps (bugreport:3589). Moved entrance to cmd_fild08 to match mapcache updates [Gepard]
+ - Fixed an issue in Resurrection of Satan Morroc (Continental Guard Quest) when player dying/logging out during conversation
+ could prevent summoning of Satan Morroc until server reboot (bugreport:3437).
+2011/03/17
+ * Rev. 14747 Endless Tower fixes: [Gepard]
+ - Added missing end's to prevent accidental disabling of warps between floors. (bugreport:4623)
+ - Added missing end's to prevent infinite mobspawn (bugreport:4540)
+ - Commented out remaining GM-only NPCs.
2011/02/06
* Rev. 14697 Script bug fixing. :] Here's some. I know it's been awhile. [L0ne_W0lf]
- Changed some duplicates so they use a floating NPC as their original. (bugreport:1395)
diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt
index 33a8e7997..8825db8b3 100644
--- a/npc/battleground/flavius/flavius01.txt
+++ b/npc/battleground/flavius/flavius01.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -14,6 +14,7 @@
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
// Waiting Room NPCs
@@ -21,7 +22,7 @@
bat_room,86,227,4 script Lieutenant Ator 418,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
@@ -31,7 +32,7 @@ OnEnterBG:
bat_room,85,204,0 script Lieutenant Thelokus 414,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt
index 0fa8cc9b9..e31223226 100644
--- a/npc/battleground/flavius/flavius02.txt
+++ b/npc/battleground/flavius/flavius02.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -15,6 +15,7 @@
//= 1.0 First Version.
//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
+//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
// Waiting Room NPCs
@@ -22,7 +23,7 @@
bat_room,142,227,4 script Lieutenant Huvas 418,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
@@ -32,7 +33,7 @@ OnEnterBG:
bat_room,142,204,0 script Lieutenant Yukon 414,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
diff --git a/npc/battleground/kvm/kvm02.txt b/npc/battleground/kvm/kvm02.txt
index 8acfcae31..815bcefe2 100644
--- a/npc/battleground/kvm/kvm02.txt
+++ b/npc/battleground/kvm/kvm02.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= ???, L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -17,6 +17,8 @@
//= 1.2 Upated some announces and dialogs from iRO.
//= Changed how the scoreboard works slightly.
//= Removed the areapercentheals, and minor things.
+//= 1.3 Fixed wrong names for disablenpc/enablenpc. [Ai4rei]
+//= Fixed points in text and actual points differing.
//============================================================
// Waiting Room NPCs
@@ -131,8 +133,8 @@ OnInit:
setwall "bat_c02",55,122,5,7,0,"batc02wall_b";
setwall "bat_c02",140,56,6,7,0,"batc02wall_c";
setwall "bat_c02",140,57,5,7,0,"batc02wall_d";
- disablenpc "VintenarKvM02a";
- disablenpc "VintenarKvM02b";
+ disablenpc "KVM Officer#KVM02A";
+ disablenpc "KVM Officer#KVM02B";
end;
OnGuillaumeJoin:
@@ -186,8 +188,8 @@ OnReadyCheck:
end;
OnStart:
- disablenpc "VintenarKvM02a";
- disablenpc "VintenarKvM02b";
+ disablenpc "KVM Officer#KVM02A";
+ disablenpc "KVM Officer#KVM02B";
set $@KvM02BG_Victory, 0;
// Warp Teams
bg_warp $@KvM02BG_id1,"bat_c02",53,128;
@@ -314,8 +316,8 @@ OnCroixWin:
OnStop:
stopnpctimer;
- enablenpc "VintenarKvM02a";
- enablenpc "VintenarKvM02b";
+ enablenpc "KVM Officer#KVM02A";
+ enablenpc "KVM Officer#KVM02B";
// Warp Teams
bg_warp $@KvM02BG_id1,"bat_c02",53,128;
bg_warp $@KvM02BG_id2,"bat_c02",146,55;
@@ -380,7 +382,7 @@ bat_c02,51,130,5 script KVM Officer#KVM02A 419,{
mes "[KVM Officer]";
mes "Good Game.";
mes "May the glory of KVM be with you.";
- mes "You aquire the winning points: 5";
+ mes "You aquire the winning points: 1";
close2;
}
else
diff --git a/npc/battleground/kvm/kvm03.txt b/npc/battleground/kvm/kvm03.txt
index 1664e6dd3..9b3a1b3ea 100644
--- a/npc/battleground/kvm/kvm03.txt
+++ b/npc/battleground/kvm/kvm03.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= ???, L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -17,6 +17,7 @@
//= 1.2 Upated some announces and dialogs from iRO.
//= Changed how the scoreboard works slightly.
//= Removed the areapercentheals, and minor things.
+//= 1.3 Fixed wrong names for disablenpc/enablenpc. [Ai4rei]
//============================================================
// Waiting Room NPCs
@@ -131,8 +132,8 @@ OnInit:
setwall "bat_c03",55,122,5,7,0,"batc03wall_b";
setwall "bat_c03",140,56,6,7,0,"batc03wall_c";
setwall "bat_c03",140,57,5,7,0,"batc03wall_d";
- disablenpc "VintenarKvM03a";
- disablenpc "VintenarKvM03b";
+ disablenpc "KVM Officer#KVM03A";
+ disablenpc "KVM Officer#KVM03B";
end;
OnGuillaumeJoin:
@@ -328,8 +329,8 @@ OnReset:
set $@KvM03BG_Victory, 0;
if( $@KvM03BG_id1 ) { bg_destroy $@KvM03BG_id1; set $@KvM03BG_id1, 0; }
if( $@KvM03BG_id2 ) { bg_destroy $@KvM03BG_id2; set $@KvM03BG_id2, 0; }
- disablenpc "VintenarKvM03a";
- disablenpc "VintenarKvM03b";
+ disablenpc "KVM Officer#KVM03A";
+ disablenpc "KVM Officer#KVM03B";
mapwarp "bat_c03","bat_room",154,150;
maprespawnguildid "bat_c03",0,3; // Just in case someone else
bg_updatescore "bat_c03",5,5;
diff --git a/npc/battleground/tierra/tierra01.txt b/npc/battleground/tierra/tierra01.txt
index 5c911605d..9037c4eee 100644
--- a/npc/battleground/tierra/tierra01.txt
+++ b/npc/battleground/tierra/tierra01.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -14,6 +14,7 @@
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Corrected setwalls for barricades. [L0ne_W0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
// Waiting Room NPCs
@@ -22,7 +23,7 @@ bat_room,57,227,5 script Lieutenant Kalos 418,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
@@ -34,7 +35,7 @@ bat_room,58,204,1 script Lieutenant Eyor 414,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
diff --git a/npc/battleground/tierra/tierra02.txt b/npc/battleground/tierra/tierra02.txt
index 0fb3c631e..b498cab6e 100644
--- a/npc/battleground/tierra/tierra02.txt
+++ b/npc/battleground/tierra/tierra02.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -13,6 +13,7 @@
//= - Losing Team: 1 badge
//===== Additional Comments: =================================
//= 1.0 First Version.
+//= 1.1 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
// Waiting Room NPCs
@@ -21,7 +22,7 @@ bat_room,114,227,5 script Lieutenant Rundel 418,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
@@ -33,7 +34,7 @@ bat_room,114,204,1 script Lieutenant Guerrit 414,{
end;
OnInit:
- waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1,0,80,99;
end;
OnEnterBG:
diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt
index df5e6fa2a..2684c8642 100644
--- a/npc/cities/lighthalzen.txt
+++ b/npc/cities/lighthalzen.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= erKURITA, Au{R}oN (Translated by Alan), $ephiroth
//===== Current Version: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -41,6 +41,7 @@
//= 1.9 Added Cool Corp. Event Staff, who oringialy resided in the DTS_warper script file. [L0ne_W0lf]
//= 2.0 Added missing Lab Staff#amano08 NPC. (bugreport:4319) [Gepard]
//= 2.1 Commented out Duplicate NPCs. (bugreport:4555)
+//= 2.2 Added missing NPC found in AEGIS files. [L0ne_W0lf]
//=============================================================
lighthalzen,198,285,5 script Jiwon#zen5 862,{
@@ -3159,6 +3160,56 @@ lhz_in02,19,274,2 script Maintenance Guy#lhz 851,{
}
*/
+lighthalzen,337,296,3 script Rekenber Employee#li_2 868,{
+ if (hg_tre > 54) {
+ mes "[Rekenber Employee]";
+ mes "Greetings. As part of our";
+ mes "effort to relieve the poor,";
+ mes "Rekenber is providing job";
+ mes "opportunities targeted for";
+ mes "citizens of the slum areas.";
+ next;
+ mes "[Rekenber Employee]";
+ mes "You can choose to work";
+ mes "from home, or undergo a";
+ mes "little bit of training for more";
+ mes "professional positions. This";
+ mes "is a great chance to make a";
+ mes "difference... and some money~";
+ emotion e_no1,"Rekenber Employee#li";
+ close;
+ }
+}
+
+lhz_in01,221,131,7 script Scientist#li_01 865,{
+ if (isequipped(2241) && isequipped(2243)) {
+ if (hg_tre > 54) {
+ mes "[A Scientist]";
+ mes "What happened? All the machines are ruined and the research report are gone! The history of Regenschirm has been hacked!";
+ close;
+ }
+ else {
+ mes "[Scientist]";
+ mes "It takes so long for";
+ mes "this device to process";
+ mes "all the data and give me";
+ mes "the results. Still, the wait";
+ mes "heightens my anticipation...";
+ close;
+ }
+ }
+ else {
+ mes "[Scientist]";
+ mes "What?! Guards!";
+ mes "Hurry, there's an";
+ mes "intruder right here!";
+ emotion e_gasp,"A Scientist#li_01";
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+ }
+}
+
// Lighthalzen Mushroom.
// Don't really understand why it's there, but it's funny regardless.
lhz_in01,157,54,0,0 monster Red Mushroom 1085,1,120000,100000,0
diff --git a/npc/cities/manuk.txt b/npc/cities/manuk.txt
index a3ea0d1fe..4528bf6af 100644
--- a/npc/cities/manuk.txt
+++ b/npc/cities/manuk.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -12,6 +12,7 @@
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
+//= 1.2 Added more town NPCs
//============================================================
// cat_enhance
@@ -490,3 +491,79 @@ manuk,253,173,3 script Manuk Benknee#tre5 449,{
close;
}
}
+
+// ep12_2_dailybs
+manuk,251,180,5 script Young Villager#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Young Villager]";
+ mes "It's past the time of our date, why isn't she here yet!!?";
+ close;
+ }
+ else {
+ mes "[Asd]";
+ mes "Ywo di pi butfs oui Afbsu ";
+ close;
+ }
+}
+
+man_in01,360,137,5 script Mechanic#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Mechanic]";
+ mes "Alien races are not allowed to enter.";
+ mes "It's very dangerous here, please don't come any closer.";
+ close;
+ }
+ else {
+ mes "[Asoui]";
+ mes "Fs iua sdjosow ww ";
+ mes "Adds wwpq iusnd ";
+ close;
+ }
+}
+
+man_in01,68,187,0 script Worker#ep13bs1 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Hmm, it smells delicious.";
+ mes "It should be time to turn it around now.";
+ next;
+ mes "[Worker]";
+ mes "Hardrock Mammoth steak should be eaten slightly raw!";
+ close;
+ }
+ else {
+ mes "[Tee]";
+ mes "As woue dpi sha we";
+ mes "Two psie bu le";
+ next;
+ mes "[Tee]";
+ mes "Tr sdou powee wwee ";
+ close;
+ }
+}
+
+man_in01,74,181,3 script Worker#ep13bs2 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Chef Cook, how many plates should I put down?";
+ close;
+ }
+ else {
+ mes "[Tee]";
+ mes "We pishd bugs ouwwe iro ";
+ close;
+ }
+}
+
+man_in01,227,280,5 script Scientist#ep13bs 449,{
+ if (isequipped(2782) == 1) {
+ mes "[Scientist]";
+ mes "Is there only one way we can survive..?";
+ close;
+ }
+ else {
+ mes "[Apti]";
+ mes "Dso piey pioit ioep ";
+ close;
+ }
+}
diff --git a/npc/cities/splendide.txt b/npc/cities/splendide.txt
index 8ce51d053..58921e71e 100644
--- a/npc/cities/splendide.txt
+++ b/npc/cities/splendide.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -12,6 +12,7 @@
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
+//= 1.2 Added more town NPCs
//============================================================
// cat_enhance
@@ -792,3 +793,39 @@ spl_in01,122,311,1 script Laphine Soldier#ep13_2 447,{
}
}
+// ep33_2_dailybs
+splendide,121,259,3 script Fairy#ep13bs1 436,{
+ if (isequipped(2782) == 1) {
+ mes "[Fairy]";
+ mes "Have you ever gone to the East side?";
+ mes "Theres lots of ice~";
+ mes "How cold...";
+ close;
+ }
+ else {
+ mes "[nes]";
+ mes "VaFuloDor An ";
+ mes "WosNuffremu Ha TurAshTi";
+ mes "VilTiRini O ";
+ close;
+ }
+}
+
+splendide,163,264,3 script Fairy#ep13bs2 438,{
+ if (isequipped(2782) == 1) {
+ mes "[Fairy]";
+ mes "What are you looking at!";
+ next;
+ mes "[Fairy]";
+ mes "Oh me! You know beauty when you see it don't you~?!";
+ close;
+ }
+ else {
+ mes "[nes]";
+ mes "UorVeLars No Ador";
+ next;
+ mes "[nes]";
+ mes "SeGothShar An AshDur";
+ close;
+ }
+}
diff --git a/npc/instances/EndlessTower.txt b/npc/instances/EndlessTower.txt
index 495b367d2..69fd2e65a 100644
--- a/npc/instances/EndlessTower.txt
+++ b/npc/instances/EndlessTower.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.6
+//= 1.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -23,6 +23,10 @@
//= 1.5 Corrected some grammar and typos.
//= 1.6 Corrected the tower re-entry blocked condition. (bugreport:4677) [L0ne_W0lf]
//= Corrected floor 75 warp disabling the wrong NPC. (bugreport:4711)
+//= 1.7 Added missing end's to prevent accidental disabling of
+//= warps between floors. (bugreport:4623)
+//= Added missing end's to prevent infinite mobspawn (bugreport:4540)
+//= Commented out remaining GM-only NPCs. [Gepard]
//============================================================
alberta,214,77,6 script Captain Janssen 709,{
@@ -522,6 +526,8 @@ OnMyMobDead:
}
1@tower,12,393,0 script 1FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("1FGate102tower", instance_id());
end;
@@ -550,6 +556,8 @@ OnMyMobDead:
}
1@tower,96,393,0 script 2FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("2FGate102tower", instance_id());
end;
@@ -581,6 +589,8 @@ OnMyMobDead:
}
1@tower,184,393,0 script 3FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("3FGate102tower", instance_id());
end;
@@ -612,6 +622,8 @@ OnMyMobDead:
}
1@tower,270,393,0 script 4FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("4FGate102tower", instance_id());
end;
@@ -642,6 +654,8 @@ OnMyMobDead:
}
1@tower,355,393,0 script 5FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("5FGate102tower", instance_id());
end;
@@ -671,6 +685,8 @@ OnMyMobDead:
}
1@tower,12,309,0 script 6FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("6FGate102tower", instance_id());
end;
@@ -700,6 +716,8 @@ OnMyMobDead:
}
1@tower,96,309,0 script 7FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("7FGate102tower", instance_id());
end;
@@ -727,6 +745,8 @@ OnMyMobDead:
}
1@tower,184,309,0 script 8FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("8FGate102tower", instance_id());
end;
@@ -755,6 +775,8 @@ OnMyMobDead:
}
1@tower,270,309,0 script 9FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("9FGate102tower", instance_id());
end;
@@ -783,6 +805,8 @@ OnMyMobDead:
}
1@tower,355,309,0 script 10FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("10FGate102tower", instance_id());
end;
@@ -812,6 +836,8 @@ OnMyMobDead:
}
1@tower,12,222,0 script 11FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("11FGate102tower", instance_id());
end;
@@ -839,6 +865,8 @@ OnMyMobDead:
}
1@tower,96,222,0 script 12FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("12FGate102tower", instance_id());
end;
@@ -867,6 +895,8 @@ OnMyMobDead:
}
1@tower,184,222,0 script 13FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("13FGate102tower", instance_id());
end;
@@ -897,6 +927,8 @@ OnMyMobDead:
}
1@tower,270,222,0 script 14FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("14FGate102tower", instance_id());
end;
@@ -929,6 +961,8 @@ OnMyMobDead:
}
1@tower,355,222,0 script 15FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("15FGate102tower", instance_id());
end;
@@ -958,6 +992,8 @@ OnMyMobDead:
}
1@tower,12,138,0 script 16FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("16FGate102tower", instance_id());
end;
@@ -987,6 +1023,8 @@ OnMyMobDead:
}
1@tower,96,138,0 script 17FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("17FGate102tower", instance_id());
end;
@@ -1014,6 +1052,8 @@ OnMyMobDead:
}
1@tower,184,138,0 script 18FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("18FGate102tower", instance_id());
end;
@@ -1043,6 +1083,8 @@ OnMyMobDead:
}
1@tower,270,138,0 script 19FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("19FGate102tower", instance_id());
end;
@@ -1070,6 +1112,8 @@ OnMyMobDead:
}
1@tower,355,138,0 script 20FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("20FGate102tower", instance_id());
end;
@@ -1100,6 +1144,8 @@ OnMyMobDead:
}
1@tower,12,51,0 script 21FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("21FGate102tower", instance_id());
end;
@@ -1131,6 +1177,8 @@ OnMyMobDead:
}
1@tower,96,51,0 script 22FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("22FGate102tower", instance_id());
end;
@@ -1161,6 +1209,8 @@ OnMyMobDead:
}
1@tower,184,51,0 script 23FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("23FGate102tower", instance_id());
end;
@@ -1189,6 +1239,8 @@ OnMyMobDead:
}
1@tower,270,51,0 script 24FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("24FGate102tower", instance_id());
end;
@@ -1217,6 +1269,8 @@ OnMyMobDead:
}
1@tower,355,51,0 script 25FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("25FGate102tower", instance_id());
end;
@@ -1239,6 +1293,8 @@ OnTimer120000:
}
1@tower,355,51,0 script 25FGate102tower-2 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("25FGate102tower-2", instance_id());
end;
@@ -1276,6 +1332,8 @@ OnTouch_:
// Floors 26-50
2@tower,29,365,2 script Immortal Furnace#1 844,{
+ end;
+
OnInstanceInit:
areamonster "2@tower",9,351,19,387,"Gibbet",1503,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
areamonster "2@tower",9,351,19,387,"Enchanted Peach Tree",1410,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
@@ -1297,6 +1355,8 @@ OnMyMobDead:
}
2@tower,12,393,0 script 26FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("26FGate102tower", instance_id());
end;
@@ -1328,6 +1388,8 @@ OnMyMobDead:
}
2@tower,96,393,0 script 27FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("27FGate102tower", instance_id());
end;
@@ -1357,6 +1419,8 @@ OnMyMobDead:
}
2@tower,184,393,0 script 28FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("28FGate102tower", instance_id());
end;
@@ -1372,7 +1436,6 @@ OnEnable:
end;
OnTouch_:
-
warp "2@tower",310,354;
end;
@@ -1389,6 +1452,8 @@ OnMyMobDead:
}
2@tower,270,393,0 script 29FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("29FGate102tower", instance_id());
end;
@@ -1416,6 +1481,8 @@ OnMyMobDead:
}
2@tower,355,393,0 script 30FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("30FGate102tower", instance_id());
end;
@@ -1445,6 +1512,8 @@ OnMyMobDead:
}
2@tower,12,309,0 script 31FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("31FGate102tower", instance_id());
end;
@@ -1477,6 +1546,8 @@ OnMyMobDead:
}
2@tower,96,309,0 script 32FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("32FGate102tower", instance_id());
end;
@@ -1507,6 +1578,8 @@ OnMyMobDead:
}
2@tower,184,309,0 script 33FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("33FGate102tower", instance_id());
end;
@@ -1535,6 +1608,8 @@ OnMyMobDead:
}
2@tower,270,309,0 script 34FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("34FGate102tower", instance_id());
end;
@@ -1565,6 +1640,8 @@ OnMyMobDead:
}
2@tower,355,309,0 script 35FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("35FGate102tower", instance_id());
end;
@@ -1593,6 +1670,8 @@ OnMyMobDead:
}
2@tower,12,222,0 script 36FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("36FGate102tower", instance_id());
end;
@@ -1621,6 +1700,8 @@ OnMyMobDead:
}
2@tower,96,222,0 script 37FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("37FGate102tower", instance_id());
end;
@@ -1648,6 +1729,8 @@ OnMyMobDead:
}
2@tower,184,222,0 script 38FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("38FGate102tower", instance_id());
end;
@@ -1678,6 +1761,8 @@ OnMyMobDead:
}
2@tower,270,222,0 script 39FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("39FGate102tower", instance_id());
end;
@@ -1709,6 +1794,8 @@ OnMyMobDead:
}
2@tower,355,222,0 script 40FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("40FGate102tower", instance_id());
end;
@@ -1735,6 +1822,8 @@ OnMyMobDead:
}
2@tower,12,138,0 script 41FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("41FGate102tower", instance_id());
end;
@@ -1765,6 +1854,8 @@ OnMyMobDead:
}
2@tower,96,138,0 script 42FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("42FGate102tower", instance_id());
end;
@@ -1794,6 +1885,8 @@ OnMyMobDead:
}
2@tower,184,138,0 script 43FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("43FGate102tower", instance_id());
end;
@@ -1824,6 +1917,8 @@ OnMyMobDead:
}
2@tower,270,138,0 script 44FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("44FGate102tower", instance_id());
end;
@@ -1853,6 +1948,8 @@ OnMyMobDead:
}
2@tower,355,138,0 script 45FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("45FGate102tower", instance_id());
end;
@@ -1880,6 +1977,8 @@ OnMyMobDead:
}
2@tower,12,51,0 script 46FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("46FGate102tower", instance_id());
end;
@@ -1909,6 +2008,8 @@ OnMyMobDead:
}
2@tower,96,51,0 script 47FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("47FGate102tower", instance_id());
end;
@@ -1937,6 +2038,8 @@ OnMyMobDead:
}
2@tower,184,51,0 script 48FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("48FGate102tower", instance_id());
end;
@@ -1967,6 +2070,8 @@ OnMyMobDead:
}
2@tower,270,51,0 script 49FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("49FGate102tower", instance_id());
end;
@@ -1997,6 +2102,8 @@ OnMyMobDead:
}
2@tower,355,51,0 script 50FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("50FGate102tower", instance_id());
end;
@@ -2019,6 +2126,8 @@ OnTimer120000:
}
2@tower,355,51,0 script 50FGate102tower-2 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("50FGate102tower-2", instance_id());
end;
@@ -2032,6 +2141,7 @@ OnTouch_:
end;
}
+/*
2@tower,71,1,0 script #Manager Mode2 844,{
mes "Please enter the password.";
input .@inputstr$;
@@ -2051,9 +2161,12 @@ OnTouch_:
}
close;
}
+*/
// Floors 51-75
3@tower,29,365,2 script Immortal Furnace#2 844,{
+ end;
+
OnInstanceInit:
areamonster "3@tower",9,351,19,387,"Mini Demon",1292,20,instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead";
areamonster "3@tower",9,351,19,387,"Diabolic",1382,20,instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead";
@@ -2073,6 +2186,8 @@ OnMyMobDead:
}
3@tower,12,393,0 script 51FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("51FGate102tower", instance_id());
end;
@@ -2104,6 +2219,8 @@ OnMyMobDead:
}
3@tower,96,393,0 script 52FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("52FGate102tower", instance_id());
end;
@@ -2131,6 +2248,8 @@ OnMyMobDead:
}
3@tower,184,393,0 script 53FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("53FGate102tower", instance_id());
end;
@@ -2159,6 +2278,8 @@ OnMyMobDead:
}
3@tower,270,393,0 script 54FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("54FGate102tower", instance_id());
end;
@@ -2188,6 +2309,8 @@ OnMyMobDead:
}
3@tower,355,393,0 script 55FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("55FGate102tower", instance_id());
end;
@@ -2218,6 +2341,8 @@ OnMyMobDead:
}
3@tower,12,309,0 script 56FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("56FGate102tower", instance_id());
end;
@@ -2252,6 +2377,8 @@ OnMyMobDead:
}
3@tower,96,309,0 script 57FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("57FGate102tower", instance_id());
end;
@@ -2282,6 +2409,8 @@ OnMyMobDead:
}
3@tower,184,309,0 script 58FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("58FGate102tower", instance_id());
end;
@@ -2310,6 +2439,8 @@ OnMyMobDead:
}
3@tower,270,309,0 script 59FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("59FGate102tower", instance_id());
end;
@@ -2343,6 +2474,8 @@ OnMyMobDead:
}
3@tower,355,309,0 script 60FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("60FGate102tower", instance_id());
end;
@@ -2374,6 +2507,8 @@ OnMyMobDead:
}
3@tower,12,222,0 script 61FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("61FGate102tower", instance_id());
end;
@@ -2400,6 +2535,8 @@ OnMyMobDead:
}
3@tower,96,222,0 script 62FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("62FGate102tower", instance_id());
end;
@@ -2430,6 +2567,8 @@ OnMyMobDead:
}
3@tower,184,222,0 script 63FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("63FGate102tower", instance_id());
end;
@@ -2461,6 +2600,8 @@ OnMyMobDead:
}
3@tower,270,222,0 script 64FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("64FGate102tower", instance_id());
end;
@@ -2488,6 +2629,8 @@ OnMyMobDead:
}
3@tower,355,222,0 script 65FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("65FGate102tower", instance_id());
end;
@@ -2516,6 +2659,8 @@ OnMyMobDead:
}
3@tower,12,138,0 script 66FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("66FGate102tower", instance_id());
end;
@@ -2546,6 +2691,8 @@ OnMyMobDead:
}
3@tower,96,138,0 script 67FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("67FGate102tower", instance_id());
end;
@@ -2576,6 +2723,8 @@ OnMyMobDead:
}
3@tower,184,138,0 script 68FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("68FGate102tower", instance_id());
end;
@@ -2606,6 +2755,8 @@ OnMyMobDead:
}
3@tower,270,138,0 script 69FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("69FGate102tower", instance_id());
end;
@@ -2634,6 +2785,8 @@ OnMyMobDead:
}
3@tower,355,138,0 script 70FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("70FGate102tower", instance_id());
end;
@@ -2663,6 +2816,8 @@ OnMyMobDead:
}
3@tower,12,51,0 script 71FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("71FGate102tower", instance_id());
end;
@@ -2692,6 +2847,8 @@ OnMyMobDead:
}
3@tower,96,51,0 script 72FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("72FGate102tower", instance_id());
end;
@@ -2723,6 +2880,8 @@ OnMyMobDead:
}
3@tower,184,51,0 script 73FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("73FGate102tower", instance_id());
end;
@@ -2757,6 +2916,8 @@ OnMyMobDead:
}
3@tower,270,51,0 script 74FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("74FGate102tower", instance_id());
end;
@@ -2786,6 +2947,8 @@ OnMyMobDead:
}
3@tower,355,51,0 script 75FGate102tower 45,1,1,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("75FGate102tower", instance_id());
end;
@@ -2808,6 +2971,8 @@ OnTimer120000:
}
3@tower,355,51,0 script 75FGate102tower-2 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("75FGate102tower-2", instance_id());
end;
@@ -2821,6 +2986,7 @@ OnTouch_:
end;
}
+/*
3@tower,71,1,0 script #Manager Mode3 844,{
mes "Please enter the password.";
input .@inputstr$;
@@ -2840,9 +3006,12 @@ OnTouch_:
}
close;
}
+*/
// Floors 76-99
4@tower,29,365,2 script Immortal Furnace#3 844,{
+ end;
+
OnInstanceInit:
areamonster "4@tower",9,351,19,387,"Abysmal Knight",1219,30,instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead";
areamonster "4@tower",9,351,19,387,"Nightmare Terror",1379,20,instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead";
@@ -2862,6 +3031,8 @@ OnMyMobDead:
}
4@tower,12,393,0 script 76FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("76FGate102tower", instance_id());
end;
@@ -2892,6 +3063,8 @@ OnMyMobDead:
}
4@tower,96,393,0 script 77FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("77FGate102tower", instance_id());
end;
@@ -2922,6 +3095,8 @@ OnMyMobDead:
}
4@tower,184,393,0 script 78FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("78FGate102tower", instance_id());
end;
@@ -2952,6 +3127,8 @@ OnMyMobDead:
}
4@tower,270,393,0 script 79FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("79FGate102tower", instance_id());
end;
@@ -2979,6 +3156,8 @@ OnMyMobDead:
}
4@tower,355,393,0 script 80FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("80FGate102tower", instance_id());
end;
@@ -3007,6 +3186,8 @@ OnMyMobDead:
}
4@tower,12,309,0 script 81FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("81FGate102tower", instance_id());
end;
@@ -3037,6 +3218,8 @@ OnMyMobDead:
}
4@tower,96,309,0 script 82FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("82FGate102tower", instance_id());
end;
@@ -3066,6 +3249,8 @@ OnMyMobDead:
}
4@tower,184,309,0 script 83FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("83FGate102tower", instance_id());
end;
@@ -3096,6 +3281,8 @@ OnMyMobDead:
}
4@tower,270,309,0 script 84FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("84FGate102tower", instance_id());
end;
@@ -3122,6 +3309,8 @@ OnMyMobDead:
}
4@tower,355,309,0 script 85FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("85FGate102tower", instance_id());
end;
@@ -3151,6 +3340,8 @@ OnMyMobDead:
}
4@tower,12,222,0 script 86FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("86FGate102tower", instance_id());
end;
@@ -3180,6 +3371,8 @@ OnMyMobDead:
}
4@tower,96,222,0 script 87FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("87FGate102tower", instance_id());
end;
@@ -3210,6 +3403,8 @@ OnMyMobDead:
}
4@tower,184,222,0 script 88FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("88FGate102tower", instance_id());
end;
@@ -3239,6 +3434,8 @@ OnMyMobDead:
}
4@tower,270,222,0 script 89FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("89FGate102tower", instance_id());
end;
@@ -3268,6 +3465,8 @@ OnMyMobDead:
}
4@tower,355,222,0 script 90FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("90FGate102tower", instance_id());
end;
@@ -3296,6 +3495,8 @@ OnMyMobDead:
}
4@tower,12,138,0 script 91FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("91FGate102tower", instance_id());
end;
@@ -3326,6 +3527,8 @@ OnMyMobDead:
}
4@tower,96,138,0 script 92FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("92FGate102tower", instance_id());
end;
@@ -3355,6 +3558,8 @@ OnMyMobDead:
}
4@tower,184,138,0 script 93FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("93FGate102tower", instance_id());
end;
@@ -3382,6 +3587,8 @@ OnMyMobDead:
}
4@tower,270,138,0 script 94FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("94FGate102tower", instance_id());
end;
@@ -3412,6 +3619,8 @@ OnMyMobDead:
}
4@tower,355,138,0 script 95FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("95FGate102tower", instance_id());
end;
@@ -3440,6 +3649,8 @@ OnMyMobDead:
}
4@tower,12,51,0 script 96FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("96FGate102tower", instance_id());
end;
@@ -3469,6 +3680,8 @@ OnMyMobDead:
}
4@tower,96,51,0 script 97FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("97FGate102tower", instance_id());
end;
@@ -3500,6 +3713,8 @@ OnMyMobDead:
}
4@tower,184,51,0 script 98FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("98FGate102tower", instance_id());
end;
@@ -3588,6 +3803,8 @@ OnMyMobDead:
}
4@tower,271,51,0 script 99FGate102tower 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("99FGate102tower", instance_id());
end;
@@ -3610,6 +3827,8 @@ OnTimer120000:
}
4@tower,271,51,0 script 99FGate102tower-2 45,2,2,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("99FGate102tower-2", instance_id());
end;
@@ -3623,6 +3842,7 @@ OnTouch_:
end;
}
+/*
4@tower,71,1,0 script #Manager Mode4 844,{
mes "Please enter the password.";
input .@inputstr$;
@@ -3642,6 +3862,7 @@ OnTouch_:
}
close;
}
+*/
// Floor 100
5@tower,106,109,2 script Lucid Crystal#102 844,{
@@ -3700,6 +3921,8 @@ OnEnable:
}
5@tower,106,109,2 script #102Effect1 844,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("#102Effect1", instance_id());
end;
@@ -3721,6 +3944,8 @@ OnTimer500:
}
5@tower,106,109,2 script #102Effect2 844,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("#102Effect2", instance_id());
end;
@@ -3742,6 +3967,8 @@ OnTimer500:
}
5@tower,82,112,2 script #102FShadowDust1 844,{
+ end;
+
OnInstanceInit:
donpcevent instance_npcname("#102FShadowDust", instance_id())+"::OnEnable";
monster "5@tower",83,85,"Entweihen Crothen",1957,1,instance_npcname("#102FShadowDust1", instance_id())+"::OnMyMobDead";
@@ -3759,6 +3986,8 @@ OnMyMobDead:
}
5@tower,82,113,2 script #102FShadowDust 844,{
+ end;
+
OnInstanceInit:
disablenpc instance_npcname("#102FShadowDust", instance_id());
end;
diff --git a/npc/merchants/hair_dyer.txt b/npc/merchants/hair_dyer.txt
index 794dbafa0..7f6d24b01 100644
--- a/npc/merchants/hair_dyer.txt
+++ b/npc/merchants/hair_dyer.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -14,6 +14,7 @@
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.3 Fixed problem what "freezes" the NPC. (bugreport:509) [Samuray22]
//= 1.4 Fixed getlook checking the wrong color. (bugreport:2392) [L0ne_W0lf]
+//= 1.5 Added Lighthalzen Hair Dying NPC. [L0ne_W0lf]
//============================================================
prt_in,243,168,4 script Jovovich 91,{
@@ -78,7 +79,7 @@ prt_in,243,168,4 script Jovovich 91,{
close;
}
- if (.@headpalette == getlook(6)) {
+ if (.@headpalette == getlook(VAR_HEADPALETTE)) {
mes "[Hairdresser Jovovich]";
mes "Eh? But that's the hair color you already have. Please choose a different color.";
next;
@@ -111,7 +112,7 @@ prt_in,243,168,4 script Jovovich 91,{
case 8: delitem 975,1; break; //Scarlet_Dyestuffs
}
set Zeny,Zeny-1000;
- setlook 6,.@headpalette;
+ setlook VAR_HEADPALETTE,.@headpalette;
set .@choose_success,1;
break;
}
@@ -152,4 +153,257 @@ S_NoDye:
close;
}
return;
-} \ No newline at end of file
+}
+
+// Lighthalzen
+lhz_in02,100,134,3 script Hair Dyer#lich 850,{
+ mes "[Rossa]";
+ if (Sex == 1) {
+ mes "Welcome, come in~";
+ mes "Oh, I see that you take";
+ mes "much better care of your";
+ mes "hair than those other boys.";
+ mes "Now would you like to dye";
+ mes "your hair another color?";
+ }
+ else {
+ mes "Oh, wow~ Where did";
+ mes "you get your hair styled?";
+ mes "I love it! But... It would";
+ mes "be even more beautiful if";
+ mes "you dyed your hair. What";
+ mes "do you think about that?";
+ }
+ while (.@choose_success != 2) {
+ next;
+ switch(select("Dye Hair:Coloring Information:Cancel")) {
+ case 1:
+ mes "[Rossa]";
+ mes "Ho ho ho ho~";
+ mes "So which color would";
+ mes "you like to try? Something";
+ mes "vivid or dark? Sexy or cute?";
+ next;
+ while (.@choose_success != 2) {
+ if (.@choose_success == 1) {
+ mes "[Rossa]";
+ mes "Ooh, I like this color!";
+ mes "But would you like to";
+ mes "try a different one?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Rossa]";
+ mes "Please select";
+ mes "another color~";
+ next;
+ break;
+ case 2:
+ mes "[Rossa]";
+ mes "An excellent choice~";
+ mes "Alright then, thank you";
+ mes "for using my service and";
+ mes "I hope you come by again!";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ }
+ while (.@choose_success != 2) {
+ switch(select("Red, please.:Yellow, please.:Purple, please.:Orange, please.:Green, please.:Blue, please.:White, please.:Dark Brown, please.:I like my hair color.")) {
+ case 1:
+ set .@headpalette,8;
+ break;
+ case 2:
+ set .@headpalette,1;
+ break;
+ case 3:
+ set .@headpalette,2;
+ break;
+ case 4:
+ set .@headpalette,3;
+ break;
+ case 5:
+ set .@headpalette,4;
+ break;
+ case 6:
+ set .@headpalette,5;
+ break;
+ case 7:
+ set .@headpalette,6;
+ break;
+ case 8:
+ set .@headpalette,7;
+ break;
+ case 9:
+ if (.@choose_success != 0) {
+ mes "[Rossa]";
+ mes "Are you sure?";
+ mes "Alright then, you";
+ mes "know what's best for";
+ mes "your beauty and to tell";
+ mes "the truth, I agree with you~";
+ close2;
+ set .@choose_success,2;
+ }
+ else {
+ mes "[Rossa]";
+ mes "Oh, I see. Still, I can't";
+ mes "help but feel so disappointed.";
+ mes "You'd look so good if you dyed";
+ mes "your hair a different color~";
+ close2;
+ set .@choose_success,2;
+ }
+ break;
+ }
+ if (getlook(VAR_HEADPALETTE) == .@headpalette) {
+ mes "[Rossa]";
+ mes "Hmm, your hair color";
+ mes "is still fine, so there's";
+ mes "no need to dye it the same";
+ mes "color again, if that's what";
+ mes "you're worried about.";
+ next;
+ }
+ else {
+ if ((.@headpalette == 8) && (countitem(975) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Scarlet Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 1) && (countitem(976) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Lemon Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 2) && (countitem(981) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Violet Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 3) && (countitem(980) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Orange Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 4) && (countitem(979) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Darkgreen Dyestuffs";
+ mes "with you. Would you come";
+ mes "back after you get some?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 5) && (countitem(978) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Cobaltblue Dyestuffs";
+ mes "with you. Would you come";
+ mes "back after you get some?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 6) && (countitem(982) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "White Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 7) && (countitem(983) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Black Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ if (Zeny < 1000) {
+ mes "[Rossa]";
+ mes "Oh, I'm so sorry dear,";
+ mes "but my service fee is";
+ mes "1,000 zeny. Did you forget";
+ mes "to bring your money with you?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ if (.@headpalette == 8) delitem 975,1; //Scarlet_Dyestuffs
+ else if (.@headpalette == 1) delitem 976,1; //Lemon_Dyestuffs
+ else if (.@headpalette == 2) delitem 981,1; //Violet_Dyestuffs
+ else if (.@headpalette == 3) delitem 980,1; //Orange_Dyestuffs
+ else if (.@headpalette == 4) delitem 979,1; //Darkgreen_Dyestuffs
+ else if (.@headpalette == 5) delitem 978,1; //Cobaltblue_Dyestuffs
+ else if (.@headpalette == 6) delitem 982,1; //White_Dyestuffs
+ else if (.@headpalette == 7) delitem 983,1; //Black_Dyestuffs
+ set zeny,zeny-1000;
+ setlook VAR_HEADPALETTE,.@headpalette;
+ set .@choose_success,1;
+ break;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Rossa]";
+ mes "When you're feeling";
+ mes "down, when you just want";
+ mes "to look nice for the one you";
+ mes "love, or when you just want";
+ mes "a different look, why don't";
+ mes "you dye your hair?";
+ next;
+ mes "[Rossa]";
+ mes "All you need is one";
+ mes "Dyestuffs item of the";
+ mes "color that you want to";
+ mes "dye your hair, as well as";
+ mes "a 1,000 zeny service fee.";
+ mes "I'm here for your beauty needs~";
+ break;
+ case 3:
+ mes "[Rossa]";
+ mes "You know, when you";
+ mes "put some effort into";
+ mes "your appearance, you'll";
+ mes "not only look better, but";
+ mes "you'll feel better about";
+ mes "yourself. Makes sense, right?";
+ close;
+ }
+ }
+ close;
+}
diff --git a/npc/merchants/hair_style.txt b/npc/merchants/hair_style.txt
index 9a62b3d74..2db89db83 100644
--- a/npc/merchants/hair_style.txt
+++ b/npc/merchants/hair_style.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib, Samuray22, Kisuka
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -12,6 +12,7 @@
//===== Additional Comments: =================================
//= 1.2 Rescripted to the Aegis 10.3 Standards. [Samuray22]
//= 1.3 Updated to match AEGIS script. [Kisuka]
+//= 1.4 Added Lighthalzen Hair Dresser. [L0ne_W0lf]
//============================================================
// Hair Dresser Veronica
@@ -682,6 +683,619 @@ alberta,33,141,7 script Roving Hair Dresser 87,{
}
}
+
+// Lighthalzen
+lhz_in02,100,143,3 script Hair Dresser#li 122,{
+ mes "[Prince Shammi]";
+ mes "Welcome to Prince Shammi's";
+ mes "Beauty Shop, the place to go";
+ mes "for faaabulous hair. Don't be";
+ mes "shy, tell me exactly how you";
+ mes "want me to make you glamorous~";
+ next;
+ switch(select("Check all hairstyles:Change hairstyle:Cancel")) {
+ case 1:
+ mes "[Prince Shammi]";
+ mes "Oh, would you like to";
+ mes "see all of the trendy new";
+ mes "hairstyles I offer?";
+ next;
+ mes "[Prince Shammi]";
+ mes "Please, oh please, choose from the following styles and I will show you a preview.";
+ next;
+ switch(select("Old Hairstyles:New Hairstyles")) {
+ case 1:
+ if (Sex == 1) {
+ switch(select("Petite Style:Executioner Style:Prince Style:Deviace Style:Cancel")) {
+ case 1:
+ cutin "hair_m_20",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFPetite Style^000000,";
+ mes "which softens the gentleman's";
+ mes "appearance with long braids";
+ mes "for a fluffier appearance.";
+ break;
+ case 2:
+ cutin "hair_m_21",4;
+ mes "[Prince Shammi]";
+ mes "Oh, the ^3131FFExecutioner Style^000000!";
+ mes "It's a rugged, shaggy style";
+ mes "for that tough guy look that's";
+ mes "becoming popular these days.";
+ mes "And every girl loves a tough";
+ mes "guy, right? ^333333*Tee hee~*^000000";
+ break;
+ case 3:
+ cutin "hair_m_22",4;
+ mes "[Prince Shammi]";
+ mes "You certainly have an";
+ mes "eye for fashion! Yes, this";
+ mes "is the ^3131FFPrince Style^000000, the";
+ mes "pinnacle of sexiness and";
+ mes "sophistication. Magnifique, no?";
+ mes "Yes, choose this one, this one!";
+ break;
+ case 4:
+ cutin "hair_m_23",4;
+ mes "[Prince Shammi]";
+ mes "A-ha~! The ^3131FFDeviace Style^000000!";
+ mes "This is much like the Prince";
+ mes "Style, but with shorter hair";
+ mes "in the back. Yes, this look";
+ mes "is very neat and dandy.";
+ break;
+ case 5:
+ cutin "hair_f_01",255;
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#i";
+ close;
+ }
+ }
+ else {
+ switch(select("Spring Rabbit Style:Harpy Style:Medusa Style:Isis Style:Cancel")) {
+ case 1:
+ cutin "hair_f_20",4;
+ mes "[Prince Shammi]";
+ mes "Oh yes, this is the ";
+ mes "^3131FFSpring Rabbit Style^000000.";
+ mes "The bobbing forelock";
+ mes "adds an aura of chic,";
+ mes "cutsiness and playfulness.";
+ mes "Yes? No? Yes? No? Oh yes!";
+ break;
+ case 2:
+ cutin "hair_f_21",4;
+ mes "[Prince Shammi]";
+ mes "Ooh, are you interested";
+ mes "in the ^3131FFHarpy Style^000000? The";
+ mes "natural curl coupled with";
+ mes "the pony tail results in";
+ mes "a sophisticated, yet very";
+ mes "natural and relaxed look~";
+ break;
+ case 3:
+ cutin "hair_f_22",4;
+ mes "[Prince Shammi]";
+ mes "Ahh, the ^3131FFMedusa Style^000000~";
+ mes "These boldy flowing locks";
+ mes "scream power and dominance";
+ mes "and is ideal for the big career";
+ mes "woman who wishes to be...";
+ mes "irresistable to men~";
+ break;
+ case 4:
+ cutin "hair_f_23",4;
+ mes "[Prince Shammi]";
+ mes "Ooh, the ^3131FFIsis Style^000000~";
+ mes "Yes, you'll look very cute";
+ mes "with your hair in buns on";
+ mes "on both sides of your head.";
+ mes "It'll be very darling on you!";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ break;
+ case 2:
+ if (Sex == 1) {
+ switch(select("Emergency Heal Perm:Aura Blade Cut:Power Swing:Renovatio Cut:Cancel")) {
+ case 1:
+ cutin "hair_m_24",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFEmergency Heal Perm^000000";
+ mes "It is quite popular among the healing class.";
+ break;
+ case 2:
+ cutin "hair_m_25",4;
+ mes "[Prince Shammi]";
+ mes "You must be after a lady yes?";
+ mes "The ^3131FFAura Blade Cut^000000";
+ mes "is known to make the ladies swoon, you tiger you!";
+ break;
+ case 3:
+ cutin "hair_m_26",4;
+ mes "[Prince Shammi]";
+ mes "Oh you brute!";
+ mes "^3131FFPower Swing Cut^000000";
+ mes "Flex your style muscles with this hairstyle. This is definitely your look.";
+ break;
+ case 4:
+ cutin "hair_m_27",4;
+ mes "[Prince Shammi]";
+ mes "Ah! I see you're only interested in the latest trends.";
+ mes "Straight from the runway is the ^3131FFRenovatio Cut^000000.";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ else {
+ switch(select("Assumptio Perm:Soul Changer Cut:X Tornado Cut:Oratio Cut:Cancel")) {
+ case 1:
+ cutin "hair_f_24",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFAssumptio Perm^000000";
+ mes "It's a shorter style perm that allows for maximum spellcasting.";
+ break;
+ case 2:
+ cutin "hair_f_25",4;
+ mes "[Prince Shammi]";
+ mes "You must be a man killer no?";
+ mes "The ^3131FFSoul Changer Cut^000000";
+ mes "will make any man open his wall... er heart to you!";
+ break;
+ case 3:
+ cutin "hair_f_26",4;
+ mes "[Prince Shammi]";
+ mes "This is a bit of a trendy style";
+ mes "^3131FFX Tornado Cut^000000";
+ mes "It's for adventurous people who like change.";
+ break;
+ case 4:
+ cutin "hair_f_27",4;
+ mes "[Prince Shammi]";
+ mes "Ah! I see you're only interested in the latest trends.";
+ mes "Straight from the runway is the ^3131FFOratio Cut^000000.";
+ mes "You'll be the envy of all of your friends with this hairstyle.";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ if (BaseLevel < 60) {
+ mes "[Prince Shammi]";
+ mes "Oh, I'm so sorry, but";
+ mes "I can only perform my";
+ mes "services for clients that have";
+ mes "matured enough to find their";
+ mes "true inner beauty. But please";
+ mes "come back once you do, okay?";
+ close;
+ }
+ else if ((countitem(973) < 3) || (countitem(974) < 3) || (countitem(901) < 100) || (countitem(1094) < 100) || (countitem(1020) < 100) || (countitem(1060) < 100) || (countitem(7152) < 100) || (Zeny < 99800)) {
+ mes "[Prince Shammi]";
+ mes "If you've already decided";
+ mes "what hairstyle you'd like,";
+ mes "please have my service charge";
+ mes "ready, as well as the materials";
+ mes "I will need in performing this";
+ mes "service, okay? Please bring...";
+ next;
+ mes "[Prince Shammi]";
+ mes "^3355FF3 Counteragent^000000,";
+ mes "^3355FF3 Mixture^000000,";
+ mes "^3355FF100 Daenggie^000000,";
+ mes "^3355FF100 Short Daenggie^000000...";
+ next;
+ mes "[Prince Shammi]";
+ mes "^3355FF100 Black Hair^000000,";
+ mes "^3355FF100 Golden Hair^000000,";
+ mes "^3355FF100 Glossy Hair^000000";
+ mes "and ^3355FF99,800 zeny^000000.";
+ mes "Once you do that, I'll make";
+ mes "a miracle out of your hair!";
+ close;
+ }
+ mes "[Prince Shammi]";
+ mes "Alright, please choose";
+ mes "which hairstyle you wish";
+ mes "to have from numbers 20 to 25.";
+ mes "Here's a list of the style names just in case you need them~";
+ next;
+ mes "[Prince Shammi]";
+ if (Sex == 1) {
+ mes "No. 20: Petite Style";
+ mes "No. 21: Executioner Style";
+ mes "No. 22: Prince Style";
+ mes "No. 23: Deviace Style";
+ mes "No. 24: Emergency Heal Perm";
+ mes "No. 25: Aura Blade Cut";
+ mes "No. 26: Power Swing and";
+ mes "No. 27: Renovatio Cut.";
+ }
+ else {
+ mes "No. 20: Spring Rabbit Style";
+ mes "No. 21: Harpy Style";
+ mes "No. 22: Medusa Style";
+ mes "No. 23: Isis Style";
+ mes "No. 24: Assumptio Perm";
+ mes "No. 25: Soul Changer Cut";
+ mes "No. 26: X Tornado Cut and";
+ mes "No. 27: Oratio Cut.";
+ }
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Prince Shammi]";
+ mes "Oh...?";
+ mes "You decided to cancel?";
+ mes "Well, you know what's";
+ mes "best for you, I suppose.";
+ mes "Still, I'm so disappointed~";
+ close;
+ }
+ else if ((.@input < 20) || (.@input > 27)) {
+ mes "[Prince Shammi]";
+ mes "Dearie, please enter";
+ mes "a number from ''20'' to";
+ mes "''25,'' alright? Then I can";
+ mes "get right to work at making";
+ mes "you soooooooo beautiful!";
+ close;
+ }
+ else if (getlook(VAR_HEAD) == .@input) {
+ mes "[Prince Shammi]";
+ mes "Oh dear me, you're not";
+ mes "going to waste money for";
+ mes "the same hairstyle that you";
+ mes "have now, are you? You can";
+ mes "have someone else change";
+ mes "your hair color, you know.";
+ close;
+ }
+ else {
+ if (Sex == 1)
+ cutin "hair_m_"+.@input+".BMP",4;
+ else
+ cutin "hair_f_"+.@input+".BMP",4;
+ mes "[Prince Shammi]";
+ mes "Oooh! Now, is this the";
+ mes "hairstyle that you wanted?";
+ mes "This is No. "+.@input+", by the way.";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ if (getlook(VAR_HEADPALETTE) == 0) {
+ mes "[Prince Shammi]";
+ mes "Oh, Sweet Christmas,";
+ mes "I almost forgot! Would";
+ mes "you like me to dye your";
+ mes "hair, free of charge? It's";
+ mes "a part of my service, so";
+ mes "please choose a color~";
+ next;
+ switch(select("Red:Yellow:Purple:Orange:Green:Blue:White:Dark Brown")) {
+ case 1:
+ set .@headpalette,8;
+ break;
+ case 2:
+ set .@headpalette,1;
+ break;
+ case 3:
+ set .@headpalette,2;
+ break;
+ case 4:
+ set .@headpalette,3;
+ break;
+ case 5:
+ set .@headpalette,4;
+ break;
+ case 6:
+ set .@headpalette,5;
+ break;
+ case 7:
+ set .@headpalette,6;
+ break;
+ case 8:
+ set .@headpalette,7;
+ break;
+ }
+ }
+ mes "[Prince Shammi]";
+ mes "Okay, let's get";
+ mes "started, shall we?";
+ mes "Keep your head still,";
+ mes "now. Yes, that's good...";
+ next;
+ mes "^3355FF*Snip snip*";
+ mes "*Rustle rustle*";
+ mes "*Clip clip clip clip*";
+ mes "*Bzzzzzzzzzzzzzzzzzzzz*^000000";
+ next;
+ set zeny,zeny-99800;
+ delitem 973,3; //Counteragent
+ delitem 974,3; //Mixture
+ delitem 901,100; //Danggie
+ delitem 1094,100; //Short_Daenggie
+ delitem 1020,100; //Long_Hair
+ delitem 1060,100; //Golden_Hair
+ delitem 7152,100; //Glossy_Hair
+ setlook VAR_HEAD,.@input;
+ setlook VAR_HEADPALETTE,.@headpalette;
+ mes "[Prince Shammi]";
+ mes "Well, we're all finished!";
+ mes "And my, oh my, you look even";
+ mes "more fabulous that I thought";
+ mes "you would! Oh, I can't believe";
+ if (Sex == 1) {
+ mes "how tough and elegant you are~";
+ mes "So ruggedly manly and handsome!";
+ }
+ else {
+ mes "how graceful and elegant you";
+ mes "look! Absolutely gorgeous!";
+ }
+ emotion e_kis,"Hair Dresser#li";
+ next;
+ mes "[Prince Shammi]";
+ mes "You love your new";
+ mes "hair, don't you? Feel";
+ mes "free to come back anytime.";
+ mes "I'll make you the best looking";
+ mes "person in the entire world!";
+ emotion e_no1,"Hair Dresser#li";
+ close;
+ case 2:
+ mes "[Prince Shammi]";
+ mes "Oh, did you forget which";
+ mes "hairstyle goes with which";
+ mes "number? By all means, please";
+ mes "check again! Find the one that";
+ mes "is perfect just for you, okay?";
+ close;
+ }
+ }
+ break;
+ case 3:
+ mes "[Prince Shammi]";
+ mes "Humm ? ";
+ mes "Maybe you don't understand";
+ mes "my futuristic styles.";
+ mes "Goodbye! ";
+ close;
+ }
+}
+
+lhz_in02,91,155,5 script Assistant Beautician#li 862,{
+ mes "[Assistant Beautician]";
+ mes "Wah?! Sweet Jiminy,";
+ mes "you freaked me out!";
+ mes "What are you doing?!";
+ emotion e_omg,"Assistant Beautician#li";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Oh! Um, a customer!";
+ mes "H-h-h-h-h-hello! Can";
+ mes "I help you with anything?";
+ next;
+ switch(select("What do you do?:Please change my hairstyle.:Who is Prince Shammi?")) {
+ case 1:
+ mes "[Assistant Beautician]";
+ mes "Oh! Me...? I'm";
+ mes "just an assistant";
+ mes "beautician, but I'm";
+ mes "training hard everyday";
+ mes "so that I can become";
+ mes "a real professional!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Yeah, I do all sorts of";
+ mes "grunt work for the boss while";
+ mes "I'm in training. Sometimes, he";
+ mes "makes me work pretty hard.";
+ mes "In fact, I better get back to work before he gets angry at me!";
+ close;
+ case 2:
+ if (BaseLevel < 60) {
+ mes "[Assistant Beautician]";
+ mes "Me...? Oh no,";
+ mes "no I can't! I mean,";
+ mes "I'd love to but, I'm";
+ mes "still in training and";
+ mes "I can't take responsibility";
+ mes "if I mess up on a little kid!";
+ close;
+ }
+ else if ((Zeny < 250000)) {
+ mes "[Assistant Beautician]";
+ mes "Well... I'm just an";
+ mes "assistant, but I have been";
+ mes "studying hairstyling after";
+ mes "work. If you want, just bring";
+ mes "me 250,000 zeny and I'll try";
+ mes "my best to change your hair~";
+ next;
+ mes "[Assistant Beautician]";
+ mes "I'd appreciate it if you'd";
+ mes "give me this chance! The";
+ mes "boss doesn't think I'm ready";
+ mes "for styling real people yet, so";
+ mes "I haven't had much practice!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "I just know I could";
+ mes "do a good job on your";
+ mes "hair! Just... Just please";
+ mes "understand if I mess up.";
+ mes "It won't be too bad, I promise~";
+ close;
+ }
+ else {
+ mes "[Assistant Beautician]";
+ mes "You're really going to";
+ mes "give me a chance to practice?";
+ mes "Oh, I love you so much! Okay,";
+ mes "I'll need 250,000 zeny to make";
+ mes "up for the material expenses.";
+ mes "Is that okay with you?";
+ next;
+ switch(select("Of course~:On second thought...")) {
+ case 1:
+ mes "[Assistant Beautician]";
+ mes "Great! Now, please";
+ mes "choose a hairstyle";
+ mes "from ''1'' to ''23.''";
+ mes "Um, if you need to";
+ mes "cancel, just enter ''0.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Assistant Beautician]";
+ mes "Awwww...";
+ mes "I guess you don't";
+ mes "trust me after all...";
+ close;
+ }
+ else if ((.@input < 1) || (.@input > 23)) {
+ mes "[Assistant Beautician]";
+ mes "Huh? I thought I asked";
+ mes "you to enter a number from";
+ mes "''1'' to ''23?'' What did I do";
+ mes "wrong this time? Hmmm...";
+ close;
+ }
+ else {
+ mes "[Assistant Beautician]";
+ mes "So this is the";
+ mes "style you want me";
+ mes "to try to do for you?";
+ if (Sex == 1) {
+ if (.@input < 10)
+ cutin "hair_m_0"+.@input+".BMP",4;
+ else
+ cutin "hair_m_"+.@input+".BMP",4;
+ }
+ else {
+ if (.@input < 10)
+ cutin "hair_f_0"+.@input+".BMP",4;
+ else
+ cutin "hair_f_"+.@input+".BMP",4;
+ }
+ next;
+ switch(select("Yes, let's try it~:Cancel.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Assistant Beautician]";
+ mes "Oooh, there must";
+ mes "be some style that";
+ mes "you like, right? Hmmm...";
+ close;
+ }
+ }
+ mes "[Assistant Beautician]";
+ mes "Great, you finally";
+ mes "picked one! What, which";
+ mes "one did you pick again?";
+ mes "Ah, I found it, I found it!";
+ mes "Haha! No problem here!";
+ mes "Now it's time to style!";
+ next;
+ nude;
+ mes "[Assistant Beautician]";
+ mes "Bwwwwaaaahhhh!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Yap! Pwwwaaattt!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Waaaah!";
+ mes "Oh crap!";
+ mes "Wait, I can...";
+ mes "I can fix this!";
+ next;
+ set .@style_r,rand(1,23);
+ set .@color_r,rand(1,8);
+ mes "[Assistant Beautician]";
+ mes "^333333*Pant Pant Pant*^000000";
+ next;
+ set zeny,zeny-250000;
+ setlook VAR_HEAD,.@style_r;
+ setlook VAR_HEADPALETTE,.@color_r;
+ mes "[Assistant Beautician]";
+ mes "Bwahahaha! Success!";
+ if (.@input == .@style_r) {
+ mes "So... How do you like";
+ mes "your new style? I love it!";
+ }
+ else {
+ mes "Wha...? This isn't what";
+ mes "you wanted? Uh oh... Um...";
+ mes "Well, next time I know I can";
+ mes "do a much better job! Right!";
+ }
+ next;
+ mes "[Assistant Beautician]";
+ mes "Oh, you're such a";
+ mes "sweetheart for helping";
+ mes "me! Thank you for using";
+ mes "my service and come again~";
+ emotion e_kis,"Assistant Beautician#li";
+ close;
+ case 2:
+ mes "[Assistant Beautician]";
+ mes "Huh? Oh no, you're";
+ mes "quitting? Well, I guess";
+ mes "I couldn't trust me to";
+ mes "style my hair either...";
+ mes "You're... You're right.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Assistant Beautician]";
+ mes "Prince Shammi?";
+ mes "He's only a genius when";
+ mes "it comes to hairstyling!";
+ mes "I'm just his apprentice, but";
+ mes "maybe someday, I can be a";
+ mes "force in the fashion world too!";
+ close;
+ }
+}
+
//===== Old Changelog: =================================
//= 07/06/05 : Added 1st Version. [Muad_Dib]
//= Converted to eAthena format by Dr.Evil Fixed typos [Nexon]
diff --git a/npc/other/arena/arena_aco.txt b/npc/other/arena/arena_aco.txt
index 4a81bd6b3..588143d32 100644
--- a/npc/other/arena/arena_aco.txt
+++ b/npc/other/arena/arena_aco.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= Any Athena Version
//===== Description: =========================================
@@ -11,6 +11,7 @@
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Corrected variable typos. (bugreport:4374) [L0ne_w0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
arena_room,114,102,0 script onlyaco#arena 45,1,1,{
@@ -31,10 +32,7 @@ arena_room,136,138,3 script Acolyte Waiting Room 124,{
end;
OnInit:
- //setarenaeventsize 1
- waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1;
- //SetReqLevel 10 99
- //SetFeeZeny 1000
+ waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1,1000,10,99;
enablewaitingroomevent;
end;
diff --git a/npc/other/hugel_bingo.txt b/npc/other/hugel_bingo.txt
index 0f824b48f..4ab5c923a 100644
--- a/npc/other/hugel_bingo.txt
+++ b/npc/other/hugel_bingo.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.7
+//= 1.8
//===== Compatible With: =====================================
//= Any eAthena Version
//===== Description: =========================================
@@ -18,6 +18,7 @@
//= 1.5 - Applied a fix to players locations which were not rotating properly. [SinSloth]
//= 1.6 - Removed nescesity to win to proceed with quest [Yommy]
//= 1.7 - Replaced effect numerics with constants. [Samuray22]
+//= 1.8 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
que_bingo,48,84,5 script Bingo Waiting Room 124,{
@@ -26,7 +27,7 @@ que_bingo,48,84,5 script Bingo Waiting Room 124,{
OnInit:
set $hu_bingoa,0;
set $hu_bingob,0;
- waitingroom "Bingo Waiting Room - 5 People",50,"Bingo Waiting Room::OnWarp",5;
+ waitingroom "Bingo Waiting Room - 5 People",50,"Bingo Waiting Room::OnWarp",5,1000;
end;
OnWarp:
diff --git a/npc/other/poring_war.txt b/npc/other/poring_war.txt
new file mode 100644
index 000000000..54c5fcf7e
--- /dev/null
+++ b/npc/other/poring_war.txt
@@ -0,0 +1,1767 @@
+//===== eAthena Script =======================================
+//= Poring War
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Poring War
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//============================================================
+
+// Poring War Recruiter
+//============================================================
+prt_fild08,159,371,3 script Poring War Recruiter#wop 909,{
+ mes "[Poring]";
+ mes "!!!!!";
+ mes "Whoa-! Humans, ring~!!";
+ mes "Gotta hide, hide, right~!";
+ mes "They're tempting us with Jellopy! Don't be fooled!";
+ next;
+ mes "[Poring]";
+ mes "Hwak!!";
+ mes "Ring, Ring~ What's wrong with you people..?";
+ mes "Hey.. Hey, there. Hu.. Humans...";
+ mes "Poring..";
+ next;
+ mes "[Poring]";
+ mes "I.. I've got some interesting work for ya.. Would you be interested?";
+ mes "We.. we porings need lots and lots of brave human worriers, ring~.";
+ next;
+ switch(select("Alright, I'm with you!:What's that?:Ignore")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Poring]";
+ mes "Oh, and there's an entrance fee of 500 zeny, ring.";
+ mes "Have a good time, ring.";
+ delitem 7773,countitem(7773);
+ set Zeny,Zeny-500;
+ close2;
+ warp "poring_w01",112,138;
+ end;
+ }else{
+ mes "[Poring]";
+ mes "Oh, and there's an entrance fee of 500 zeny, ring.";
+ mes "...........";
+ mes "Hey, that's life, ring. We need zeny too you know~!";
+ close;
+ }
+ case 2:
+ mes "[Poring]";
+ mes "That's.. because there's been a.. slight confliction in our.. Ring Society..";
+ mes "So we've got to.............have a battle to settle this problem..";
+ mes "You'll see when you get there!";
+ close;
+ case 3:
+ mes "[Poring]";
+ mes "Huhhhh! Hu.. Humans are so cold and cruel!!!";
+ close;
+ }
+}
+
+// Poring Vending Machine
+//============================================================
+poring_w01,100,97,3 script Poring Vending Machine#w 909,{
+ if (checkweight(714,3) == 0) {
+ mes "- Your are carrying too much items in order to use the Vending Machine. -";
+ close;
+ }
+ mes "It's a vending machine. You can use Poring Coints to purchase.";
+ next;
+ if(select("Purchase.:Read the descriptions of goods.") == 1) {
+ mes "You need Poring Coins to purchase items.";
+ mes "You cannot use any zeny.";
+ mes "Item name - Price Poring Coin(P.Co)";
+ next;
+ switch(select("Marvelous Medal - 4 P.Co:Union of Tribe - 20 P.Co:Poring Box - 30 P.Co:Next")) {
+ case 1:
+ callsub S_PoringVending,7515,4;
+ case 2:
+ callsub S_PoringVending,658,20;
+ case 3:
+ callsub S_PoringVending,12109,30;
+ case 4:
+ mes "This is a special item.";
+ mes "Item name - Poring Coin(P.Co)";
+ next;
+ switch(select("Wild Rose - 15 P.Co:Doppelganger - 20 P.Co:Egnigem Cenia - 20 P.Co:Collection Item")) {
+ case 1:
+ callsub S_PoringVending,12300,15;
+ case 2:
+ callsub S_PoringVending,12301,20;
+ case 3:
+ callsub S_PoringVending,12302,20;
+ case 4:
+ mes "Figures of 1st Job Class Characters including Novice are finally on sale!";
+ mes "Figures except for Novice are all ^4d4dffCharacter bound items^000000.";
+ mes "Please be aware before you make a purchase~";
+ mes "Item name - Poring Coin(P.Co)";
+ next;
+ switch(select("Novice Figure - 50 P.Co:Swordman Figure - 100 P.Co:Thief Figure - 100 P.Co:Merchant Figure - 100 P.Co:Acolyte Figure - 100 P.Co:Mage Figure - 100 P.Co:Archer Figure - 100 P.Co:Random Draw - 50 P.Co:Cancel")) {
+ case 1:
+ callsub S_PoringVending,2765,50;
+ case 2:
+ callsub S_PoringVending,2766,100;
+ case 3:
+ callsub S_PoringVending,2770,100;
+ case 4:
+ callsub S_PoringVending,2771,100;
+ case 5:
+ callsub S_PoringVending,2767,100;
+ case 6:
+ callsub S_PoringVending,2768,100;
+ case 7:
+ callsub S_PoringVending,2769,100;
+ case 8:
+ mes "You have chosen Random Draw.";
+ mes "1 of 7 diffeent kinds of figures will be selected.";
+ next;
+ if(select("Draw:Cancel") == 1) {
+ if(countitem(7539) >= 50) {
+ mes "Insert the Poring coin and pull the lever.";
+ mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
+ mes "What could it be?";
+ next;
+ switch(rand(1,17)) {
+ case 5: set .@Random_Figure,2766; break; // Swordman_Figure
+ case 6: set .@Random_Figure,2767; break; // Acolyte_Figure
+ case 8: set .@Random_Figure,2770; break; // Thief_Figure
+ case 11: set .@Random_Figure,2771; break; // Merchant_Figure
+ case 13: set .@Random_Figure,2769; break; // Archer_Figure
+ case 14: set .@Random_Figure,2768; break; // Mage_Figure
+ default: set .@Random_Figure,2765; break; // Novice_Figure
+ }
+ mes "A nice " + getitemname(.@Random_Figure) + ".";
+ delitem 7539,50; // Poring_Coin
+ getitem .@Random_Figure,1;
+ close;
+ }else{
+ mes "Not enough coins.";
+ close;
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "... Maybe next time...";
+ close;
+ case 9:
+ mes "["+strcharinfo(0)+"]";
+ mes "... Maybe next time...";
+ close;
+ }
+ }
+ }
+ }
+ mes "Selling Item List";
+ mes "====================";
+ mes "[Marvelous Medal]";
+ mes " : A medal made of special metal only produced in Hugel.";
+ mes " ";
+ mes "[Union of Tribe]";
+ mes " : A statue with the image of a strong union of Tribes. People believe watching this statue actually helps strengthen the relationships between Tribes.";
+ mes " ";
+ mes "[Poring Box]";
+ mes " : A box wrapped with Poring patterned wrapping paper. Something's inside.";
+ mes " ";
+ mes "[Wild Rose]";
+ mes " : Your friend Wild Rose will come and help you.";
+ mes " ";
+ mes "[Mr. Doppel]";
+ mes " : A young nobe, Doppelganger will come and help you.";
+ mes " ";
+ mes "[Egnigem Cenia]";
+ mes " : A beautiful girl, Egnigem Cenia from Somatology Laboratory, is going to come and help you.";
+ mes " ";
+ mes "[Novice Figure]";
+ mes " : A fine figure of a Novice. Can be equiped as an '^4d4dffaccessory^000000'.";
+ mes " HP + 70, extra effect of HP + 30 when equipped by a Novices.";
+ mes " ";
+ mes "[Swordman Figure]";
+ mes " : A nice figure of a Swordman. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " VIT + 1, extra effect of DEF + 2 when equipped by Swordman classes.";
+ mes " ";
+ mes "[Merchant Figure]";
+ mes " : A fine figure of a Merchant. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " STR + 1, extra effect of CRI + 5 when equipped by Merchant classes.";
+ mes " ";
+ mes "[Thief Figure]";
+ mes " : A fine Figure of a Thief. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " AGI + 1, extra effectASPD + 3% when equipped by Thief classes.";
+ mes " ";
+ mes "[Mage Figure]";
+ mes " : A fine figure of a Mage. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " INT + 1, an extra SP Recovery increase by 5% when equipped by Mage classes.";
+ mes " ";
+ mes "[Acolyte Figure]";
+ mes " : A fine figure of an Acolyte. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " INT + 1, extra effct of SP + 50 when equipped by Acolyte classes.";
+ mes " ";
+ mes "[Archer Figure]";
+ mes " : A fine figure of an Archer. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " DEX + 1, extra effct of ATK + 10 when equipped by Archer classes.";
+ close;
+ end;
+
+S_PoringVending:
+ if(countitem(7539) >= getarg(1)) {
+ mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
+ delitem 7539,getarg(1); // Poring_Coin
+ getitem getarg(0),1;
+ }else{
+ mes "Not enough coins.";
+ }
+ close;
+}
+
+// Information
+//============================================================
+poring_w01,96,97,3 script Sweet Devi#wop 738,{
+ if (MaxWeight-Weight < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Deviruchi]";
+ mes "Oh, Another Human Warrior!";
+ mes "How come so many humans want to join our Poring War these days?";
+ next;
+ mes "[Deviruchi]";
+ mes "Well, whatever, as long as I make money out of it~";
+ mes "Ok, Warriors-! Hahaha How badly have I wanted to shout it out~!!";
+ next;
+ mes "[Deviruchi]";
+ mes "You, brave warrior, are you ready to join the holy battle of Angeling and Deviling?";
+ next;
+ mes "[Deviruchi]";
+ mes "Hehehee, I feel kinda shy now.";
+ mes "Anyway, human. Do you want to join our Poring War?";
+ next;
+ switch(select("Am I qualified to join?:How do I join the war?:Cancel:Let me out of here, please!")) {
+ case 1:
+ mes "[Deviruchi]";
+ mes "No racial discrimination! Anyone can join if they're willing to fight.";
+ mes "But the weird thing is that you humans who used to be our greatest enemies are now our participants.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you really want to fight in the war or whatever.. the Team recruiter's right there.";
+ mes "Also, it's totally up to you which team you want to fight for~";
+ close;
+ case 2:
+ mes "[Deviruchi]";
+ mes "It's simple. You see that Team recruiting room?";
+ mes "Each team is composed of 5 people. As soon as 5 members are collected, the battle starts.";
+ mes "You win if you kill the other team's Porings.";
+ next;
+ mes "[Deviruchi]";
+ mes "This also means that the battle needs the total of 10 members.";
+ next;
+ mes "[Deviruchi]";
+ mes "When all 10 members are collected, those participants get to choose a team. Each team then should have 5 members who are in the SAME party.";
+ next;
+ mes "[Deviruchi]";
+ mes "So, finally, half of the members joins the Angeling Team";
+ mes "and the other half joins the Deviling Team.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you're a member of the Angeling Team, your goal is to kill the Devilings at the other team's base and vice versa.";
+ next;
+ mes "[Deviruchi]";
+ mes "Each team should try killing both Porings in the other team's base. After killing one Poring, you have a limited time to kill the other Poring. Otherwise, the one you killed will come back alive.";
+ next;
+ mes "[Deviruchi]";
+ mes "It's sort of like a capture the flag game but with Porings instead. Understood?";
+ mes "And you need to make sure you know who's in which party.";
+ close;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "hmm, I see.";
+ close;
+ case 4:
+ mes "[Deviruchi]";
+ mes "Oh, Alright. I can help.";
+ mes "I'll send you back to your savepoint.";
+ close2;
+ if(WoP_SaveMap$ != "") {
+ savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
+ set WoP_SaveMap$,"";
+ set WoP_SaveMap_X,0;
+ set WoP_SaveMap_Y,0;
+ }
+ warp getsavepoint(0), getsavepoint(1), getsavepoint(2);
+ end;
+ }
+
+OnPCLogoutEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02") {
+ if(WoP_SaveMap$ != "") {
+ savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
+ set WoP_SaveMap$,"";
+ set WoP_SaveMap_X,0;
+ set WoP_SaveMap_Y,0;
+ }
+ delitem 7773,countitem(7773);
+ set wop_team,0;
+ }
+ end;
+
+OnPCDieEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02" && wop_team) {
+ if(getsavepoint(0) != "poring_w02" && WoP_SaveMap$ == "") {
+ set WoP_SaveMap$,getsavepoint(0);
+ set WoP_SaveMap_X,getsavepoint(1);
+ set WoP_SaveMap_Y,getsavepoint(2);
+ }
+ if (wop_team == 1) {
+ savepoint "poring_w02",rand(44,51),rand(76,87);
+ }
+ if (wop_team == 2) {
+ savepoint "poring_w02",rand(146,153),rand(76,87);
+ }
+ }
+ end;
+
+OnPCKillEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02" && wop_team) {
+ getnameditem 7773,rid2name(killedrid);
+ }
+ end;
+
+OnInit:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ set $@wop_teamcount,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ end;
+}
+
+// Poring Registers
+//============================================================
+poring_w01,91,97,3 script Poring#wop_door_all 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Recruiting 10 Battle Participants]",10,"Poring#wop_door_all::OnStartArena",10,500,9,99;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w01",101,70;
+ donpcevent "#wop_warp_rtry::OnReady";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+poring_w01,91,68,5 script Poring#wop_door_a 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Angeling Team Recruiter]",5,"Poring#wop_door_a::OnStartArena",5,0,9,99;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w02",26,175;
+ disablewaitingroomevent;
+ if($@wop_teamcount == 0) {
+ set $@wop_teamcount,1;
+ donpcevent "Poring#wop_door_d::OnDevilingStart";
+ donpcevent "#wop_warp_rtry::OnStop";
+ }
+ else if($@wop_teamcount == 1) {
+ donpcevent "#wop_master::OnStart";
+ donpcevent "Poring#wop_door_d::OnStop";
+ stopnpctimer;
+ }
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+
+OnAngelingStart:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "poring_w01","The greatest battle of all time, the recruitment for the Deviling Team is over, ring!",0,0xf08080;
+ end;
+
+OnTimer4000:
+ mapannounce "poring_w01","Join the proud Angeling Team with angel wings!!",0,0xf08080;
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w01","You got one minute to join the Angeling Team. The battle will be cancelled in 1 minute if not ready!!",0,0xf08080;
+ donpcevent "#wop_master::OnAngelingWarn";
+ end;
+
+OnTimer13000:
+ mapannounce "poring_w01","This is the time to join the great Angeling Team, ring!",0,0xf08080;
+ end;
+
+OnTimer20000:
+ mapannounce "poring_w01","This battle is the proud of the porings! Ring! Join the Angeling Team!!",0,0xf08080;
+ end;
+
+OnTimer30000:
+ mapannounce "poring_w01","We don't have much time, ring. Don't let the Devilings contaminate you!",0,0xf08080;
+ end;
+
+OnTimer40000:
+ mapannounce "poring_w01","Come! Join us!",0,0xf08080;
+ end;
+
+OnTimer50000:
+ mapannounce "poring_w01","What a pitty! I can't believe that brave warriors are missing!",0,0xf08080;
+ end;
+
+OnTimer55000:
+ mapannounce "poring_w01","Deviling: You can't leave us waiting for ever!! We're going to cancel the battle, ring!",0,0x33FF66;
+ end;
+
+OnTimer55100:
+ donpcevent "Poring#wop_door_a::OnDisable";
+ donpcevent "Poring#wop_door_d::OnDisable";
+ donpcevent "Poring#wop_door_all::OnDisable";
+ set $@wop_teamcount,0;
+ donpcevent "#wop_master::OnAngelingEnd";
+ donpcevent "#wop_warp_rtry::OnEnable";
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","...There is nothing we can do, ring... Lets cheer for the next one, ring.",0,0xf08080;
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+poring_w01,112,68,3 script Poring#wop_door_d 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Deviling Team Recruiter]",5,"Poring#wop_door_d::OnStartArena",5,0,9,99;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w02",170,175;
+ disablewaitingroomevent;
+ if($@wop_teamcount == 0) {
+ set $@wop_teamcount,1;
+ donpcevent "Poring#wop_door_a::OnAngelingStart";
+ donpcevent "#wop_warp_rtry::OnStop";
+ }
+ else if($@wop_teamcount == 1) {
+ donpcevent "#wop_master::OnStart";
+ donpcevent "Poring#wop_door_a::OnStop";
+ stopnpctimer;
+ }
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+
+OnAngelingStart:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "poring_w01","No more good people, the recruitment for the Angeling Team is over, ring!",0,0x33FF66;
+ end;
+
+OnTimer4000:
+ mapannounce "poring_w01","Nice members of the Deviling Team! Lets gather, ring!!",0,0x33FF66;
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w01","The battle will be cancelled if the members aren't recruited in one minute!!",0,0x33FF66;
+ donpcevent "#wop_master::OnDevilingWarn";
+ end;
+
+OnTimer13000:
+ mapannounce "poring_w01","This is the time to join the brave Deviling Team, ring!",0,0x33FF66;
+ end;
+
+OnTimer20000:
+ mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and join us!",0,0x33FF66;
+ end;
+
+OnTimer30000:
+ mapannounce "poring_w01","There ain't much time left, ring! If you wish to became a member of Deviling Team, Come and Join!",0,0x33FF66;
+ end;
+
+OnTimer40000:
+ mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and Join us!!",0,0x33FF66;
+ end;
+
+OnTimer50000:
+ mapannounce "poring_w01","What a pitty! I can't believe there aren't enough players!",0,0x33FF66;
+ end;
+
+OnTimer55000:
+ mapannounce "poring_w01","Angeling: We got no time to wait, stupid Deviling! The battle has been cancelled, ring!",0,0xf08080;
+ end;
+
+OnTimer55100:
+ donpcevent "Poring#wop_door_a::OnDisable";
+ donpcevent "Poring#wop_door_d::OnDisable";
+ donpcevent "Poring#wop_door_all::OnDisable";
+
+ set $@wop_teamcount,0;
+ donpcevent "#wop_master::OnDevilingEnd";
+ donpcevent "#wop_warp_rtry::OnEnable";
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","...Ughhhhhh... Tell me that isn't happening, ring! Right, Be ready for the next one, ring!!",0,0x33FF66;
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+poring_w01,103,70,0 script #wop_warp_rtry 139,13,13,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_rtry";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_rtry";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_rtry";
+ end;
+
+OnReady:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "poring_w01",112,138;
+ end;
+
+OnTimer3000:
+ mapannounce "poring_w01","Porings: I am giving you 1 minute. Choose your team, ring!",0,0xf08080;
+ end;
+
+OnTimer33000:
+ mapannounce "poring_w01","Porings: 30 seconds left! Come on, Choose a team now, ring?!!",0,0xf08080;
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","Porings: You sure you're a warrior?!!! I'm disappointed, ring!",0,0xf08080;
+ end;
+
+OnTimer60000:
+ mapannounce "poring_w01","The battle has been canceled since not all teams are full!!",0,0xf08080;
+ end;
+
+OnTimer61000:
+ enablenpc "#wop_warp_rtry";
+ end;
+
+OnTimer65000:
+ disablenpc "#wop_warp_rtry";
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+// Mr. Doppel
+//============================================================
+poring_w02,26,181,3 script Mr. Doppel#wop_team_a 739,{
+ if (checkweight(714,3) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@a_tname$,getpartyname($@wop_team_a);
+ set .@pname$,getpartyname(getcharid(1));
+ if($@wop_team_a != 0 && $@wop_team_a == getcharid(1)) {
+ mes "[Mr. Doppel]";
+ mes "So, everyone joined the party?";
+ mes "The name of the party is... " + .@pname$ + ", right?";
+ mes "I'll transfer you to the battle staging area.";
+ next;
+ switch(select("No! Wait!:Go to the staging area.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "What is it now?";
+ mes "Can't you have a little more consideration?";
+ mes "You don't have much time. Decide now!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "If you don't get there in time, you won't make it to the battle.";
+ close;
+ case 2:
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
+ next;
+ switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "First, make sure all the members are in your party.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "Very well. Nice you have done everything on time.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",44,82;
+ end;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "Right. I'm gonna send you to the battle staging area.";
+ mes "Wait for all the other party members there.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",44,82;
+ end;
+ }
+ }
+ }
+ else {
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if($@wop_team_a == 0) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the party leader of Angeling Team.";
+ mes "Are you sure all the members are in your party?";
+ mes "First, lets register your party name, after, we'll check the members.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "Lets see... The name of the party is...";
+ mes " ";
+ mes "^4d4dff " + .@pname$ + " ^000000";
+ mes " ";
+ mes "Right? That is the name you wish?";
+ next;
+ switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
+ mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "So, I'll register your party name as - " +.@pname$ + " -.";
+ mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
+ mes "I'll send you to the battlefield as soon as I confirm your party.";
+ set $@wop_team_a,getcharid(1);
+ mapannounce "poring_w02","The registration of the Angeling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
+ close;
+ case 3:
+ mes "[Mr. Doppel]";
+ mes "The clock is ticking. Make up your mind and register as soon as you can.";
+ close;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader of the party.";
+ mes "Haven't you finished the party registration yet?";
+ mes "You must stay on the one that has been registered!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "The name of the party is ";
+ mes " " + .@a_tname$ + " ";
+ mes "Please, confirm.";
+ close;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "If you aren't a registered member of the party, you can't join the battle.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
+ mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
+ close;
+ }
+ }
+
+OnInit:
+ disablenpc "Mr. Doppel#wop_team_a";
+ end;
+
+OnEnable:
+ enablenpc "Mr. Doppel#wop_team_a";
+ end;
+
+OnDisable:
+ disablenpc "Mr. Doppel#wop_team_a";
+ end;
+}
+
+poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
+ if (checkweight(714,3) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@d_tname$,getpartyname($@wop_team_d);
+ set .@pname$,getpartyname(getcharid(1));
+ if($@wop_team_d != 0 && $@wop_team_d == getcharid(1)) {
+ mes "[Mr. Doppel]";
+ mes "So, everyone joined the party?";
+ mes "The name of the party is... " + .@pname$ + ", right?";
+ mes "I'll transfer you to the battle staging area.";
+ next;
+ switch(select("No! Wait!:Go to the staging area.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "What is it now?";
+ mes "Can't you have a little more consideration?";
+ mes "You don't have much time. Decide now!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "If you don't get there in time, you won't make it to the battle.";
+ close;
+ case 2:
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
+ next;
+ switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "First, make sure all the members are in your party.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "Very well. Nice you have done everything on time.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",153,82;
+ end;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "Right. I'm gonna send you to the battle staging area.";
+ mes "Wait for all the other party members there.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",153,82;
+ end;
+ }
+ }
+ }else{
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if($@wop_team_d == 0) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the party leader of Deviling Team.";
+ mes "Are you sure all the members are in your party?";
+ mes "First, lets register your party name, after, we'll check the members.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "Lets see... The name of the party is...";
+ mes " ";
+ mes "^4d4dff " + .@pname$ + " ^000000";
+ mes " ";
+ mes "Right? That is the name you wish?";
+ next;
+ switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
+ mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "So, I'll register your party name as - " + .@pname$ + " -.";
+ mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
+ mes "I'll send you to the battlefield as soon as I confirm your party.";
+ set $@wop_team_d,getcharid(1);
+ mapannounce "poring_w02","The registration of the Deviling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
+ close;
+ case 3:
+ mes "[Mr. Doppel]";
+ mes "The clock is ticking. Make up your mind and register as soon as you can.";
+ close;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader of the party.";
+ mes "Haven't you finished the party registration yet?";
+ mes "You must stay on the one that has been registered!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "The name of the party is ";
+ mes " " + .@d_tname$ + " ";
+ mes "Please, confirm.";
+ close;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "If you aren't a registered member of the party, you can't join the battle.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
+ mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
+ close;
+ }
+ }
+
+OnInit:
+ disablenpc "Mr. Doppel#wop_team_d";
+ end;
+
+OnEnable:
+ enablenpc "Mr. Doppel#wop_team_d";
+ end;
+
+OnDisable:
+ disablenpc "Mr. Doppel#wop_team_d";
+ end;
+}
+
+poring_w02,1,1,0 script #wop_master -1,{
+ end;
+
+OnReset:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapwarp "poring_w02","poring_w01",112,138;
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_teamcount,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ donpcevent "#wop_warp_a::OnDisable";
+ donpcevent "#wop_warp_d::OnDisable";
+ donpcevent "#wop_warp_rtry::OnDisable";
+ donpcevent "Poring#wop_door_a::OnEnable";
+ donpcevent "Poring#wop_door_d::OnEnable";
+ donpcevent "Poring#wop_door_all::OnEnable";
+ stopnpctimer;
+ end;
+
+Onstart:
+ initnpctimer;
+ end;
+
+OnAngelingWarn:
+ mapannounce "poring_w02","Deviling Team Recruitment is complete. The battle will be canceled automatically if the Angeling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
+ end;
+
+OnDevilingWarn:
+ mapannounce "poring_w02","Angeling Team Recruitment is complete. The battle will be canceled automatically if the Deviling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
+ end;
+
+OnDevilingEnd:
+ mapannounce "poring_w02","Deviling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
+ end;
+
+OnAngelingEnd:
+ mapannounce "poring_w02","Angeling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnAngelingWin:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapannounce "poring_w02","Mr. Doppel: Angeling Team of party " + getpartyname($@wop_team_a) + " won the battle!",0,0xf08080;
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+
+OnDevilingWin:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapannounce "poring_w02","Mr. Doppel: Deviling Team of party " + getpartyname($@wop_team_d) + " won the battle!",0,0xf08080;
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "poring_w02","Mr. Doppel: Welcome to all the warriors that have come to fight the battle.",0,0xf08080;
+ donpcevent "Mr. Doppel#wop_team_a::OnEnable";
+ donpcevent "Mr. Doppel#wop_team_d::OnEnable";
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w02","Mr. Doppel: Each member of the team must join the group, and the leader will register their team name.",0,0xf08080;
+ end;
+
+OnTimer12000:
+ mapannounce "poring_w02","Mr. Doppel: You have 50 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
+ end;
+
+OnTimer32000:
+ mapannounce "poring_w02","Mr. Doppel: You still have 30 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
+ end;
+
+OnTimer62000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up. The rules will be explained shortly before the battle.",0,0xf08080;
+ end;
+
+OnTimer70000:
+ mapannounce "poring_w02","Mr. Doppel: All ready? Let me explain the battle rules.",0,0xf08080;
+ end;
+
+OnTimer75000:
+ mapannounce "poring_w02","Mr. Doppel: The Angeling Team has to protect 2 Angelings on their bases and, at the same time, eliminate the Devilings on their Deviling Team bases, and vice-versa.",0,0xf08080;
+ end;
+
+OnTimer80000:
+ mapannounce "poring_w02","Mr. Doppel: Your team wins if you eliminate the 2 monsters of the enemy team. The rules are as simple as that.",0,0xf08080;
+ end;
+
+OnTimer85000:
+ mapannounce "poring_w02","Mr. Doppel: But the Angelings or the Devilings return to life after a certain period of time, so it's important to eliminate the other Poring quickly, after you have eliminated the first.",0,0xf08080;
+ end;
+
+OnTimer90000:
+ mapannounce "poring_w02","Mr. Doppel: Also know that those Porings are furious and will attack everybody, it doesnt matter to what team they belong.",0,0xf08080;
+ end;
+
+OnTimer95000:
+ mapannounce "poring_w02","Mr. Doppel: Basically, the Porings are natural enemies of the humans, so the attack is innevitable, even if both are on the same team.",0,0xf08080;
+ end;
+
+OnTimer100000:
+ mapannounce "poring_w02","Mr. Doppel: In certain areas, you will need War Badges that are obtained by eliminating members of the other team. Alright, lets begin!",0,0xf08080;
+ setmapflag "poring_w02",mf_partylock;
+ setmapflag "poring_w02",mf_pvp;
+ setmapflag "poring_w02",mf_pvp_noguild;
+ setmapflag "poring_w02",mf_pvp_nocalcrank;
+ donpcevent "#wop_warp_a::OnEnable";
+ donpcevent "#wop_warp_d::OnEnable";
+ donpcevent "#wop_angellium1::OnAngelingSpawn";
+ donpcevent "#wop_angellium2::OnAngelingSpawn";
+ donpcevent "#wop_devillium1::OnDevilingSpawn";
+ donpcevent "#wop_devillium2::OnDevilingSpawn";
+ end;
+
+OnTimer700000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up. Soon, you will be teleported to the Winners Stage.",0,0xf08080;
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ end;
+
+OnTimer703000:
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+poring_w02,51,82,0 script #wop_warp_a 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_a";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_a";
+ specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_a";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_a";
+ end;
+
+OnTouch:
+ set wop_team,1;
+ warp "poring_w02",57,82;
+ end;
+}
+
+poring_w02,146,82,0 script #wop_warp_d 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_d";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_d";
+ specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_d";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_d";
+ end;
+
+OnTouch:
+ set wop_team,2;
+ warp "poring_w02",140,82;
+ end;
+}
+
+// Poring Spawn
+//============================================================
+poring_w02,80,82,0 script #wop_angellium1 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_angellium1::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnAngelingSpawn:
+ monster "poring_w02",80,82,"Angeling",1766,1,"#wop_angellium1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_a,$@wop_deadcount_a + 1;
+ if($@wop_deadcount_a == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnDevilingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_a,$@wop_deadcount_a - 1;
+ donpcevent "#wop_angellium1::OnAngelingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+}
+
+poring_w02,98,41,0 script #wop_angellium2 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_angellium2::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnAngelingSpawn:
+ monster "poring_w02",98,41,"Angeling",1766,1,"#wop_angellium2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_a,$@wop_deadcount_a + 1;
+ if($@wop_deadcount_a == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnDevilingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_a,$@wop_deadcount_a - 1;
+ donpcevent "#wop_angellium2::OnAngelingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+ end;
+}
+
+poring_w02,116,82,0 script #wop_devillium1 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_devillium1::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnDevilingSpawn:
+ monster "poring_w02",116,82,"Deviling",1767,1,"#wop_devillium1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_d,$@wop_deadcount_d + 1;
+ if($@wop_deadcount_d == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnAngelingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_d,$@wop_deadcount_d - 1;
+ donpcevent "#wop_devillium1::OndevilingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+ end;
+}
+
+poring_w02,98,124,0 script #wop_devillium2 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_devillium2::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OndevilingSpawn:
+ monster "poring_w02",98,124,"Deviling",1767,1,"#wop_devillium2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_d,$@wop_deadcount_d + 1;
+ if($@wop_deadcount_d == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnAngelingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_d,$@wop_deadcount_d - 1;
+ donpcevent "#wop_devillium2::OndevilingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+}
+
+// Deviruchi
+//============================================================
+poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
+ if (MaxWeight-Weight < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@a_point,$@wop_deadcount_a;
+ set .@d_point,$@wop_deadcount_d;
+ if(getcharid(1) == $@wop_team_a) {
+ if(.@a_point < .@d_point) {
+ mes "[Devi]";
+ mes "Good work!";
+ mes "Thanks to you, we increased our chances of victory.";
+ mes "Please, accept these Poring Coins as a sign of our appreciation.";
+ next;
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,3; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else if(.@a_point == .@d_point) {
+ mes "[Devi]";
+ mes "You did the best you could.";
+ mes "I' ts a shame the battle was tied...";
+ mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
+ next;
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,1; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us!";
+ mes "It must have been you that made us tie the battle!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else {
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Well, I guess we had bad luck...";
+ mes "I cant give you anything, since we lost and everything...";
+ next;
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute... There is a traitor here!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us, Angelings!";
+ next;
+ mes "[Devi]";
+ mes "You should be ashamed!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ }
+ else if(getcharid(1) == $@wop_team_d) {
+ if (.@a_point > .@d_point) {
+ mes "[Devi]";
+ mes "Good work!";
+ mes "Thanks to you, we increased our chances of victory.";
+ mes "Please, accept these Poring Coins as a sign of our appreciation.";
+ next;
+ if (wop_team == 2) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,3; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else if(.@a_point == .@d_point) {
+ mes "[Devi]";
+ mes "You did the best you could.";
+ mes "It's a shame the battle was tied...";
+ mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
+ next;
+ if(wop_team == 2) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,1; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us!";
+ mes "It must have been you that made us tie the battle!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else {
+ if(wop_team == 2) {
+ mes "[Devi]";
+ mes "Well, I guess we had bad luck...";
+ mes "I cant give you anything, since we lost and everything...";
+ next;
+ mes "[Devi]";
+ mes "I will allow you to return to your human world.";
+ close2;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us, Devilings!";
+ next;
+ mes "[Devi]";
+ mes "You should be ashamed!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ }
+ else {
+ mes "[Devi]";
+ mes "This is weird...Your party name ain't registered.";
+ mes "Im sorry, but rules are rules. I can't help you if your party ain't registered.";
+ close;
+ }
+OnInit:
+ disablenpc "Deviruchi#wop_endmaster";
+ end;
+
+OnEnable:
+ enablenpc "Deviruchi#wop_endmaster";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Deviruchi#wop_endmaster";
+ end;
+
+OnTimer3000:
+ mapwarp "poring_w02","poring_w02",99,196;
+ end;
+
+OnTimer5000:
+ mapannounce "poring_w02","Mr. Doppel: Allow me to offer a souvenir to the humans that fought bravely for the Porings! Please, speak to Devi.",0,0x00ff00;
+ end;
+
+OnTimer65000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up! Let me teleport you.",0,0x00ff00;
+ end;
+
+OnTimer68000:
+ mapwarp "poring_w02","poring_w01",112,138;
+ end;
+
+OnTimer68100:
+ donpcevent "#wop_master::OnStop";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_teamcount,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ donpcevent "#wop_warp_a::OnDisable";
+ donpcevent "#wop_warp_d::OnDisable";
+ donpcevent "Mr. Doppel#wop_team_a::OnDisable";
+ donpcevent "Mr. Doppel#wop_team_d::OnDisable";
+ donpcevent "#wop_warp_rtry::OnDisable";
+ donpcevent "Poring#wop_door_a::OnReset";
+ donpcevent "Poring#wop_door_d::OnReset";
+ donpcevent "Poring#wop_door_all::OnReset";
+ stopnpctimer;
+ end;
+}
+
+// Gate Guardian
+//============================================================
+poring_w02,99,52,0 script Angeling Guardian#wop_da 111,{
+ cutin "wop_emb0" + $@wop_doorcount_a,1;
+ if($@wop_doorcount_a < 3) {
+ if (wop_team == 2) {
+ mes "There is a device to equip the War Badges.";
+ mes "I can see the empty slots to equip the Badges.";
+ next;
+ switch(select("Equip War Badge.:Cancel.")) {
+ case 1:
+ if(countitem(7773)) {
+ if($@wop_doorcount_a < 3) {
+ mes "War Badge equipped.";
+ delitem 7773,1; // War_Badge
+ set $@wop_doorcount_a,$@wop_doorcount_a + 1;
+ cutin "wop_emb0" + $@wop_doorcount_a,1;
+ if($@wop_doorcount_a == 4) {
+ next;
+ mes "Gate Activated.";
+ donpcevent "#aroom_ingate_wop::OnEnable";
+ donpcevent "#aroom_outgate_wop::OnEnable";
+ }
+ close2;
+ }
+ else {
+ mes "All War Badges equipped.";
+ mes "No need to equip any more.";
+ close2;
+ }
+ }
+ else {
+ mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
+ close2;
+ }
+ break;
+ case 2:
+ mes "Cancel.";
+ close2;
+ }
+ }
+ else {
+ mes "There is a device to equip a War Badge.";
+ mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
+ close2;
+ }
+ }
+ else {
+ mes "All War Badges have been equipped.";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ set $@wop_doorcount_a,0;
+ end;
+}
+
+poring_w02,103,52,0 script #aroom_ingate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#aroom_ingate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#aroom_ingate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#aroom_ingate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",99,49;
+ end;
+}
+
+poring_w02,93,51,0 script #aroom_outgate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#aroom_outgate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#aroom_outgate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#aroom_outgate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",99,54;
+ end;
+}
+
+poring_w02,98,113,0 script Deviling Guardian#wop_dd 111,{
+ cutin "wop_emb0" + $@wop_doorcount_d,1;
+ if($@wop_doorcount_d < 3) {
+ if (wop_team == 1) {
+ mes "There is a device to equip the War Badges.";
+ mes "I can see the empty slots to equip the Badges.";
+ next;
+ switch(select("Equip War Badge.:Cancel.")) {
+ case 1:
+ if(countitem(7773)) {
+ if($@wop_doorcount_d < 3) {
+ mes "War Badge equipped.";
+ delitem 7773,1; // War_Badge
+ set $@wop_doorcount_d,$@wop_doorcount_d + 1;
+ cutin "wop_emb0" + $@wop_doorcount_d,1;
+ if($@wop_doorcount_d == 4) {
+ next;
+ mes "Gate Activated.";
+ donpcevent "#droom_ingate_wop::OnEnable";
+ donpcevent "#droom_outgate_wop::OnEnable";
+ }
+ close2;
+ }
+ else {
+ mes "All War Badges equipped.";
+ mes "No need to equip any more.";
+ close2;
+ }
+ }
+ else {
+ mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
+ close2;
+ }
+ break;
+ case 2:
+ mes "Cancel.";
+ close2;
+ }
+ }
+ else {
+ mes "There is a device to equip a War Badge.";
+ mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
+ close2;
+ }
+ }
+ else {
+ mes "All War Badges have been equipped.";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ set $@wop_doorcount_d,0;
+ end;
+}
+
+poring_w02,93,113,0 script #droom_ingate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#droom_ingate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#droom_ingate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#droom_ingate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",98,116;
+ end;
+}
+
+poring_w02,103,114,0 script #droom_outgate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#droom_outgate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#droom_outgate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#droom_outgate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",98,111;
+ end;
+}
+
+// Other NPCs
+//============================================================
+- script Angeling Side Poring#wpa -1,{
+ end;
+}
+
+- script Deviling Side Marin#wpd -1,{
+ end;
+}
+
+poring_w01,79,102,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa1 1002
+poring_w01,80,107,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa2 1002
+poring_w01,84,108,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa3 1002
+poring_w01,84,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa4 1002
+poring_w01,88,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa5 1002
+
+poring_w01,114,112,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd1 1242
+poring_w01,117,111,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd2 1242
+poring_w01,117,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd3 1242
+poring_w01,122,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd4 1242
+poring_w01,121,105,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd5 1242
+
+poring_w01,84,108,3 script #wop_ex_1 139,3,3,{
+ end;
+
+OnTouch:
+ mes "[Porings]";
+ mes "P~ooooooooo -!!!";
+ mes "Let's teach them a lesson, ring!";
+ mes "We are no longer betting our lives for Jellopies, ring!!!";
+ next;
+ mes "[Porings]";
+ mes "Let's go! Let's fight! Let's win, win, win!!!";
+ emotion e_go,0,"Angeling Side Poring#wa1";
+ emotion e_go,0,"Angeling Side Poring#wa2";
+ emotion e_go,0,"Angeling Side Poring#wa3";
+ emotion e_go,0,"Angeling Side Poring#wa4";
+ emotion e_go,0,"Angeling Side Poring#wa5";
+ next;
+ if(wop_team == 1) {
+ mes "[Porings]";
+ mes "Ohhhhhh, there he is, the warrior that fought for us!!";
+ mes "Oh my god... Nice, ring!";
+ mes "Poring~ Poring~ Poooooo~";
+ mes "Party of Angeling~ Popopo, Poring!";
+ }
+ else if(wop_team == 2) {
+ mes "[Porings]";
+ mes "Wait, YOU! Aren't you on the side of the Devilings?!";
+ mes "Get out now! Leave!!";
+ mes "Booooo~ Boo~ Boooo~";
+ emotion e_omg,0,"Angeling Side Poring#wa1";
+ emotion e_an,0,"Angeling Side Poring#wa2";
+ emotion e_omg,0,"Angeling Side Poring#wa3";
+ emotion e_an,0,"Angeling Side Poring#wa4";
+ emotion e_gasp,0,"Angeling Side Poring#wa5";
+ }
+ else {
+ mes "[Porings]";
+ mes "Hey, human. How about fighting for us Porings on Angeling's side??!";
+ emotion e_hlp,0,"Angeling Side Poring#wa1";
+ emotion e_go,0,"Angeling Side Poring#wa2";
+ emotion e_hlp,0,"Angeling Side Poring#wa3";
+ emotion e_go,0,"Angeling Side Poring#wa4";
+ emotion e_go,0,"Angeling Side Poring#wa5";
+ }
+ next;
+ mes "[Porings]";
+ mes "Party of Angeling~ Popopo, Poring!";
+ mes "Victory~ Victory~ Pooooooo~";
+ next;
+ mes "- Porings are cheerfully shouting for the victory. -";
+ close;
+}
+
+poring_w01,119,107,3 script #wop_ex_2 139,3,3,{
+ end;
+
+OnTouch:
+ mes "[Marins]";
+ mes "Woooooaaaaaaaaaaa!";
+ mes "Finally, it's time for us to teach those stupid pigs a lesson!!";
+ mes "Those Porings with low-grades are all idiots!!";
+ next;
+ mes "[Marins]";
+ mes "Let's go! Let's fight! Fight for Triumph!!!!";
+ emotion e_go,0,"Deviling Side Marin#wd1";
+ emotion e_go,0,"Deviling Side Marin#wd2";
+ emotion e_go,0,"Deviling Side Marin#wd3";
+ emotion e_go,0,"Deviling Side Marin#wd4";
+ emotion e_go,0,"Deviling Side Marin#wd5";
+ next;
+ if(wop_team == 1) {
+ mes "[Marins]";
+ mes "Ohhhh... Here is the warrior that fought for us!!";
+ mes "Amazing!";
+ mes "This proves that humans recognize us as true monsters!!";
+ }
+ else if(wop_team == 2) {
+ mes "[Marins]";
+ mes "Wait, YOU! Aren't you on the side of the Angelings?!";
+ mes "Get out now! Leave!!";
+ mes "Booooo~ Boo~ Boooo~";
+ emotion e_omg,0,"Deviling Side Marin#wd1";
+ emotion e_an,0,"Deviling Side Marin#wd2";
+ emotion e_omg,0,"Deviling Side Marin#wd3";
+ emotion e_an,0,"Deviling Side Marin#wd4";
+ emotion e_gasp,0,"Deviling Side Marin#wd5";
+ }
+ else {
+ mes "[Marins]";
+ mes "Hey, human. Don't you wanna fight for Deviling, the noble of darkness? What do you say?!";
+ emotion e_hlp,0,"Deviling Side Marin#wd1";
+ emotion e_go,0,"Deviling Side Marin#wd2";
+ emotion e_hlp,0,"Deviling Side Marin#wd3";
+ emotion e_go,0,"Deviling Side Marin#wd4";
+ emotion e_go,0,"Deviling Side Marin#wd5";
+ }
+ next;
+ mes "[Marins]";
+ mes "The world's Best Miraculous Poring! Deviling has it all! Go, Deviling, Go-!!";
+ next;
+ mes "- Marins are cheerfully shouting for the victory. -";
+ close;
+} \ No newline at end of file
diff --git a/npc/other/turbotrack/Expert_16.txt b/npc/other/turbotrack/Expert_16.txt
index 4314aa635..2098cbb5f 100644
--- a/npc/other/turbotrack/Expert_16.txt
+++ b/npc/other/turbotrack/Expert_16.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -14,14 +14,14 @@
//= 1.1 Fixed small official bug. [L0ne_W0lf]
//= 1.2 Fixed a little mistake [akrus]
//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,124,135,3 script Expert mode - 16 person 124,{
end;
OnInit:
- waitingroom "Expert mode - 16 person",60,"Expert mode - 16 person::OnStartArena",16;
- //SetFeeZeny 1000
+ waitingroom "Expert mode - 16 person",60,"Expert mode - 16 person::OnStartArena",16,1000,10,99;
enablewaitingroomevent "Expert mode - 16 person";
end;
diff --git a/npc/other/turbotrack/Expert_4.txt b/npc/other/turbotrack/Expert_4.txt
index a58220d82..578649b16 100644
--- a/npc/other/turbotrack/Expert_4.txt
+++ b/npc/other/turbotrack/Expert_4.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -14,14 +14,14 @@
//= 1.1 Fixed small official bug. [L0ne_W0lf]
//= 1.2 Fixed a little mistake [akrus]
//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,110,135,3 script Expert mode - 4 person 124,{
end;
OnInit:
- waitingroom "Expert mode - 4 person",60,"Expert mode - 4 person::OnStartArena",4;
- //SetFeeZeny 1000
+ waitingroom "Expert mode - 4 person",60,"Expert mode - 4 person::OnStartArena",4,1000,10,99;
enablewaitingroomevent "Expert mode - 4 person";
end;
diff --git a/npc/other/turbotrack/Expert_8.txt b/npc/other/turbotrack/Expert_8.txt
index f7fea20d8..0c25a62b0 100644
--- a/npc/other/turbotrack/Expert_8.txt
+++ b/npc/other/turbotrack/Expert_8.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -14,14 +14,14 @@
//= 1.1 Fixed small official bug. [L0ne_W0lf]
//= 1.2 Fixed a little mistake [akrus]
//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,117,135,3 script Expert mode - 8 person 124,{
end;
OnInit:
- waitingroom "Expert mode - 8 person",60,"Expert mode - 8 person::OnStartArena",8;
- //SetFeeZeny 1000
+ waitingroom "Expert mode - 8 person",60,"Expert mode - 8 person::OnStartArena",8,1000,10,99;
enablewaitingroomevent "Expert mode - 8 person";
end;
diff --git a/npc/other/turbotrack/Normal_16.txt b/npc/other/turbotrack/Normal_16.txt
index d694a1fc7..df40e7566 100644
--- a/npc/other/turbotrack/Normal_16.txt
+++ b/npc/other/turbotrack/Normal_16.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 1.6
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -16,14 +16,14 @@
//= 1.3 Fixed a little mistake [akrus]
//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
//= 1.5 Fixed name being saved under expert mode. (bugreport:4433) [L0ne_W0lf]
+//= 1.6 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,91,135,3 script Normal mode - 16 person 124,{
end;
OnInit:
- waitingroom "Normal mode - 16 person",60,"Normal mode - 16 person::OnStartArena",16;
- //SetFeeZeny 1000
+ waitingroom "Normal mode - 16 person",60,"Normal mode - 16 person::OnStartArena",16,1000,10,99;
enablewaitingroomevent "Normal mode - 16 person";
end;
diff --git a/npc/other/turbotrack/Normal_4.txt b/npc/other/turbotrack/Normal_4.txt
index 3cee6ff5f..866f4f164 100644
--- a/npc/other/turbotrack/Normal_4.txt
+++ b/npc/other/turbotrack/Normal_4.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -15,14 +15,14 @@
//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.3 Fixed a little mistake [akrus]
//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.5 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,77,135,3 script Normal mode - 4 person 124,{
end;
OnInit:
- waitingroom "Normal mode - 4 person",60,"Normal mode - 4 person::OnStartArena",4;
- //SetFeeZeny 1000
+ waitingroom "Normal mode - 4 person",60,"Normal mode - 4 person::OnStartArena",4,1000,10,99;
enablewaitingroomevent "Normal mode - 4 person";
end;
diff --git a/npc/other/turbotrack/Normal_8.txt b/npc/other/turbotrack/Normal_8.txt
index 04fbe007f..fa972c64a 100644
--- a/npc/other/turbotrack/Normal_8.txt
+++ b/npc/other/turbotrack/Normal_8.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 1.6
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -16,14 +16,14 @@
//= 1.3 Fixed a little mistake [akrus]
//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
//= 1.5 Fixed name being saved under expert mode. (bugreport:4433) [L0ne_W0lf]
+//= 1.6 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
turbo_room,84,135,3 script Normal mode - 8 person 124,{
end;
OnInit:
- waitingroom "Normal mode - 8 person",60,"Normal mode - 8 person::OnStartArena",8;
- //SetFeeZeny 1000
+ waitingroom "Normal mode - 8 person",60,"Normal mode - 8 person::OnStartArena",8,1000,10,99;
enablewaitingroomevent "Normal mode - 8 person";
end;
diff --git a/npc/quests/The_Sign_Quest.txt b/npc/quests/The_Sign_Quest.txt
index cda5e9de3..0c15b20fd 100644
--- a/npc/quests/The_Sign_Quest.txt
+++ b/npc/quests/The_Sign_Quest.txt
@@ -21,6 +21,7 @@
//= Moved the disablewaitingroomevent in dancing portion.
//= 3.3 Applied Kazukin's fix for the dancing portion. (bugreport:3966) [L0ne_W0lf]
//= 3.4 Added Renewal Changes. [Kisuka]
+//= 3.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
//============================================================
@@ -5217,8 +5218,7 @@ cmd_in01,33,33,1 script Standby Room#sign 66,{
end;
OnInit:
- waitingroom "DANCE~ DANCE~",20,"Standby Room#sign::OnStartArena",1;
- //SetReqLevel 44 99
+ waitingroom "DANCE~ DANCE~",20,"Standby Room#sign::OnStartArena",1,0,44,99;
enablewaitingroomevent;
end;
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
index a85c3173d..eeba75889 100644
--- a/npc/quests/quests_13_1.txt
+++ b/npc/quests/quests_13_1.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.7
+//= 1.8
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -34,6 +34,8 @@
//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
//= 1.6 Fixed check in cat hand agent.
//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
+//= 1.8 Added 13.2 Additions to Report from the New World NPCs
+//= Upped success rates for Report from the New World drops.
//============================================================
// Onward to the New World
@@ -11474,12 +11476,308 @@ mid_campin,90,121,5 script Hibba Agip 459,{
cutin "ep13_captin_edq",255;
close;
}
- else if (ep13_1_edq > 13) {
+ else if (ep13_1_edq == 14) {
mes "[Hibba Agip]";
mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind.";
next;
mes "[Hibba Agip]";
mes "Please be patient, I'll contact you when the time is right.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp.";
+ next;
+ mes "[Hibba Agip]";
+ mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 15) && (ins_nyd == 1)) {
+ mes "[Hibba Agip]";
+ mes "Ah, it's you again. So, are you accustomed to this area now?";
+ next;
+ mes "[Hibba Agip]";
+ mes "What brings you here again? You seem to have something to say to me.";
+ next;
+ switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Well hello then...";
+ next;
+ mes "[Hibba Agip]";
+ mes "Please be patient. I'll contact you when the time is right.";
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "What portal? I've never heard about it.";
+ next;
+ mes "[Hibba Agip]";
+ mes "That place must be where both races fight against each other. It might be dangerous there.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I have no idea of what it is like. It is not in my field of expertise.";
+ next;
+ mes "[Hibba Agip]";
+ mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Find the historian and see if he has any useful information for you.";
+ set ins_nyd,2;
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ close;
+ }
+ else if ((ins_nyd > 1) && (ins_nyd < 7)) {
+ mes "[Hibba Agip]";
+ mes "He's at his post, you can't find him?";
+ next;
+ mes "[Hibba Agip]";
+ mes "His name is Magniffer... look for him.. he's somewhere around here...";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ins_nyd == 7) {
+ // 13.2 Addon
+ mes "[Hibba Agip]";
+ mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "That's because you don't like talking to him.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hey, don't judge me like that...the problem is only that I can't see him often.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Whatever. Did something happen because he showed up to me? Tell me more.";
+ next;
+ switch(select("Tell the story.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Hmmm... umm... so...";
+ next;
+ mes "[Hibba Agip]";
+ mes "So, that's why that happened like that... It's so complicated...";
+ next;
+ mes "[Hibba Agip]";
+ mes "And you guys...you just take a task that you start up at first.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "You sent him to Doctor Magnifer first....";
+ next;
+ mes "[Hibba Agip]";
+ mes "I just thought that he needed someone to talk to.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Ah yeah... you're right.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?";
+ next;
+ mes "[Hibba Agip]";
+ mes "And that two guys pay attention and stay quiet, but they are doing it for themselves..";
+ next;
+ mes "[Hibba Agip]";
+ mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Abidal, do you have anything to say about this?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Actually, we don't have to make this situation bigger than it already is.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Yeah right. I don't want to extend this thing anymore...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "But the two tribes have remained neutral towards us up until now.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We don't really know what attitude they have towards us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Yeah.. that makes sense... If they made a general attack, we would probably fail.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We send this guy to one of the tribes and ask for cooperation in our investgation.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will they help us? They have already said threatening words...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Right, if we do that, they will have no other choice.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "In this situation, they want to avoid showing that place to the other tribe.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "So, they have to cooperate with us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Oh, you have a malicious idea.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Whatever.. Hey, you there... your name is " + name + " right? Do you know what to do?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to give you a choice. Which tribe do you want to go to?";
+ next;
+ switch(select("Laphine:Sapha")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It won't be easy to get a good impression from the Sapha again.";
+ next;
+ mes "[Hibba Agip]";
+ mes "So you must earn us a good reputation from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will you choose the Laphine?";
+ next;
+ switch(select("Choose Laphine.:Think again.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha.";
+ set ins_nyd,81;
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Yeah? Then think again and decide.";
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It won't be easy to get a good impression from the Laphine again.";
+ next;
+ mes "[Hibba Agip]";
+ mes "So you must earn us a good reputation from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will you choose the Sapha?";
+ next;
+ switch(select("Choose Sapha.:Think again.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
+ set ins_nyd,82;
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Yeah? then think again and decide.";
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ close;
+ }
+ else if (ins_nyd == 81) {
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to look for an adventurer who is willing to be sent to the Sapha.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ins_nyd == 82) {
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) {
+ mes "[Hibba Agip]";
+ mes "How's the activity in Laphine? They have a stern character.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm not cut out for matching with them...ew...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to send a few able men to the Sapha, you don't have to worry about it.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
+ mes "[Hibba Agip]";
+ mes "How's the activity Sapha? They have a stern character.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm not cut out for matching with them...ew...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to send a few able men to the Laphine, you don't have to worry about it.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) {
+ mes "[Hibba Agip]";
+ mes "You've come back alive? Let us celebrate your immunity!";
+ next;
+ mes "[Hibba Agip]";
+ mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?";
+ next;
+ mes "[Hibba Agip]";
+ mes "I have said before this thing is not the last, and certainly there is something waiting for us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It is time for us to head out, is it not, instructor?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Right... It's time...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "I'm ready.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I am looking forward to what will happen... Whew...";
cutin "ep13_captin_edq",255;
close;
}
@@ -11704,8 +12002,8 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "[Staff Officer Abidal]";
mes "Umm... This page should go here and..";
next;
- set .@ep13_edq_wrong,rand(1,12);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 4)) {
+ set .@ep13_edq_wrong,rand(1,7);
+ if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11718,7 +12016,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 4)) {
+ else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11727,7 +12025,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 6)) {
+ else if ((countitem(11014) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11740,7 +12038,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 6)) {
+ else if ((countitem(11014) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11749,7 +12047,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11015) == 0) && (.@ep13_edq_wrong == 8)) {
+ else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11762,7 +12060,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11015) == 1) && (.@ep13_edq_wrong == 8)) {
+ else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11771,7 +12069,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 10)) {
+ else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 7)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11784,7 +12082,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 10)) {
+ else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 7)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11807,8 +12105,8 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "[Staff Officer Abidal]";
mes "Umm... This page should go here and..";
next;
- set .@ep13_edq_wrong,rand(1,10);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 4)) {
+ set .@ep13_edq_wrong,rand(1,5);
+ if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11821,7 +12119,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 4)) {
+ else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11830,7 +12128,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 6)) {
+ else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 2)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11843,7 +12141,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 6)) {
+ else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 2)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11852,7 +12150,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11015) == 0) && (.@ep13_edq_wrong == 8)) {
+ else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11865,7 +12163,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11015) == 1) && (.@ep13_edq_wrong == 8)) {
+ else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11874,7 +12172,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
delitem 6040,10; //Some_Of_Report
close;
}
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 10)) {
+ else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 5)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -11887,7 +12185,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "Keep up the good work on finding the rest of the volumes.";
close;
}
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 10)) {
+ else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 5)) {
mes "[Staff Officer Abidal]";
mes "Thank you for your hard work. We were able to restore one volume of the report.";
next;
@@ -12006,7 +12304,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
close;
}
}
- else if ((ep13_1_edq > 8) && (ep13_1_edq < 13)) {
+ else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) {
mes "[Staff Officer Abidal]";
mes "Phew, I'm glad we can resume the mission again.";
next;
@@ -12014,7 +12312,18 @@ mid_campin,94,118,3 script Staff Officer Abidal 755,{
mes "...Aren't you leaving? I think you should.";
close;
}
+ else if (ins_nyd > 0) {
+ // 13.2 addon
+ mes "[Staff Officer Abidal]";
+ mes "I heard that you got a new duty from Commander Agip.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "...Aren't you leaving? I think you should.";
+ close;
+ }
else {
+ mes "[Staff Officer Abidal]";
+ mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer.";
close;
}
}
@@ -12063,6 +12372,12 @@ mid_campin,85,118,7 script Instructor Igrid 751,{
mes "What are you looking at? Go mind your own business!";
close;
}
+ else {
+ // 13.2 addon
+ mes "[Instructor Igrid]";
+ mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. ";
+ close;
+ }
}
mid_camp,206,286,3 script Expedition Messenger 997,{
@@ -12335,9 +12650,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12350,9 +12665,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12365,9 +12680,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12405,9 +12720,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12419,9 +12734,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12433,9 +12748,9 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12510,9 +12825,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12525,9 +12840,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12540,9 +12855,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12580,9 +12895,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12594,9 +12909,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12608,9 +12923,9 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12675,9 +12990,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12690,9 +13005,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12705,9 +13020,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12745,9 +13060,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12759,9 +13074,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12773,9 +13088,9 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12850,9 +13165,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12865,9 +13180,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12880,9 +13195,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
changequest 3090,3091;
erasequest 3090;
setquest 3091;
@@ -12920,9 +13235,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,3; //Some_Of_Report
+ getitem 6040,5; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12934,9 +13249,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 1 piece of paper that appear to be part of the report.";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,1; //Some_Of_Report
+ getitem 6040,2; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -12948,9 +13263,9 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
next;
- getitem 6040,2; //Some_Of_Report
+ getitem 6040,3; //Some_Of_Report
erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
@@ -13502,6 +13817,10 @@ OnEnable:
monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
@@ -13524,7 +13843,19 @@ OnTimer600000:
OnMyMobDead:
set .@spl_fild02_mob_dead,mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead");
- if (.@spl_fild02_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ if (.@spl_fild02_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
getitem 6040,1; //Some_Of_Report
}
else if (.@spl_fild02_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
@@ -13570,9 +13901,13 @@ OnEnable:
monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
@@ -13594,7 +13929,19 @@ OnTimer600000:
OnMyMobDead:
set .@spl_fild03_mob_dead,mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead");
- if (.@spl_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ if (.@spl_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
getitem 6040,1; //Some_Of_Report
}
else if (.@spl_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
@@ -13642,6 +13989,10 @@ OnEnable:
monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
@@ -13664,7 +14015,19 @@ OnTimer600000:
OnMyMobDead:
set .@man_fild01_mob_dead,mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead");
- if (.@man_fild01_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ if (.@man_fild01_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
getitem 6040,1; //Some_Of_Report
}
else if (.@man_fild01_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
@@ -13712,6 +14075,10 @@ OnEnable:
monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
@@ -13734,7 +14101,19 @@ OnTimer600000:
OnMyMobDead:
set .@man_fild03_mob_dead,mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead");
- if (.@man_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ if (.@man_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
getitem 6040,1; //Some_Of_Report
}
else if (.@man_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt
index 3d2e10f66..876f49e0d 100644
--- a/npc/quests/quests_13_2.txt
+++ b/npc/quests/quests_13_2.txt
@@ -19,6 +19,7 @@
//= Daily Quests:
//= - Midgard Ore
//= - Alfheim Perfume
+//= Secret note of Bazett
//= Yggdrasil Dungeon Floor 2 puzzle.
//===== Additional Comments: =================================
//= 1.0 First version
@@ -10792,6 +10793,672 @@ OnTimer60000:
end;
}
+// Secret note of Bazett
+//============================================================
+mid_camp,283,198,5 script Bazett Teablack#ep13bs 883,{
+ if (checkweight(1201,1) == 0) {
+ mes " - Hold on!! -";
+ mes " - You are carrying too many different items - ";
+ mes " - You cannot receive the reward - ";
+ mes " - Please use the Kafra service - ";
+ mes " - And try again. - ";
+ close;
+ }
+ if (ep13_2_rhea < 100) {
+ mes "[Industrious Man]";
+ mes "Hu~~";
+ mes "That's pretty interesting...";
+ mes "I will take note of it in my research papers.";
+ emotion e_ic,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ next;
+ mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ mes "....";
+ close;
+ }
+ if (ep13_2_busut < 1) {
+ if (isequipped(2782) == 1) {
+ mes "[Industrious Man]";
+ mes "Hu~~";
+ mes "That's pretty interesting...";
+ mes "I will take note of it in my research papers.";
+ emotion e_ic,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ next;
+ mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ mes "....";
+ next;
+ mes "[Industrious Man]";
+ mes "Auch!!!";
+ mes "Who...who are you?!";
+ mes "How long have you been standing there?";
+ emotion e_omg,"Bazett Teablack#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Uh, I'm just passing by.";
+ mes "You look like you're busy with something.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "See you~!!";
+ emotion e_swt2,1;
+ next;
+ mes "[Industrious Man]";
+ mes "Uh!! Wait!!";
+ mes "Your finger... Is that..?!";
+ next;
+ mes " - He grabs your hand with a surprised look -";
+ next;
+ mes "[Industrious Man]";
+ mes "This is the ^0000FFRing of the Ancient Wise King^000000!!!!!";
+ mes "This has to be fate that I've met you!";
+ next;
+ mes "[Industrious Man]";
+ mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!";
+ emotion e_no1,"Bazett Teablack#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes "......What?!";
+ emotion e_omg,1;
+ next;
+ mes "[Industrious Man]";
+ mes "Would you like to help me with my search?";
+ next;
+ switch(select("What kind of search?:Sure.:Borrrring.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "To put it simply, I'm searching for fairies and giants that live around here.";
+ next;
+ mes "[Industrious Man]";
+ mes "Though I believe they all live in the same place, they are sure to have different cultures.";
+ mes "...first and foremost is proof of their existence.";
+ next;
+ mes "[Industrious Man]";
+ mes "What about it?";
+ mes "Are you interested?";
+ next;
+ switch(select("Sure.:Not really.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 2:
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes "...........Why!!!!!";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "Well if you decide to change your mind, come back to me.";
+ set ep13_2_busut,1;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 3:
+ mes "[Industrious Man]";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes "...........Why!!!!!";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "Well if you decide to change your mind, come back to me.";
+ set ep13_2_busut,1;
+ close;
+ }
+ }
+ else {
+ if (rand(1,2) == 1) {
+ mes "[Industrious Man]";
+ mes "Gthgh sdsWryi";
+ mes "Apeu hjsu opuer ";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ mes "What'd you say?";
+ next;
+ mes "[Industrious Man]";
+ mes "Oh! Sorry, I think I said it wrong...";
+ mes "I was just infatuated with my research...";
+ next;
+ mes "[Industrious Man]";
+ mes "You should find a way to understand this strange language that I've discovered here in the Ash Vacuum.";
+ next;
+ mes "[Industrious Man]";
+ mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
+ close;
+ }
+ else {
+ mes "[Industrious Man]";
+ mes "TalDathMush Di nahDeh";
+ mes "ReAnduDu So sehr";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ mes "Huh?";
+ next;
+ mes "[Industrious Man]";
+ mes "Oh! I must've said it wrong...";
+ mes "My research hasn't been going too well lately.";
+ next;
+ mes "[Industrious Man]";
+ mes "There should be a way for you to understand this strange language here.";
+ next;
+ mes "[Industrious Man]";
+ mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
+ close;
+ }
+ }
+ }
+ if (ep13_2_busut == 1) {
+ mes "[Industrious Man]";
+ mes "Ah! You've returned!";
+ mes "Now are you interested in my research?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 2:
+ mes "[Industrious Man]";
+ mes ".............";
+ mes "Well if you decide to change your mind, come back to me.";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ close;
+ }
+ }
+ if (ep13_2_busut == 2) {
+ mes "[Bazett]";
+ mes "Um... for today can you search for giants in the Manuk Field?";
+ mes "That place is pretty cold so, you might need a coat.";
+ next;
+ mes "[Bazett]";
+ mes "I used this note so it should still be useful. Take it...";
+ mes "Ah... and don't worry about the title of the note.";
+ next;
+ mes "[Bazett]";
+ mes "After you've finished searching bring that note back to me.";
+ next;
+ mes "[Bazett]";
+ mes "Got it? Ok take care and see you soon.";
+ set ep13_2_busut,3;
+ set ep13_2_bs1,1;
+ set ep13_2_bs2,1;
+ set ep13_2_bs3,1;
+ set ep13_2_bs4,1;
+ getitem 6074,1; //Bazett's_Order
+ changequest 11101,11102;
+ close;
+ }
+ if (ep13_2_busut == 3) {
+ mes "[Bazett]";
+ mes "How's the search going?";
+ next;
+ if (countitem(6074) < 1) {
+ mes "[Bazett]";
+ mes "!!!!!!!";
+ mes "You lost the notes!!?";
+ mes "Sigh...";
+ next;
+ mes "[Bazett]";
+ mes "What's done has been done.";
+ mes "I'll give you a new one.";
+ getitem 6074,1; //Bazett's_Order
+ close;
+ }
+ else {
+ mes "[Bazett]";
+ mes "Take it easy...";
+ close;
+ }
+ }
+ if (ep13_2_busut == 4) {
+ mes "[Bazett]";
+ mes "Oh! You're done with the investigation?";
+ next;
+ switch(select("Yes.:Not yet...")) {
+ case 1:
+ if (countitem(6074) < 1) {
+ mes "[Bazett]";
+ mes "!!!!!!!";
+ mes "You lost the notes!!?";
+ mes "Sigh...";
+ next;
+ mes "[Bazett]";
+ mes "What's done has been done.";
+ mes "You must be tired, go take a rest.";
+ mes "I'll go prepare new notes.";
+ mes "You can just go investigate again for me.";
+ set ep13_2_busut,7;
+ erasequest 11102;
+ setquest 11104;
+ close;
+ }
+ else {
+ mes "[Bazett]";
+ mes "May I take a look at the notes first?";
+ mes "Oh!!";
+ next;
+ mes " - Bazett is reading the detailed contents - ";
+ mes " - He seems to be captivated. - ";
+ mes " - It's better if I leave him alone. - ";
+ mes " - So he can finish. - ";
+ next;
+ mes "[Bazett]";
+ mes "Mm...there are actually such things?!";
+ next;
+ mes "[Bazett]";
+ mes "Mm...I see, I see.";
+ next;
+ mes "[Bazett]";
+ mes "Even though the content is simple, it's well organized and interesting.";
+ mes "As expected of "+strcharinfo(0)+"!!";
+ next;
+ mes "[Bazett]";
+ mes "You've done well.";
+ mes "You must be exhausted. Go take a rest. We'll continue tomorrow.";
+ next;
+ mes "[Bazett]";
+ mes "Ah... this isn't much, but it's a coin that the giants use.";
+ mes "Maybe you can buy something from them with this.";
+ delitem 6074,1; //Bazett's_Order
+ set ep13_2_busut,7;
+ if (ep13_2_bs1 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs2 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs3 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs4 == 3) getitem 6080,1; //Manuk_Coin
+ erasequest 11102;
+ setquest 11104;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Bazett]";
+ mes "Take it easy...";
+ close;
+ }
+ }
+ else {
+ mes "[Bazett]";
+ mes "You've done well.";
+ mes "You must be exhausted. Go take a rest, we'll continue tomorrow.";
+ close;
+ }
+}
+
+manuk,193,135,0 script Worker#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ if (ep13_2_busut == 3) {
+ if (ep13_2_bs1 == 1) {
+ mes "[Worker]";
+ mes "Oops, it's dangerous, almost broken.";
+ mes "I should hurry to change it...otherwise.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What's the matter?";
+ next;
+ mes "[Worker]";
+ mes "Ah....here.....um...";
+ mes "......";
+ mes ".........";
+ mes "Nothing!!";
+ emotion e_omg,"Worker#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What's up?";
+ next;
+ mes "[Worker]";
+ mes "You are an outsider.";
+ mes "......";
+ mes "I was suprised by your voice.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sorry to startle you.";
+ emotion e_heh,1;
+ next;
+ mes "[Worker]";
+ mes "Haha, it's ok.";
+ mes "Recently I heard about people like you but it's the first time I've actually met one.";
+ next;
+ mes "[Worker]";
+ mes "You speak our language pretty good.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...anyway..you look like you're having some trouble. What happened?";
+ next;
+ mes "[Worker]";
+ mes "Nothing!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you sure? Fate has to have brought us together for a reason.";
+ mes "Tell me~";
+ next;
+ mes "[Worker]";
+ mes "......";
+ mes "Frankly...";
+ next;
+ mes "[Worker]";
+ mes "The screw is too old to use to fix the tent, so I should change it before it breaks.";
+ next;
+ mes "[Worker]";
+ mes "I can't leave so I'm just waiting for my friend to pass by to help me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can I help you?";
+ next;
+ mes "[Worker]";
+ mes "No~that's alright. We just met so I can't ask you for a favor.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's ok! We can help each other!";
+ next;
+ mes "- Suddenly there is a screeching sound as the screw breaks -";
+ next;
+ mes "[Worker]";
+ mes "Ugh!!!";
+ mes "**Sigh**";
+ emotion e_sob,"Worker#ep13bs";
+ emotion e_sob,1;
+ next;
+ mes "[Worker]";
+ mes "Well that's that!";
+ mes "Anyway my name is ^0000FFGill^000000.";
+ next;
+ mes "[Gill]";
+ mes "I need something to fix the tent with, if you can get^0000FF 30 Horn of Hillslion^000000, I can make them into sturdy enough screws.";
+ next;
+ mes "[Gill]";
+ mes "Sorry, again for making you do this but I will be waiting here for you.";
+ set ep13_2_bs1,2;
+ setquest 11105;
+ close;
+ }
+ else if (ep13_2_bs1 == 2) {
+ if (countitem(6032) > 29) {
+ mes "[Gill]";
+ mes "You helped me collect all of the Horns of Hillslion?";
+ mes "Thank you so much.";
+ next;
+ mes "[Gill]";
+ mes "It's all because of you, we are able to prevent anything disastrous.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ delitem 6032,30; //Horn_Of_Hilsrion
+ set ep13_2_bs1,3;
+ set ep13_2_busut,4;
+ completequest 11105;
+ close;
+ }
+ else {
+ mes "[Gill]";
+ mes "Sorry, again for making you do this but I will be waiting here for you to bring back the^0000FF 30 Horn of Hillslions.^000000.";
+ close;
+ }
+ }
+ else if (ep13_2_bs1 == 3) {
+ mes "[Gill]";
+ mes "Thank you for helping me.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ close;
+ }
+ }
+ else if (ep13_2_busut == 4) {
+ if (ep13_2_bs1 == 1) {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is something wrong?";
+ next;
+ mes "[Worker]";
+ mes "Ah... see here...";
+ mes "......";
+ mes ".........";
+ mes "Nevermind. Nothing.";
+ emotion e_omg,"Worker#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't have to be like this.";
+ next;
+ mes "[Worker]";
+ mes "You are one of the strange race, aren't you?";
+ mes "......";
+ mes "To suddenly hear you speak our language gave me a bit of a shock.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Since I'm travelling here, so I thought I'd need it...";
+ emotion e_heh,1," ET_SMILE";
+ next;
+ mes "[Worker]";
+ mes "Haha, is that so?";
+ mes "I've heard of the rumour that your race exists, but I've never seen one before.";
+ next;
+ mes "[Worker]";
+ mes "And to think you can speak our language. Interesting.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?";
+ next;
+ mes "[Worker]";
+ mes "It's nothing.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah~ It must be fate that we met~";
+ mes "You can just tell me.";
+ next;
+ mes "[Worker]";
+ mes "......";
+ mes "Well...";
+ next;
+ mes "[Worker]";
+ mes "The screw that is used to keep our tent in place is rusting away... we must get a new one.";
+ next;
+ mes "[Worker]";
+ mes "But I can't leave this place, so I was waiting for someone to pass by.";
+ mes "And you just happened to talk to me. I thought you were someone from our tribe.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can help you.";
+ next;
+ mes "[Worker]";
+ mes "No, it's alright. We just met, so I don't want to trouble you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry about it! Life is all about helping eachother, don't you think so?";
+ next;
+ mes " - While the disagreement is taking place, - ";
+ mes " - The screw that has held its ground til now - ";
+ mes " - Finally gives in and breaks in half. - ";
+ next;
+ mes "[Worker]";
+ mes "Ah!!!";
+ emotion e_sob,"Worker#ep13bs";
+ emotion e_sob,1;
+ next;
+ mes "[Worker]";
+ mes "I can't just care about pride now.";
+ mes "Let me introduce myself, I am ^0000FFGill^000000.";
+ next;
+ mes "[Gill]";
+ mes "I need a screw to stablize our tent, and it can be found from the ^0000FFHillslion^000000 monster.";
+ mes "Please help me collect ^0000FF30 Horns of Hillslion^000000, and that should be enough for now.";
+ next;
+ mes "[Gill]";
+ mes "I'm really sorry, so please hurry.";
+ set ep13_2_bs1,2;
+ setquest 11105;
+ close;
+ }
+ else if (ep13_2_bs1 == 2) {
+ if (countitem(6032) > 29) {
+ mes "[Gill]";
+ mes "You helped me collect all of the Horns of Hillslion?";
+ mes "Thank you so much.";
+ next;
+ mes "[Gill]";
+ mes "It's all because of you, we are able to prevent anything disastrous.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ delitem 6032,30; //Horn_Of_Hilsrion
+ set ep13_2_bs1,3;
+ completequest 11105;
+ close;
+ }
+ else {
+ mes "[Gill]";
+ mes "Making you do something like this, I feel ashamed.";
+ close;
+ }
+ }
+ else if (ep13_2_bs1 == 3) {
+ mes "[Gill]";
+ mes "Thank you for helping me.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ close;
+ }
+ }
+ else {
+ mes "[Gill]";
+ mes "You're here again?";
+ mes "Talking with someone occasionally is quite relaxing.";
+ close;
+ }
+ }
+ else {
+ mes "[Worker]";
+ mes "Ehahdie O Ehai";
+ mes "Ohek Hekdh I dkek";
+ mes "Ohehp Qe Tehdhah";
+ next;
+ mes "[Worker]";
+ mes "Ehaodke Thdieqak Khehdi";
+ mes "PHhdkel";
+ mes "Thhdqdcczk U dheagelokd dok";
+ next;
+ mes "- You can't understand what he's saying. - ";
+ close;
+ }
+}
+
// Yggdrasil Dungeon Floor 2 puzzle.
//============================================================
nyd_dun02,178,255,0 script Strange Device#ep13_out 844,3,3,{
diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt
index 938552655..828fc92a0 100644
--- a/npc/quests/quests_alberta.txt
+++ b/npc/quests/quests_alberta.txt
@@ -14,6 +14,8 @@
//= Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat Quests
//= [Aegis conversion]
//= Turtle Island Quests
+//= [Aegis Conversion]
+//= Alberta Boy
//===== Additional Comments: =================================
//= Fully working
//= 1.1 Fixed Spore Doll exploit, Gramp's Tiger skin label bug
@@ -2317,3 +2319,677 @@ tur_dun03,67,130,4 script Knight#tur4 105,{
mes "Anyway, be careful in this third level of Turtle Island. A lot of our men were annihilated when they went to explore the East and North sides, so be careful!";
close;
}
+
+// Alberta Boy
+//============================================================
+alberta_in,131,95,5 script Iromo#ep3_2 706,{
+ if (ep13_2_hiki == 13) {
+ mes "[Iromo]";
+ mes "But... this world is...";
+ mes "What a big world... Not just humans...";
+ mes "Other lifeforms just like us...";
+ mes "Where could they be?...";
+ next;
+ mes "[Iromo]";
+ mes "...Their lives.. and...";
+ mes "Their kingdom... and land...";
+ mes "Where could they be...";
+ next;
+ mes "[Iromo]";
+ mes "If they exist, that'd be great...";
+ mes "No... they must exist...";
+ mes "I wish one day... one day I can go there...";
+ close;
+ }
+ if (ep13_2_hiki == 12) {
+ mes "[Iromo]";
+ mes "If it's too painful...";
+ mes "It's better if I don't...";
+ next;
+ mes "-Silent pause-";
+ next;
+ set name,PcName;
+ mes "-" + name + " starts to speak-";
+ mes "-And tells him of the journeys-";
+ mes "-Adventures, joy, sorrow, and loss-";
+ mes "-One by one to the boy-";
+ next;
+ mes "-Fighting monsters, and winning-";
+ mes "-Coming across many people, and-";
+ mes "-leaving them, and tells of many other things-";
+ mes "-As much as possible, to the boy.-";
+ next;
+ mes "-Much has happened, and-";
+ mes "-There were many dangers, but in the end-";
+ mes "-Happy things outweighs the bad,-";
+ mes "-What I have received is more than what I have lost.-";
+ mes "-I try hard to convey this message to Iromo.-";
+ next;
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...So in the end...";
+ mes "You just want me... to go outside...";
+ mes "Am I right...";
+ next;
+ select("It's true, you'll get more than you pay.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...But now... I am not going outside.";
+ mes "I am still afraid...";
+ next;
+ mes "[Iromo]";
+ mes "Even if I don't go out right now,";
+ mes "I will still... make an effort to do so.";
+ mes "One day, I will surely become...";
+ mes "..An adventurer... and do many, many things.";
+ next;
+ set ep13_2_hiki,13;
+ completequest 10089;
+ getexp 80000,0;
+ mes "[Iromo]";
+ mes "The world is big, there are many things...";
+ mes "I have not seen yet. Yes... I want to...";
+ mes "...see them all.";
+ close;
+ }
+ if ((ep13_2_hiki == 11) && (friendship > 14)) {
+ mes "[Iromo]";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ next;
+ mes "[Iromo]";
+ mes "Alright...go away. I know...";
+ mes "I know what you want to say...what an annoyance...";
+ next;
+ mes "-You don't give up, and continue to-";
+ mes "-tell of the stories-";
+ mes "-shared with friends.-";
+ mes "-You tell of the truth.-";
+ next;
+ mes "-Someone met long ago,-";
+ mes "-Suddenly leaves,-";
+ mes "-and finally reunited, but-";
+ mes "-because of the cruel fate-";
+ mes "-he dies in this tragedy.-";
+ mes "-In the end, it's all a tragedy...-";
+ next;
+ mes "-But you emphasize -";
+ mes "-Even though the ending is tragic,-";
+ mes "-A beautiful friendship-";
+ mes "-Will not disappear because of that.-";
+ next;
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...Thank you for telling me...";
+ mes "They are great friends...";
+ next;
+ if (Sex == 0) {
+ mes "[Iromo]";
+ mes "...And? ...What do you...";
+ mes "Want to say to me this time...";
+ mes "You've told me many stories...";
+ mes "...How about one of your own?";
+ next;
+ }
+ else {
+ mes "[Iromo]";
+ mes "...And? ...What do you...";
+ mes "Want to say to me this time...";
+ mes "You've told me many stories...";
+ mes "...How about one of your own?";
+ next;
+ }
+ select("Friendship cannot be forgotten.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("To have that kind of friends and that kind of friendship...");
+ select("You need to get out of your house and see the world.");
+ mes "[Iromo]";
+ mes "Though you changed a story... but...";
+ mes "You're still talking about this...";
+ next;
+ select("To be honest, the other kids miss you.");
+ mes "[Iromo]";
+ mes "...Him? ...Miss me? That's...";
+ mes "Something from a long time ago...";
+ next;
+ select("There are many things you don't know yet.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("Don't you think it's a waste to stay home?");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("In order to find safety, you would give up fun adventures?");
+ select("That's too bad. Change is a very fun thing.");
+ mes "[Iromo]";
+ mes "...Change...";
+ mes "Is fun...?";
+ next;
+ select("Outside this city and this kingdom, there is a bigger world.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("Since it's so big, there are many fun things.");
+ mes "[Iromo]";
+ mes "Really...? Other than Alberta, and Rune-Midgarts...?";
+ mes "There are other places...?";
+ next;
+ set ep13_2_hiki,12;
+ changequest 10088,10089;
+ mes "[Iromo]";
+ mes "But... there will also be many troubles...";
+ mes "Isn't that true... I can't relax...";
+ mes "I... don't like those...";
+ close;
+ }
+ if (ep13_2_hiki == 11) {
+ mes "[Iromo]";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ next;
+ mes "[Iromo]";
+ mes "Alright... go away. I know...";
+ mes "I know what you want to say... what an annoyance...";
+ close;
+ }
+ if (ep13_2_hiki == 10) {
+ set .@cooltime,checkquest(10087,PLAYTIME);
+ if (.@cooltime == 2) {
+ mes "[Iromo]";
+ mes "...You really are annoying...";
+ mes "What exactly do you want from me...?";
+ next;
+ mes "[Iromo]";
+ mes "A long time ago... I had a friend just like you.";
+ mes "I met him when I went out to play...";
+ mes "But...";
+ mes "He must've forgotten all about me...";
+ next;
+ set ep13_2_hiki,11;
+ changequest 10087,10088;
+ getexp 67000,0;
+ mes "[Iromo]";
+ mes "Nevermind... it's not unexpected...";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "...What... Right now, I...";
+ mes "I don't want to... hear anything...";
+ mes "Go away...";
+ close;
+ }
+ if ((ep13_2_hiki == 9) && (lhz_rekenber > 21)) {
+ mes "[Iromo]";
+ mes "...What is it... this time...?";
+ next;
+ select("A story about a pair of siblings.");
+ mes "-Tell him about Kazien and Lyozien.-";
+ mes "-Because of ill fate,-";
+ mes "-They were born to do illegal tasks-";
+ mes "-But the innocent Lyozien-";
+ mes "-Trusted his brother...-";
+ next;
+ mes "-And even though Kazien has become-";
+ mes "-a criminal, but as an older brother-";
+ mes "-He hopes to take good care of his younger brother.-";
+ next;
+ mes "-This is a story from far away,-";
+ mes "-But because you have seen it with your own eyes,-";
+ mes "-You can clearly express-";
+ mes "-Your feelings.-";
+ next;
+ mes "-This story must be able to-";
+ mes "-Stir up the interest of-";
+ mes "-Iromo, who has always wanted a brother.-";
+ next;
+ mes "[Iromo]";
+ mes "I see...They were great siblings...";
+ mes "Tragic...but also beautiful.";
+ mes "If only...I can be the protagonist...";
+ mes "..in such a story...";
+ next;
+ mes "[Iromo]";
+ mes "...But...I'm an only child...";
+ mes "...So there's nothing I can do...";
+ next;
+ select("You don't need to be related by blood to be brothers.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("You can find make of these brothers outside.");
+ mes "[Iromo]";
+ mes "...Outside?...";
+ next;
+ select("But if you stay at home, nothing will change.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...What... So it's all my fault...";
+ mes "What you want to say...";
+ mes "...is always the same...";
+ mes "Get out... I'm not in the mood...";
+ next;
+ set ep13_2_hiki,10;
+ changequest 10086,10087;
+ getexp 57000,0;
+ mes "[Iromo]";
+ mes "...I'm not in a good mood, get out...";
+ close;
+ }
+ if ((ep13_2_hiki == 8) || (ep13_2_hiki == 9)) {
+ set .@cooltime,checkquest(10085,PLAYTIME);
+ if (.@cooltime == 2) {
+ mes "[Iromo]";
+ mes "You never give up, don't you?";
+ mes "What are you trying to say?";
+ next;
+ mes "[Iromo]";
+ mes "It is frustrating. But...";
+ mes "Why do you care about me so much?";
+ next;
+ if (Sex == 0) {
+ mes "[Iromo]";
+ mes "Really, its not that bad...";
+ mes "I wish I could have a sister like you.";
+ next;
+ }
+ else {
+ mes "[Iromo]";
+ mes "Really, its not that bad...";
+ mes "I wish I could have a brother like you.";
+ next;
+ }
+ mes "[Iromo]";
+ mes "Do you have any stories about siblings?";
+ next;
+ set ep13_2_hiki,9;
+ changequest 10085,10086;
+ mes "[Iromo]";
+ mes "What? Anything to say?";
+ mes "Seriously!";
+ mes "Just leave me alone.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "Thank you for caring...";
+ mes "But that is ok...No thanks...";
+ close;
+ }
+ if (ep13_2_hiki == 7) {
+ set .@goyang,checkquest(10084,HUNTING);
+ if (.@goyang == 2) {
+ mes "[Iromo]";
+ mes "Oh, you made the furious cat";
+ mes "go away from the village?";
+ mes "...Oh, you did..Thanks!";
+ next;
+ mes "[Iromo]";
+ mes "But, I am still scared of";
+ mes "being outside.";
+ mes "I would rather stay at home.";
+ next;
+ set ep13_2_hiki,8;
+ changequest 10084,10085;
+ getexp 47000,0;
+ mes "[Iromo]";
+ mes "Thank you for being helpful.";
+ mes "But, no thanks.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "If I go out, I will see the scary cat.";
+ next;
+ mes "[Iromo]";
+ mes "He will bite me..and";
+ mes "scratch me again.";
+ mes "I should stay at home.";
+ close;
+ }
+ if ((ep13_2_hiki == 6) && (countitem(528) > 0) && (countitem(501) > 0)) {
+ mes "[Iromo]";
+ mes "...Huh? This smell...";
+ mes "This is the one I like the most.";
+ mes "Ha Ha!";
+ next;
+ mes "[Iromo]";
+ mes "But..my mom is beside me.";
+ mes "(Wink, Wink)";
+ next;
+ mes "[Iromo]";
+ mes "...Thanks! I need to hide this.";
+ mes "Anyway, thank you!";
+ next;
+ mes "[Iromo]";
+ mes "It smells so good.";
+ next;
+ mes "[Iromo]";
+ mes "Huh?? If I go out,";
+ mes "then can I get these things?";
+ next;
+ mes "[Iromo]";
+ mes "......";
+ next;
+ mes "[Iromo]";
+ mes "But... I'm scared...";
+ next;
+ mes "[Iromo]";
+ mes "I am scared. If I go out...";
+ mes "No, I don't want to get hurt again.";
+ next;
+ select("Again?");
+ mes "[Iromo]";
+ mes "...there is a weird cat that can walk on two feet.";
+ mes "I like cats so I approached him.";
+ mes "Then suddenly he scratched and bit me.";
+ next;
+ delitem 528,1; //Monster's_Feed
+ delitem 501,1; //Red_Potion
+ set ep13_2_hiki,7;
+ changequest 10083,10084;
+ getexp 37500,0;
+ mes "[Iromo]";
+ mes "I don't want to see the cat again.";
+ mes "If I go out, I will see him. It is scary.";
+ close;
+ }
+ if ((ep13_2_hiki == 3) || (ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 5)) {
+ mes "[Iromo]";
+ mes "... I don't like being outside of the village.";
+ mes "Being inside of the house is the best.";
+ close;
+ }
+ if ((ep13_2_hiki == 1) || (ep13_2_hiki == 2)) {
+ mes "[Iromo]";
+ mes "Mother told me that";
+ mes "I should go out and play";
+ mes "with friends. But I don't";
+ mes "want to go out with them.";
+ next;
+ mes "[Iromo]";
+ mes "It is little bit inconvenient that";
+ mes "I can't get delicious food";
+ mes "that grows outside of the village.";
+ mes "I can stand it.";
+ next;
+ set ep13_2_hiki,2;
+ changequest 10079,10080;
+ mes "[Iromo]";
+ mes "But, I can have other food";
+ mes "instead of the outside food.";
+ mes "That way I don't have to go out.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "......";
+ next;
+ mes "[Iromo]";
+ mes "I like my house and my room.";
+ mes "I don't want to go out.";
+ close;
+}
+
+alberta_in,120,93,3 script Iromo's Mother#ep3_2 53,{
+ if (ep13_2_hiki == 8) {
+ mes "[Mother]";
+ mes "Thank you for helping my son.";
+ mes "But I think we can't do anything";
+ mes "about him anymore.";
+ next;
+ mes "[Mother]";
+ mes "Iromo was really active and";
+ mes "curious about the world.";
+ mes "He wanted to see all the";
+ mes "sights of the world.";
+ next;
+ mes "[Mother]";
+ mes "But look at him now.";
+ mes "He doesn't go out anymore.";
+ mes "He is just stuck inside of his room.";
+ next;
+ mes "[Mother]";
+ mes "He became a timid person.";
+ mes "If he has an argument with me,";
+ mes "he doesn't talk to me for a week.";
+ next;
+ mes "[Mother]";
+ mes "You might have";
+ mes "a hard time getting";
+ mes "Iromo to talk to you.";
+ close;
+ }
+ if (ep13_2_hiki == 7) {
+ mes "[Mother]";
+ mes "Oh, I remember";
+ mes "what happened last time...";
+ mes "One day, Iromo came home";
+ mes "with tears in his eyes";
+ mes "And he seemed hurt.";
+ next;
+ mes "[Mother]";
+ mes "It was not a big injury.";
+ mes "I was worried about him so much.";
+ mes "But, he never tells me what happened that day.";
+ next;
+ mes "[Mother]";
+ mes "After that day, he hasn't talked to people much and doesn't go out at all.";
+ next;
+ mes "[Mother]";
+ mes "I hope he tells me what happened that day.";
+ mes "Iromo was such a good boy...";
+ close;
+ }
+ if ((ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 6)) {
+ mes "[Mother]";
+ mes "Hum.. Iromo's favorite?";
+ mes "Let me think...";
+ mes "Actually he likes all kinds of food.";
+ mes "He is not picky about food.";
+ next;
+ mes "[Mother]";
+ mes "When he went out with friends,";
+ mes "he spent all his pocket money,";
+ mes "but I don't know what he has been eating.";
+ next;
+ set ep13_2_hiki,3;
+ mes "[Mother]";
+ mes "Oh, why don't you ask Iromo's friend?";
+ mes "I think he would know about his favorite food.";
+ close;
+ }
+ if ((ep13_2_hiki == 2) || (ep13_2_hiki == 3)) {
+ mes "[Mother]";
+ mes "Hum.. Iromo's favorite?";
+ mes "Let me think...";
+ mes "Actually he likes all kinds of food.";
+ mes "He is not picky about food.";
+ next;
+ mes "[Mother]";
+ mes "When he went out with friends,";
+ mes "he spent all his pocket money,";
+ mes "but I don't know what he has been eating.";
+ next;
+ set ep13_2_hiki,3;
+ mes "[Mother]";
+ mes "Oh, why don't you ask Iromo's friend?";
+ mes "I think he would know about his favorite food.";
+ close;
+ }
+ mes "[Mother]";
+ mes "This little boy is my son, Iromo.";
+ next;
+ mes "[Mother]";
+ mes "He used to go out all the time.";
+ mes "He loved playing outside with friends.";
+ next;
+ mes "[Mother]";
+ mes "But, somehow...";
+ mes "he doesn't go out anymore.";
+ next;
+ if (BaseLevel > 40) {
+ set ep13_2_hiki,1;
+ setquest 10079;
+ }
+ mes "[Mother]";
+ mes "I am so worried about him...";
+ mes "What happened to him..?";
+ close;
+}
+
+alberta,45,106,5 script Little Boy#ep3_2 706,{
+ if (ep13_2_hiki == 6) {
+ mes "[Little Boy]";
+ mes "Iromo? He used to like ^FF0000Monster's Feed^000000 and ^FF0000Red Potion^000000.";
+ next;
+ mes "[Little Boy]";
+ mes "Oh ya and one more thing~!";
+ mes "I like Bananas. Haha.";
+ close;
+ }
+ if (ep13_2_hiki == 5) {
+ mes "[Little Boy]";
+ mes "......";
+ next;
+ mes "[Little Boy]";
+ mes "Yummy! Banana is always delicious!";
+ mes "Bananas are the best fruits ever!";
+ next;
+ mes "[Little Boy]";
+ mes "Thanks for the Banana...";
+ mes "Now I can think about";
+ mes "what Iromo likes to eat.";
+ next;
+ mes "[Little Boy]";
+ mes "He used to like junk food.";
+ mes "You know, cheap and weird tasting snacks...";
+ mes "So he had to hide when he had them.";
+ next;
+ mes "[Little Boy]";
+ mes "His mother wouldn't let him";
+ mes "have those kind of snacks...";
+ mes "So he hid them from her.";
+ mes "I don't know why he liked";
+ mes "those junk foods anyways.";
+ next;
+ mes "[Little Boy]";
+ mes "He usually enjoyed having";
+ mes "Monster's Feed.";
+ mes "He said it is good";
+ mes "with Red Potion soup.";
+ mes "He always had a Red Potion and Monster's Feed for his lunch.";
+ next;
+ mes "[Little Boy]";
+ mes "He's got a weird appetite.";
+ mes "I can't understand why he liked";
+ mes "those foods. He was odd...";
+ next;
+ set ep13_2_hiki,6;
+ changequest 10082,10083;
+ mes "[Little Boy]";
+ mes "Anyway, I already told you";
+ mes "what I know about him.";
+ mes "So, I am done now.";
+ mes "Let me know if you have more Bananas. Haha.";
+ mes "I love Bananas~~!";
+ close;
+ }
+ if ((ep13_2_hiki == 4) && (countitem(513) > 0)) {
+ mes "[Little Boy]";
+ mes "Huh? What a delicious smell!";
+ mes "You brought me Bananas!";
+ mes "Oh, thanks so much!";
+ next;
+ mes "[Little Boy]";
+ mes "Let me have them first.";
+ next;
+ mes "[Little Boy]";
+ mes "Chew, chew...";
+ next;
+ mes "[Little Boy]";
+ mes "Yum Yum...";
+ next;
+ delitem 513,1; //Banana
+ set ep13_2_hiki,5;
+ changequest 10081,10082;
+ mes "[Little Boy]";
+ mes "Wait. Wait...";
+ mes "***Gulp***";
+ mes "just a second...";
+ mes "Wait.";
+ close;
+ }
+ if (ep13_2_hiki == 4) {
+ mes "[Little Boy]";
+ mes "Banana~banana~";
+ mes "I love bananas~";
+ next;
+ mes "[Little Boy]";
+ mes "They don't sell bananas in this village...";
+ mes "I am eager to have bananas.";
+ next;
+ mes "[Little Boy]";
+ mes "Oh~ you promised!";
+ mes "Bring bananas for me~!! I will wait for you!";
+ close;
+ }
+ if (ep13_2_hiki == 3) {
+ mes "[Little Boy]";
+ mes "I am hugry. We don't have";
+ mes "much snack bar in this village.";
+ next;
+ mes "[Little Boy]";
+ mes "Huh? Iromo?";
+ mes "Oh, I haven't seen him for a long time...";
+ mes "Hum.. Where is he?";
+ mes "Did he move out?";
+ next;
+ mes "[Little Boy]";
+ mes "Huh? His favorite food?.";
+ mes "Hum.. What was it..?";
+ next;
+ mes "[Little Boy]";
+ mes "If I can remember it can you buy me a banana?";
+ next;
+ mes "[Little Boy]";
+ mes "Banana~banana~";
+ mes "I love bananas~";
+ next;
+ mes "[Little Boy]";
+ mes "They don't sell bananas in this village...";
+ mes "I am eager to have bananas.";
+ next;
+ set ep13_2_hiki,4;
+ changequest 10080,10081;
+ mes "[Little Boy]";
+ mes "Oh, you will buy me a banana?";
+ mes "I'll try to remember what Iromo's favorite food is for sure if you bring it to me.";
+ close;
+ }
+ mes "[Little Boy]";
+ mes "I am hugry. We don't have";
+ mes "much snack bar in this village.";
+ next;
+ mes "[Little Boy]";
+ mes "I hope they sell bananas";
+ mes "in this village.";
+ mes "Like other nice villages.";
+ next;
+ mes "[Little Boy]";
+ mes "This village is so boring...";
+ mes "What a small village.";
+ close;
+}
diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt
index 1917386cf..83b18916b 100644
--- a/npc/quests/quests_lighthalzen.txt
+++ b/npc/quests/quests_lighthalzen.txt
@@ -3406,45 +3406,39 @@ yuno_in04,168,117,3 script Book#lhz 111,{
///Cursed Spirit Quest
lhz_dun01,147,106,0 script #kiz01-1 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
soundeffect "loli_ruri_stand.wav",0;
- setquest 2086;
set lhz_curse,1;
- end;
+ setquest 2086;
}
- else if(lhz_curse < 26)
- {
+ else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,5);
sc_start SC_Curse,1000,0;
soundeffect "loli_ruri_stand.wav",0;
- if(@lhz_ghost == 1)
- {
- mes "[???]";
- mes "......";
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "Enjoy... this...";
soundeffect "loli_ruri_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
close;
}
- else if(@lhz_ghost == 4)
- {
- mes "[???]";
- mes "......";
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "I... I despise the living...";
soundeffect "loli_ruri_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
close;
}
- end;
}
}
+ end;
}
lhz_dun01,239,135,0 duplicate(#kiz01-1) #kiz01-2 -1,3,3
@@ -3452,45 +3446,39 @@ lhz_dun01,66,212,0 duplicate(#kiz01-1) #kiz01-3 -1,3,3
lhz_dun01,225,198,0 duplicate(#kiz01-1) #kiz01-4 -1,3,3
lhz_dun02,244,229,0 script #kiz02-1 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
- setquest 2086;
set lhz_curse,1;
- end;
+ setquest 2086;
}
- else if(lhz_curse < 26)
- {
+ else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
- if(@lhz_ghost == 1)
- {
- mes "[???]";
- mes "......";
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "Enjoy... this...";
- soundeffect "loli_ruri_stand.wav",0;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
close;
}
- else if(@lhz_ghost == 4)
- {
- mes "[???]";
- mes "......";
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "I... I despise the living...";
- soundeffect "loli_ruri_stand.wav",0;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
close;
}
- end;
}
}
+ end;
}
lhz_dun02,60,298,0 duplicate(#kiz02-1) #kiz02-2 -1,3,3
@@ -3498,68 +3486,57 @@ lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 -1,3,3
lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 -1,3,3
lhz_dun03,244,51,0 script #kiz03-1 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
- setquest 2086;
set lhz_curse,1;
- end;
+ setquest 2086;
}
- else if(lhz_curse < 26)
- {
+ else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
- if(@lhz_ghost == 1)
- {
- mes "[???]";
- mes "......";
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "Enjoy... this...";
soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
close;
}
- else if(@lhz_ghost == 4)
- {
- mes "[???]";
- mes "......";
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
next;
- mes "[???]";
- mes "I... I despise the living...";
soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
close;
}
- end;
}
}
+ end;
}
lhz_dun03,123,191,0 duplicate(#kiz03-1) #kiz03-2 -1,3,3
lhz_dun03,74,140,0 duplicate(#kiz03-1) #kiz03-3 -1,3,3
lighthalzen,344,278,0 script #kiz03 -1,2,2,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
- sc_start SC_Curse,1000,0;
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
- end;
+ sc_start SC_Curse,1000,0;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[?????]";
mes "Honey, I'm sorry,";
@@ -3580,9 +3557,9 @@ OnTouch:
mes "It's like we're less";
mes "than animals. I hate this!";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
next;
emotion e_what,1;
mes "["+strcharinfo(0)+"]";
@@ -3590,39 +3567,34 @@ OnTouch:
mes "just in my head, were they?";
mes "Hello...? Anybody there...?";
close2;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,5000,0;
- if(!lhz_spi01) set lhz_spi01,1;
- end;
+ if (!lhz_spi01) set lhz_spi01,1;
}
}
+ end;
}
lhz_in03,178,22,0 script #kiz04 -1,2,2,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
- end;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[?????]";
mes "Hey, you won't";
mes "believe it! Rekenber";
mes "decided to hire us!";
next;
- mes "[?????]";
+ mes "[???????]";
mes "You sure that's so great?";
mes "Those big corporations";
mes "always take advantage";
@@ -3642,13 +3614,13 @@ OnTouch:
mes "If they're true to their word,";
mes "that'll be even better!";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
next;
mes "[???]";
mes "Waaaah!";
- mes "Waaaaaah~!";
+ mes "Waaaaaaah~!";
next;
mes "[????]";
mes "Woman, shut this";
@@ -3663,9 +3635,9 @@ OnTouch:
mes "crummy this house is!";
mes "It's mine and I want quiet!";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
next;
emotion e_what,1;
mes "["+strcharinfo(0)+"]";
@@ -3674,31 +3646,26 @@ OnTouch:
mes "these voices coming from?";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,5000,0;
- if(!lhz_spi02) set lhz_spi02,1;
- end;
+ if (!lhz_spi02) set lhz_spi02,1;
}
}
+ end;
}
lighthalzen,295,227,0 script #kiz05 -1,2,2,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
- end;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[?????]";
mes "Mommy, why don't those";
@@ -3715,9 +3682,9 @@ OnTouch:
mes "any spare change? I...";
mes "I need something to eat...";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "This is...";
@@ -3725,31 +3692,26 @@ OnTouch:
mes "I must be hallucinating!";
close2;
soundeffect "loli_ruri_stand.wav",0;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,3000,0;
- if(!lhz_spi03) set lhz_spi03,1;
- end;
+ if (!lhz_spi03) set lhz_spi03,1;
}
}
+ end;
}
lighthalzen,364,315,0 script #kiz06 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
- end;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[?????]";
mes "Listen, I know you're";
@@ -3776,44 +3738,39 @@ OnTouch:
mes "generously compensated.";
next;
mes "[???????]";
- mes "...............";
+ mes ".............";
next;
mes "[???????]";
mes "...Alright, I'm in.";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
next;
mes "["+strcharinfo(0)+"]";
- mes "...............";
+ mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,5000,0;
- if(!lhz_spi04) set lhz_spi04,1;
- end;
+ if (!lhz_spi04) set lhz_spi04,1;
}
}
+ end;
}
lhz_in01,113,150,0 script #kiz07 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
- end;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[?????]";
mes "So, what exactly did you";
@@ -3843,36 +3800,31 @@ OnTouch:
mes "be taken to that far";
mes "off place very soon...";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
+ mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,3000,0;
- if(lhz_curse == 6) set lhz_curse,7;
- end;
+ if (!lhz_curse == 6) set lhz_curse,7;
}
}
+ end;
}
lhz_in01,272,227,0 script #kiz08 -1,2,2,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(!lhz_curse)
- {
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
- end;
}
- else if(lhz_curse < 26)
- {
- mes "...............";
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Blind,60000,0;
soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
next;
mes "[????]";
mes "Oh, I'm so sorry to";
@@ -3900,7 +3852,7 @@ OnTouch:
mes "[???]";
mes "Thank you, sir.";
next;
- mes "[???]";
+ mes "[????]";
mes "It would be a great loss";
mes "for this company to let you";
mes "go now. But I guess we have";
@@ -3932,55 +3884,47 @@ OnTouch:
mes "WHAT HAVE YOU DONE TO";
mes "MY LEGS?! HELP ME, OH MY G--";
next;
- mes "...............";
+ mes "............";
next;
- mes "...............";
- close2;
+ mes "............";
+ close;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_All;
+ sc_end SC_Blind;
sc_start SC_Curse,3000,0;
- if(lhz_curse == 11) set lhz_curse,12;
- end;
+ if (lhz_curse == 11) set lhz_curse,12;
}
}
+ end;
}
lhz_in01,206,129,0 script #kiz09 -1,5,5,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(lhz_curse == 12)
- {
- mes "...............";
+OnTouch_:
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
+ mes "............";
next;
- mes "...............";
- sc_start SC_Curse,1000,0;
+ mes "............";
soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Curse,1000,0;
close2;
warp "lhz_que01",26,27;
- end;
}
- else if(lhz_curse > 0 && lhz_curse < 26)
- {
+ else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
sc_start SC_Curse,1000,0;
- end;
}
}
+ end;
}
-lhz_que01,21,31,5 script #Varmunt 755,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(lhz_curse == 12)
- {
+lhz_que01,21,31,5 script #li_Varmunt 755,{
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
+ mes "[??]";
mes "Doctor Varmunt,";
mes "you've finally agreed";
mes "to join us. Welcome!";
next;
- emotion e_swt;
+ emotion e_swt,"#li_Varmunt";
mes "[Varmunt]";
mes "Well, I don't know if I agree";
mes "with this company's policies,";
@@ -3988,7 +3932,7 @@ OnTouch:
mes "seems to be an opportunity that";
mes "comes once in a lifetime, so...";
next;
- emotion e_ok,0,"#Rekenber";
+ emotion e_no1,"#li_researcher";
mes "[??]";
mes "To be honest, this project";
mes "can only be a success with";
@@ -4003,19 +3947,19 @@ OnTouch:
mes "that this deal sounds";
mes "too good to be true...";
next;
- mes ".........";
- next;
- soundeffect "loli_ruri_stand.wav",0;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "...............";
+ mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "..................";
+ mes "...................";
next;
+ soundeffect "loli_ruri_stand.wav",0;
mes ".....................";
next;
+ mes ".......................";
+ next;
mes "[??]";
mes "Amazing. You've accomplished";
mes "what most have thought to be";
@@ -4028,24 +3972,23 @@ OnTouch:
mes "I still don't believe that";
mes "were able to do it. This is";
mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful";
- mes "as the real Ymir's Heart.";
+ mes "if this imitation isn't as powerful as the real Ymir's Heart.";
next;
mes "[??]";
mes "Come, we must celebrate!";
mes "Let's go outside and have";
mes "a toast in your honor! Ha ha~";
next;
- mes ".........";
+ mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "............";
+ mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "...............";
+ mes "....................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "..................";
+ mes "......................";
next;
mes "[??]";
mes "But why, Doctor Varmunt?";
@@ -4057,8 +4000,7 @@ OnTouch:
mes "Well, I don't really";
mes "have a reason to remain";
mes "now that we've accomplished";
- mes "what I've agreed to do. It's time";
- mes "for me to return and work on";
+ mes "what I've agreed to do. It's time for me to return and work on";
mes "my personal research.";
next;
mes "[??]";
@@ -4100,28 +4042,24 @@ OnTouch:
warp "lhz_in01",206,129;
end;
}
- else
- {
+ else {
warp "lhz_in01",206,129;
- end;
}
}
- warp "lhz_in01",206,129;
+ else {
+ warp "lhz_in01",206,129;
+ }
end;
}
-lhz_que01,29,24,3 script #Rekenber 754,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(lhz_curse == 12)
- {
+lhz_que01,29,24,3 script #li_researcher 754,{
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
mes "Doctor Varmunt,";
mes "you've finally agreed";
mes "to join us. Welcome!";
next;
- emotion e_swt,0,"#Varmunt";
+ emotion e_swt,"#li_Varmunt";
mes "[Varmunt]";
mes "Well, I don't know if I agree";
mes "with this company's policies,";
@@ -4129,7 +4067,7 @@ OnTouch:
mes "seems to be an opportunity that";
mes "comes once in a lifetime, so...";
next;
- emotion e_ok;
+ emotion e_no1,"#li_researcher";
mes "[??]";
mes "To be honest, this project";
mes "can only be a success with";
@@ -4144,19 +4082,19 @@ OnTouch:
mes "that this deal sounds";
mes "too good to be true...";
next;
- mes ".........";
- next;
- soundeffect "loli_ruri_stand.wav",0;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "...............";
+ mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "..................";
+ mes "...................";
next;
+ soundeffect "loli_ruri_stand.wav",0;
mes ".....................";
next;
+ mes ".......................";
+ next;
mes "[??]";
mes "Amazing. You've accomplished";
mes "what most have thought to be";
@@ -4169,24 +4107,23 @@ OnTouch:
mes "I still don't believe that";
mes "were able to do it. This is";
mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful";
- mes "as the real Ymir's Heart.";
+ mes "if this imitation isn't as powerful as the real Ymir's Heart.";
next;
mes "[??]";
mes "Come, we must celebrate!";
mes "Let's go outside and have";
mes "a toast in your honor! Ha ha~";
next;
- mes ".........";
+ mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "............";
+ mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "...............";
+ mes "....................";
next;
soundeffect "loli_ruri_stand.wav",0;
- mes "..................";
+ mes "......................";
next;
mes "[??]";
mes "But why, Doctor Varmunt?";
@@ -4198,8 +4135,7 @@ OnTouch:
mes "Well, I don't really";
mes "have a reason to remain";
mes "now that we've accomplished";
- mes "what I've agreed to do. It's time";
- mes "for me to return and work on";
+ mes "what I've agreed to do. It's time for me to return and work on";
mes "my personal research.";
next;
mes "[??]";
@@ -4241,53 +4177,50 @@ OnTouch:
warp "lhz_in01",206,129;
end;
}
- else
- {
+ else {
warp "lhz_in01",206,129;
- end;
}
}
- warp "lhz_in01",206,129;
+ else {
+ warp "lhz_in01",206,129;
+ }
end;
}
lhz_in01,282,166,0 script #kiz10 -1,3,3,{
-
-OnTouch:
- if(countitem(7345))
- {
- if(lhz_curse == 16)
- {
- mes "...............";
+OnTouch_:
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 16) {
+ if (checkweight(1201,1) == 1) {
+ mes "^3355FFThere's something on";
+ mes "the floor, but you can't";
+ mes "really take a good look at";
+ mes "what it is right now. Perhaps";
+ mes "if you freed up more space";
+ mes "in your inventory...";
+ close;
+ }
+ mes "...";
+ mes "......";
next;
- mes "...............";
- sc_start SC_Curse,1000,0;
+ mes "...";
+ mes "......";
+ mes ".........";
soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Curse,1000,0;
close2;
warp "lhz_que01",98,59;
end;
}
- else if(lhz_curse > 0 && lhz_curse < 26)
- {
+ else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
sc_start SC_Curse,1000,0;
- end;
}
}
+ end;
}
-lhz_que01,99,74,5 script #pecomaster 48,{
-
- if(checkweight(7341,1) != 1)
- {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your";
- mes "inventory. Please come back";
- mes "after you've made more available";
- mes "inventory space.^000000";
- close;
- }
- else if(lhz_curse == 16)
- {
+lhz_que01,99,74,5 script #li_Man 48,{
+ if (lhz_curse == 16) {
mes "[???]";
mes "It's over.";
mes "I really want";
@@ -4295,8 +4228,8 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "the end for me.";
next;
mes "[Peco Peco]";
- mes "^3131FFThis is the end!^000000";
- mes "^3131FFThis is the end!^000000";
+ mes "^3131FFThis is the end!";
+ mes "This is the end!^000000";
next;
mes "[???]";
mes "He was right to say that";
@@ -4310,12 +4243,11 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "about me by now. And her";
mes "health is so bad. I'm such";
mes "a fool for leaving her behind.";
- mes "";
next;
mes "[Peco Peco]";
- mes "^3131FFSuch a fool!^000000";
- mes "^3131FFSuch a fool!^000000";
- mes "^3131FF*Squaaawk~*^000000";
+ mes "Such a fool!";
+ mes "Such a fool!";
+ mes "*Squaaawk~*";
next;
mes "[???]";
mes "Damn it!";
@@ -4323,9 +4255,9 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "Be quiet for just a minute!";
next;
mes "[Peco Peco]";
- mes "^3131FF*Squaaawk!*^000000";
- mes "^3131FFDeath Penalty!^000000";
- mes "^3131FFDeath Penalty!^000000";
+ mes "*Squaaaawk!*";
+ mes "Death Penalty!";
+ mes "Death Penalty!";
next;
mes "[???]";
mes "Death penalty?";
@@ -4333,11 +4265,13 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "to say something weird";
mes "like that? Huh. That's...";
next;
- mes "............";
+ mes "..............";
next;
- mes "............";
+ mes ".................";
next;
- mes "............";
+ mes "....................";
+ next;
+ mes "......................";
next;
mes "[???]";
mes "I'm the only one still";
@@ -4356,7 +4290,7 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "be able to get back...";
next;
mes "[???]";
- mes "............";
+ mes "........";
next;
mes "[?????]";
mes "Hey there, been";
@@ -4382,10 +4316,14 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "I want to see her again,";
mes "please let me see her...!";
next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
mes ".........";
- mes "............";
next;
- mes "^3131FF*Clink*^000000";
+ mes "^3355FF*Clink*^000000";
next;
mes "[??]";
mes "Hm? Who the hell";
@@ -4400,30 +4338,31 @@ lhz_que01,99,74,5 script #pecomaster 48,{
mes "pendant isn't even";
mes "worth picking up.";
next;
- mes "^3131FFYou pick up an old^000000";
+ mes "^3131FFYou pick up an old";
mes "pendant from the ground.";
mes "No matter how hard you try,";
mes "you can't open its clasp to see";
mes "what this pendant contains.^000000";
- changequest 2090,2091;
set lhz_curse,17;
- getitem 7341,1;
+ changequest 2090,2091;
+ getitem 7341,1; //Worn_Out_Pendant
close2;
- warp "lhz_in01",278,161;
- end;
+ warp "lhz_in01",278,162;
}
- else
- {
- warp "lhz_in01",278,161;
- end;
+ else {
+ warp "lhz_in01",278,162;
}
+ end;
}
-lhz_que01,90,71,5 script #birdie 1019,3,3,{
-
- end;
+lhz_que01,90,71,5 script #li_bird 1019,3,3,{
+ mes "[Peco Peco]";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ close;
-OnTouch:
+OnTouch_:
mes "[Peco Peco]";
mes "You're a fool!";
mes "You're a fool!";
@@ -4431,93 +4370,17 @@ OnTouch:
close;
}
-lighthalzen,346,263,3 script Elder 846,{
-
- if((!countitem(7345)) || (lhz_curse > 18))
- {
-L_NoText:
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch( select( "About Lighthalzen","About the Slum","????" ) )
- {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
-
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
-
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- else if((lhz_curse == 1) && (lhz_spi01) && (lhz_spi02) && (lhz_spi04))
- {
- mes "[Elder]";
- mes "No wonder you look";
- mes "so weary. Come, let";
- mes "me help relieve you";
- mes "of the burden that";
- mes "you're carrying.";
- next;
- switch( select( "Um, burden...?","Crazy old woman!" ) )
- {
+lighthalzen,346,263,3 script Elder#lhz 846,{
+ if (countitem(7345) > 0) {
+ if ((lhz_curse == 1) && (lhz_spi01 == 1) && (lhz_spi02 == 1) && (lhz_spi03 == 1) && (lhz_spi04 == 1)) {
+ mes "[Elder]";
+ mes "No wonder you look";
+ mes "so weary. Come, let";
+ mes "me help relieve you";
+ mes "of the burden that";
+ mes "you are carrying.";
+ next;
+ switch(select("Um, burden...?:Crazy old woman!")) {
case 1:
mes "[Elder]";
mes "Ah yes, they may not";
@@ -4526,13 +4389,9 @@ L_NoText:
mes "them. Yes. You're being";
mes "followed by those things.";
next;
- switch( select( "Things?" ) )
- {
- case 1:
- break;
- }
+ select("Things?");
mes "[Elder]";
- mes "Yes. the best way I can";
+ mes "Yes. The best way I can";
mes "describe them is as evil";
mes "thoughts left in the world";
mes "when someone dies in";
@@ -4543,7 +4402,7 @@ L_NoText:
mes "Sometimes, these lingering";
mes "thoughts are created when";
mes "someone is broken hearted";
- mes "or clings to this plane of the";
+ mes "or clings to this plane for the";
mes "sake of a loved one. Yes, those";
mes "thoughts are following you.";
next;
@@ -4557,11 +4416,7 @@ L_NoText:
soundeffect "loli_ruri_stand.wav",0;
sc_start SC_Curse,5000,0;
next;
- switch( select( "Yes! How do I get rid of them?" ) )
- {
- case 1:
- break;
- }
+ select("Yes! How do I get rid of them?");
mes "[Elder]";
mes "Well, usually these lingering";
mes "thoughts have some sort of";
@@ -4578,26 +4433,16 @@ L_NoText:
mes "clothes. Tell me, have you";
mes "wronged anyone recently?!";
next;
- switch( select( "I don't... think so.","I can't remember every bad thing I've done!" ) )
- {
- case 1:
- break;
- case 2:
- break;
- }
+ select("I don't... think so.:I can't remember every bad thing I've done!");
mes "[Elder]";
mes "Well, you better do";
mes "something soon, before";
mes "the evil taints your mind";
mes "and drives you to insanity!";
mes "Now, I need to know for sure";
- mes "if you've hearing voices.";
+ mes "if you've been hearing voices.";
next;
- switch( select( "Y-yes, I have." ) )
- {
- case 1:
- break;
- }
+ select("Y-yes, I have.");
mes "[Elder]";
mes "There's still hope.";
mes "The spirits are trying";
@@ -4627,7 +4472,7 @@ L_NoText:
mes "Yaaaaappp ---!";
specialeffect2 EF_SIGHTRASHER;
specialeffect2 EF_VOLCANO;
- specialeffect2 EF_PORTAL;
+ specialeffect2 EF_MAPPILLAR;
next;
mes "[Elder]";
mes "There! The locations";
@@ -4643,12 +4488,10 @@ L_NoText:
mes "Good luck, youngster.";
mes "I hope you can appease";
mes "the wrath of these spirits...";
- mes "But as long as you let them";
- mes "guide you, you ought to be safe.";
- changequest 2086,2087;
+ mes "But as long as you let them guide you, you ought to be safe.";
set lhz_curse,6;
+ changequest 2086,2087;
close;
-
case 2:
mes "[Elder]";
mes "Crazy...? Hm, you must";
@@ -4658,23 +4501,9 @@ L_NoText:
mes "me when you realize that you";
mes "need my help, youngster.";
close;
+ }
}
- }
- else if((lhz_curse > 5) && (lhz_curse < 17))
- {
- mes "[Elder]";
- mes "I'm sorry, but there's";
- mes "nothing more I can do for";
- mes "you right now. But if you";
- mes "find anything related to the";
- mes "spirits that torment you,";
- mes "please let me know.";
- close;
- }
- else if(lhz_curse == 17)
- {
- if(!countitem(7341))
- {
+ else if ((lhz_curse > 5) && (lhz_curse < 17)) {
mes "[Elder]";
mes "I'm sorry, but there's";
mes "nothing more I can do for";
@@ -4684,114 +4513,334 @@ L_NoText:
mes "please let me know.";
close;
}
- mes "[Elder]";
- mes "Greetings, adventurer.";
- mes "How goes your search for";
- mes "the remains of the spirits";
- mes "that still cling to this plane?";
- next;
- switch( select( "Show her the Pendant.","Cancel" ) )
- {
- case 1:
+ else if (lhz_curse == 17) {
+ if (countitem(7341) > 0) {
+ mes "[Elder]";
+ mes "Greetings, adventurer.";
+ mes "How goes your search for";
+ mes "the remains of the spirits";
+ mes "that still cling to this plane?";
+ next;
+ switch(select("Show him the Pendant.:Cancel")) {
+ case 1:
+ mes "[Elder]";
+ mes "Oh my... There are some";
+ mes "incredibly powerful emotions";
+ mes "clinging to this pendant. If we";
+ mes "don't do anything about this,";
+ mes "you'll be cursed very soon.";
+ mes "This is what you must do.";
+ next;
+ mes "[Elder]";
+ mes "Hurry and bring";
+ mes "^3131FF5 Holy Water^000000 and";
+ mes "^3131FF1 Bouquet^000000. The Holy Water";
+ mes "will purify this Pendant and";
+ mes "the Bouquet will comfort";
+ mes "the spirit of its owner.";
+ next;
+ mes "[Elder]";
+ mes "You don't have much";
+ mes "time, so return to me";
+ mes "as soon as possible!";
+ mes "It won't be long until";
+ mes "the spirits are consumed";
+ mes "by their supernatural rage...";
+ set lhz_curse,18;
+ changequest 2091,2092;
+ close;
+ case 2:
+ close;
+ }
+ }
+ else {
mes "[Elder]";
- mes "Oh my... There are some";
- mes "incredibly powerful emotions";
- mes "clinging to this pendant. If we";
- mes "don't do anything about this,";
- mes "you'll be cursed very soon.";
- mes "This is what you must do.";
+ mes "Greetings, adventurer.";
+ mes "How goes your search for";
+ mes "the remains of the spirits";
+ mes "that still cling to this plane?";
next;
mes "[Elder]";
+ mes "Wait...";
+ mes "Why do I sense";
+ mes "that you've found";
+ mes "something, but have";
+ mes "not brought it with you?";
+ mes "You must retrace your steps!";
+ close;
+ }
+ }
+ else if (lhz_curse == 18) {
+ if ((countitem(523) > 4) && (countitem(744) > 0) && (countitem(7341) > 0)) {
+ mes "[Elder]";
+ mes "Good, good.";
+ mes "All is in readiness.";
+ mes "Please be silent as";
+ mes "I focus my spirit for the";
+ mes "great task before me.";
+ next;
+ mes "[Elder]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "Hooooooo...";
+ specialeffect2 EF_BENEDICTIO;
+ next;
+ mes "[Elder]";
+ mes "Yaaaaapp ---!";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ mes "[Elder]";
+ mes "Whew! I've managed";
+ mes "to nullify this curse for you.";
+ mes "That still doesn't change the";
+ mes "fact that what happened to this";
+ mes "pendant's owner was tragic...";
+ next;
+ mes "[Elder]";
+ mes "Why don't you bring";
+ mes "this pendant to the place";
+ mes "where it really belongs?";
+ mes "I'm sure that would bring";
+ mes "great comfort to its owner.";
+ next;
+ mes "^3355FFSuddenly, the clasp on";
+ mes "the pendant pops open,";
+ mes "revealing a picture of a happy";
+ mes "couple. Somehow, the girl in";
+ mes "the picture, sitting uncomfortably^FFFFFF^3355FF in an old chair, looks familiar...^000000";
+ set lhz_curse,19;
+ changequest 2092,2093;
+ delitem 523,5; //Holy_Water
+ delitem 744,1; //Bunch_Of_Flowers
+ close;
+ }
+ else {
+ mes "[Elder]";
mes "Hurry and bring";
- mes "^0000ff5 Holy Water^000000 and";
- mes "^0000ff1 Bouquet^000000. The Holy Water";
- mes "will purify this Pendant and";
- mes "the Bouquet will comfort";
- mes "the spirit of its owner.";
+ mes "^3131FF5 Holy Water^000000 and";
+ mes "^3131FF1 Bouquet^000000 in order";
+ mes "for me to nullify this";
+ mes "curse. Do not forget to";
+ mes "bring the Pendant as well.";
+ close;
+ }
+ }
+ else {
+ mes "[Elder]";
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
next;
mes "[Elder]";
- mes "You don't have much";
- mes "time, so return to me";
- mes "as soon as possible!";
- mes "It won't be long until";
- mes "the spirits are consumed";
- mes "by their supernatural rage...";
- changequest 2091,2092;
- set lhz_curse,18;
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
close;
case 2:
mes "[Elder]";
- mes "Oh... You look so pale, are";
- mes "you alright? Heh heh~";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
close;
}
+ }
}
- else if(lhz_curse == 18)
- {
- if((countitem(523) < 5) || (!countitem(744)) || (!countitem(7341)))
- {
+ else {
+ if (lhz_curse < 1) {
mes "[Elder]";
- mes "Hurry and bring";
- mes "^0000ff5 Holy Water^000000 and";
- mes "^0000ff1 Bouquet^000000. The Holy Water";
- mes "will purify this Pendant and";
- mes "the Bouquet will comfort";
- mes "the spirit of its owner.";
- close;
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
+ next;
+ mes "[Elder]";
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
+ close;
+ }
}
- mes "[Elder]";
- mes "Good, good.";
- mes "All is readiness.";
- mes "Please be silent as";
- mes "I focus my spirit for the";
- mes "great task before me.";
- next;
- mes "[Elder]";
- mes "...";
- mes "......";
- mes ".........";
- mes "Hoooooooo...";
- specialeffect2 EF_SUFFRAGIUM;
- next;
- mes "[Elder]";
- mes "Yaaaaapp ---!";
- specialeffect2 EF_ASPERSIO;
- next;
- mes "[Elder]";
- mes "Whew! I've managed";
- mes "to nullify this curse for you.";
- mes "That still doesn't change the";
- mes "fact that what happened to this";
- mes "pendant's owner was tragic...";
- next;
- mes "[Elder]";
- mes "Why don't you bring";
- mes "this pendant to the place";
- mes "where it really belongs?";
- mes "I'm sure that would bring";
- mes "great comfort to its owner.";
- next;
- mes "^3131FFSuddenly, the clasp on";
- mes "the pendant pops open,";
- mes "revealing a picture of a happy";
- mes "couple. Somehow, the girl in";
- mes "the picture, sitting uncomfortably";
- mes "in an old chair, looks familiar...^000000";
- delitem 523,5; // Holy Water
- delitem 744,1; // Bouquet
- changequest 2092,2093;
- set lhz_curse,19;
- close;
- }
- else goto L_NoText;
+ else {
+ mes "[Elder]";
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
+ next;
+ mes "[Elder]";
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
+ close;
+ }
+ }
+ }
}
-lhz_in03,32,162,3 script Crippled Girl 53,{
-
- if(lhz_curse == 23)
- {
- if(countitem(7341))
- {
+lhz_in03,32,162,3 script Crippled Girl#li_tre 53,{
+ if (lhz_curse == 23) {
+ if (countitem(7341) > 0) {
mes "["+strcharinfo(0)+"]";
mes "Hey there, are";
mes "you feeling alright?";
@@ -4826,7 +4875,7 @@ lhz_in03,32,162,3 script Crippled Girl 53,{
mes "old pendant";
mes "into her hands.^000000";
next;
- specialeffect2 EF_MAPPILLAR3;
+ specialeffect2 EF_FORESTLIGHT4;
mes "...............";
next;
mes "["+strcharinfo(0)+"]";
@@ -4865,300 +4914,310 @@ lhz_in03,32,162,3 script Crippled Girl 53,{
mes "["+strcharinfo(0)+"]";
mes "Well...";
mes "This is awkward.";
- delitem 7341,1;
+ delitem 7341,1; //Worn_Out_Pendant
set lhz_curse,24;
close;
}
- mes "["+strcharinfo(0)+"]";
- mes "Hey there, are";
- mes "you feeling alright?";
- next;
- mes "[Crippled Girl]";
- mes "Oh, thanks,";
- mes "I'm fine. But...";
- mes "Have we met before?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah, we did.";
- mes "You should know who";
- mes "I am by now. Hey, you";
- mes "didn't forget, did you?";
- next;
- mes "[Lady]";
- mes "Oh, how do I put this?";
- mes "The fever she had for the";
- mes "last few days. She's gotten";
- mes "better, but she's forgotten";
- mes "everything that's happened";
- mes "in the past few weeks...";
- next;
- mes "^3131ffThis would be a good";
- mes "opportunity to give her the...^000000";
- close;
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey there, are";
+ mes "you feeling alright?";
+ next;
+ mes "[Crippled Girl]";
+ mes "Oh, thanks,";
+ mes "I'm fine. But...";
+ mes "Have we met before?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah, we did.";
+ mes "You should know who";
+ mes "I am by now. Hey, you";
+ mes "didn't forget, did you?";
+ next;
+ mes "[Lady]";
+ mes "Oh, how do I put this?";
+ mes "The fever she had for the";
+ mes "last few days. She's gotten";
+ mes "better, but she's forgotten";
+ mes "everything that's happened";
+ mes "in the past few weeks...";
+ next;
+ mes "^3131ffThis would be a good";
+ mes "opportunity to give her the...^000000";
+ close;
+ }
}
- else if(lhz_curse == 24)
- {
+ else if (lhz_curse == 24) {
mes "[Setsu]";
mes "...";
mes "......";
close;
}
- else if(lhz_curse == 25)
- {
+ else if (lhz_curse == 25) {
mes "[Setsu]";
mes "Excuse me, I can't still";
mes "walk but I don't cry";
mes "anymore. I'm doing my best!";
close;
}
- else
- {
+ else {
mes "[Crippled Girl]";
mes "...";
mes "......";
mes "*Sigh...*";
next;
- switch( select( "Hello, how are you?" ) )
- {
- case 1:
- break;
- }
+ select("Hello, how are you?");
mes "[Crippled Girl]";
mes "Oh, I'm fine,";
mes "thanks for asking.";
mes "I'm just waiting for";
mes "somebody, that's all.";
- if(lhz_curse == 19)
- {
+ if (lhz_curse == 19) {
next;
- switch( select( "Show her the Pendant.","Okay, have a good day." ) )
- {
- case 1:
+ switch(select("Show her the Pendant.:Okay, have a good day.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Crippled Girl]";
+ mes "Okay,";
+ mes "bye-bye...";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, would you have";
+ mes "any idea who might";
+ mes "have owned this pendant?";
+ next;
+ if (countitem(7341) < 1) {
+ mes "[Crippled Girl]";
+ mes "What are you talking about?";
+ close;
+ }
+ emotion e_gasp,"Crippled Girl#li_tre";
+ mes "[Crippled Girl]";
+ mes "Oh, that's mine!";
+ mes "I gave it to my big brother";
+ mes "before he went away on some";
+ mes "sort of business trip. You must";
+ mes "be his friend, is that right?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, um,";
+ mes "you know what...?";
+ next;
+ switch(select("Brutal Truth:Break it to her gently")) {
+ case 1:
+ mes "...";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...So basically, your";
+ mes "brother's @lhz_ghost, oh right,";
+ mes "did I mention he was dead?";
+ mes "Anyway, so he's not alive";
+ mes "anymore, but his spirit or";
+ mes "whatever is still around and--";
+ next;
+ mes "[Crippled Girl]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Crippled Girl]";
+ mes "...Dead?";
+ mes "No! I don't believe you!";
+ mes "He can't die! He was the";
+ mes "bravest and the sweetest";
+ mes "and the-- Leave me alone!";
+ mes "Oh god, get the hell away!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ mes "Sheesh.";
+ mes "Don't kill the";
+ mes "messenger.";
+ set lhz_curse,20;
+ close2;
+ warp "lighthalzen",322,323;
+ end;
+ case 2:
+ if (countitem(7341) > 0) {
+ mes "[Crippled Girl]";
+ mes "Did you meet my";
+ mes "big brother...?";
+ next;
+ mes "[Crippled Girl]";
+ mes "My brother is a strong";
+ mes "person, and I should be";
+ mes "happy of that, because";
+ mes "nothing could happen";
+ mes "to him.";
+ next;
mes "["+strcharinfo(0)+"]";
- mes "Um, would you have";
- mes "any idea who might";
- mes "have owned this pendant?";
+ mes "Um... yes. So...";
next;
- if (!countitem(7341))
- {
- mes "[Crippled Girl]";
- mes "What are you talking about?";
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure, your big brother must be happy.";
+ mes "He'll come back sometime.";
+ mes "You should sleep to be healthy";
+ mes "once your brother returns.";
+ next;
+ mes "[Crippled Girl]";
+ mes "Yes! I must be okay";
+ mes "and be able to walk when my";
+ mes "brother come.";
+ next;
+ mes "^3131ffYou place the";
+ mes "old pendant";
+ mes "into her hands.^000000";
+ next;
+ specialeffect2 EF_FORESTLIGHT4;
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFSetsu, please remember";
+ mes "that I'd never do anything";
+ mes "to hurt you. Forgive me for";
+ mes "leaving you behind. I hope";
+ mes "that one day we'll meet";
+ mes "again, little princess.^000000";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFUntil then, I want";
+ mes "you to be happy, okay?";
+ mes "Your brother's always";
+ mes "gonna be looking out for";
+ mes "you, one way or another...^000000";
+ next;
+ mes "[Setsu]";
+ mes "My brother's...";
+ mes "That's my brother's";
+ mes "voice! Brother!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eh? What? Whoa...";
+ mes "What came over me?";
+ mes "The last thing I reme--";
+ next;
+ mes "^FF0000Tears fall from the";
+ mes "girl's face, then you...^000000";
+ next;
+ switch(select("Distract her:Comfort her")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, all of this was a play...";
+ mes "Y-yes a play, I was practising.";
+ mes "Ha ha~ Is it okay, isn't it?";
+ next;
+ mes "[Setsu]";
+ mes "Oh, you surprised me!";
+ mes "Even though I didn't think";
+ mes "it was really my brother, you know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...";
+ next;
+ mes "[Setsu]";
+ mes "I'll do my best!";
+ mes "I must be okay when my brother return.";
+ mes "He'll be very proud of me.";
+ mes "Heh heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I'm sure of that.";
+ delitem 7341,1; //Worn_Out_Pendant
+ set lhz_curse,25;
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Crying have no use!";
+ mes "You're a very pretty";
+ mes "girl to be ruining your";
+ mes "face with useless tears.";
+ next;
+ mes "[Setsu]";
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You should do your best";
+ mes "to be healthy for the time";
+ mes "your big brother return.";
+ next;
+ mes "[Setsu]";
+ mes "Yes...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Listen, when your brother";
+ mes "return you'll celebrate in";
+ mes "a beautiful place.";
+ next;
+ mes "[Setsu]";
+ mes "Really?";
+ mes "It's a promise then! Heh heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I hope it'll be soon!";
+ mes "When I return I want you to be";
+ mes "able to walk. See you soon, then!";
+ next;
+ mes "[Setsu]";
+ mes "I'll try hard!";
+ delitem 7341,1; //Worn_Out_Pendant
+ set lhz_curse,25;
close;
}
- emotion e_gasp;
+ }
+ else {
+ mes "[Crippled Girl]";
+ mes "Did you meet my";
+ mes "big brother...?";
+ next;
mes "[Crippled Girl]";
- mes "Oh, that's mine!";
- mes "I gave it to my big brother";
- mes "before he went away on some";
- mes "sort of business trip. You must";
- mes "be his friend, is that right?";
+ mes "My brother is a strong";
+ mes "person, and I should be";
+ mes "happy of that, because";
+ mes "nothing could happen";
+ mes "to him.";
next;
mes "["+strcharinfo(0)+"]";
- mes "Actually, um,";
- mes "you know what...?";
+ mes "Um... yes. So...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure, your big brother must be happy.";
+ mes "He'll come back sometime.";
+ mes "You should sleep to be healthy";
+ mes "once your brother returns.";
next;
- switch( select( "Brutal Truth","Break it to her gently" ) )
- {
- case 1:
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...So basically, your";
- mes "brother's ghost, oh right,";
- mes "did I mention he was dead?";
- mes "Anyway, so he's not alive";
- mes "anymore, but his spirit or";
- mes "whatever is still around and--";
- next;
- mes "[Crippled Girl]";
- mes "...";
- mes "......";
- next;
- mes "[Crippled Girl]";
- mes "...Dead?";
- mes "No! I don't believe you!";
- mes "He can't die! He was the";
- mes "bravest and the sweetest";
- mes "and the-- Leave me alone!";
- mes "Oh god, get the hell away!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- mes "Sheesh.";
- mes "Don't kill the";
- mes "messenger.";
- changequest 2093,2094;
- set lhz_curse,23;
- close2;
- warp "lighthalzen",322,323;
- end;
-
- case 2:
- mes "[Crippled Girl]";
- mes "Did you meet my";
- mes "big brother...?";
- next;
- mes "[Crippled Girl]";
- mes "My brother is a strong";
- mes "person, and I should be";
- mes "happy of that, because";
- mes "nothing could happen";
- mes "to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um... yes. So...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sure, your big brother must be happy.";
- mes "He'll come back sometime.";
- mes "You should sleep to be healthy";
- mes "once your brother returns.";
- next;
- mes "[Crippled Girl]";
- mes "Yes! I must be okay";
- mes "and be able to walk when my";
- mes "brother come.";
- if(!countitem(7341)) close;
- next;
- mes "^3131ffYou place the";
- mes "old pendant";
- mes "into her hands.^000000";
- next;
- specialeffect2 EF_MAPPILLAR3;
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFSetsu, please remember";
- mes "that I'd never do anything";
- mes "to hurt you. Forgive me for";
- mes "leaving you behind. I hope";
- mes "that one day we'll meet";
- mes "again, little princess.^000000";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFUntil then, I want";
- mes "you to be happy, okay?";
- mes "Your brother's always";
- mes "gonna be looking out for";
- mes "you, one way or another...^000000";
- next;
- mes "[Setsu]";
- mes "My brother's...";
- mes "That's my brother's";
- mes "voice! Brother!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eh? What? Whoa...";
- mes "What came over me?";
- mes "The last thing I reme--";
- next;
- mes "^FF0000Tears fall from the";
- mes "girl's face, then you...^000000";
- next;
- switch( select( "Distract her","Comfort her" ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Oh, all of this was a play...";
- mes "Y-yes a play, I was practising.";
- mes "Ha ha~ Is it okay, isn't it?";
- next;
- mes "[Setsu]";
- mes "Oh, you surprised me!";
- mes "Even though I didn't think";
- mes "it was really my brother, you know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...";
- next;
- mes "[Setsu]";
- mes "I'll do my best!";
- mes "I must be okay when my brother return.";
- mes "He'll be very proud of me.";
- mes "Heh heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I'm sure of that.";
- delitem 7341,1;
- changequest 2093,2094;
- set lhz_curse,25;
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Crying have no use!";
- mes "You're a very pretty";
- mes "girl to be ruining your";
- mes "face with useless tears.";
- next;
- mes "[Setsu]";
- mes "............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You should do your best";
- mes "to be healthy for the time";
- mes "your big brother return.";
- next;
- mes "[Setsu]";
- mes "Yes...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Listen, when your brother";
- mes "return you'll celebrate in";
- mes "a beautiful place.";
- next;
- mes "[Setsu]";
- mes "Really?";
- mes "It's a promise then! Heh heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I hope it'll be soon!";
- mes "When I return I want you to be";
- mes "able to walk. See you soon, then!";
- next;
- mes "[Setsu]";
- mes "I'll try hard!";
- delitem 7341,1;
- changequest 2093,2094;
- set lhz_curse,25;
- close;
- }
- }
-
- case 2:
mes "[Crippled Girl]";
- mes "Okay,";
- mes "bye-bye...";
+ mes "Yes! I must be okay";
+ mes "and be able to walk when my";
+ mes "brother come.";
close;
+ }
}
}
close;
}
}
-lighthalzen,324,322,1 script #lhz_door1 45,2,2,{
-
-OnTouch:
- if((lhz_curse > 19) && (lhz_curse < 23))
- {
- mes "^3131ffThe door is locked.^000000";
+lighthalzen,324,322,0 script #li_door 45,2,2,{
+OnTouch_:
+ if ((lhz_curse > 19) && (lhz_curse < 23)) {
+ mes "^3355FFThe door is locked.^000000";
+ set lhz_curse,lhz_curse+1;
close;
}
- else if(lhz_curse > 23)
- {
- mes "^3131ffThe door is locked.^000000";
+ else if (lhz_curse > 23) {
+ mes "^3355FFThe door is locked.^000000";
next;
mes "[Citizen]";
mes "I'm sorry, but another";
mes "epidemic is starting to";
mes "spread around the slums.";
- mes "We're not going outside and";
- mes "we're keeping our children safe!";
+ mes "We're not going outside and we're keeping our children safe!";
next;
mes "[Citizen]";
mes "Not to be unfriendly,";
@@ -5168,35 +5227,29 @@ OnTouch:
mes "sanitary, you know?";
close;
}
- else
- {
+ else {
warp "lhz_in03",15,162;
- end;
}
-}
-
-lhz_in03,12,162,1 script #lhz_door2 45,1,1,{
-
-OnTouch:
- warp "lighthalzen",321,322;
end;
}
-lighthalzen,319,321,0 script #brother -1,3,3,{
+lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
-OnTouch:
- if((lhz_curse == 24) || (lhz_curse == 25))
- {
- mes "*Shhhzzzz!*";
+lighthalzen,319,321,0 script #li_bother -1,3,3,{
+OnTouch_:
+ if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
+ mes ".............";
+ next;
+ mes "*Shhhzzzzzzz!*";
+ specialeffect2 EF_MAPPILLAR;
next;
mes "[????]";
- mes "............";
- specialeffect2 EF_PORTAL;
+ mes "...........";
next;
- mes "[???]";
+ mes "[????]";
mes "^FF0000...I'm sorry...";
mes "......I appreciate";
- mes "that you............^000000";
+ mes "that you.............^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "H-huh?!";
@@ -5219,37 +5272,36 @@ OnTouch:
mes "is tied to the ^FF0000Rekenber";
mes "Corporation^000000 and that";
mes "^FF0000Regenschirm Laboratory^000000.";
- changequest 2094,2095;
set lhz_curse,26;
- if(BaseLevel < 70) getexp 800000,300000;
- else if(BaseLevel < 80) getexp 1000000,500000;
- else if(BaseLevel < 90) getexp 1500000,800000;
- else getexp 2000000,1000000;
- close;
+ changequest 2093,2094;
+ if (BaseLevel < 70)
+ getexp 80000,30000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80))
+ getexp 100000,50000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90))
+ getexp 150000,80000;
+ else if ((BaseLevel > 89) && (BaseLevel < 151))
+ getexp 200000,100000;
}
+ end;
}
-lhz_in01,114,181,3 script Representative 71,{
-
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- if(lhz_curse == 7)
- select("Building Information","Corporation History");
- else
- select("Building Information");
-
- if (@menu == 1) {
- while(1) {
+lhz_in01,114,181,5 script Representative#li_01 71,{
+ if (lhz_curse == 7) {
+ mes "[Representative]";
+ mes "Greetings, and welcome";
+ mes "to the Rekenber Corporation.";
+ mes "How may I be of service today?";
+ next;
+ switch(select("Building Information:Corporation History")) {
+ case 1:
mes "[Representative]";
mes "Please tell me";
mes "which floor you'd like";
mes "to know more about.";
next;
- switch( select( "1F","2F","B1","Cancel" ) )
- {
+ while (1) {
+ switch(select("1F:2F:B1:Cancel")) {
case 1:
mes "[Representative]";
mes "The ^3131FFRekenber Library^000000 can";
@@ -5266,7 +5318,6 @@ lhz_in01,114,181,3 script Representative 71,{
mes "through the right hallway.";
next;
break;
-
case 2:
mes "[Representative]";
mes "Please use the stairs";
@@ -5279,22 +5330,20 @@ lhz_in01,114,181,3 script Representative 71,{
mes "[Representative]";
mes "There, you can find";
mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary Office^000000, the";
+ mes "^3131FFSecretary's Office^000000, the";
mes "^3131FFAuditorium^000000 and the";
mes "^3131FFChairman's Office^000000.";
next;
break;
-
case 3:
mes "[Representative]";
mes "The first underground floor";
- mes "is used by the ^3131FFRegenshirm^000000,";
+ mes "is used by ^3131FFRegenschirm^000000,";
mes "our laboratory affiliate. For";
mes "security reasons, this floor";
- mes "is not accessible to visitors";
+ mes "is not accessible to visitors.";
next;
break;
-
case 4:
mes "[Representative]";
mes "We are always doing our";
@@ -5304,99 +5353,158 @@ lhz_in01,114,181,3 script Representative 71,{
mes "is the name you can trust.";
mes "Thank you and have a nice day.";
close;
+ }
}
+ case 2:
+ mes "[Representative]";
+ mes "If you're interested in";
+ mes "learning the history of";
+ mes "our corporation, please";
+ mes "speak to the representative";
+ mes "inside our Library. Thank you.";
+ next;
+ mes "[Representative]";
+ mes "Please head down";
+ mes "the hallway to the left in";
+ mes "order to find our Library.";
+ mes "Thank you and have a nice day.";
+ set lhz_curse,8;
+ changequest 2087,2088;
+ close;
}
}
else {
mes "[Representative]";
- mes "If you're interested in";
- mes "learning the history of";
- mes "our corporation, please";
- mes "speak to the representative";
- mes "inside our Library. Thank you.";
+ mes "Greetings, and welcome";
+ mes "to the Rekenber Corporation.";
+ mes "How may I be of service today?";
next;
- mes "[Representative]";
- mes "Please head down";
- mes "the hallway to the left in";
- mes "order to find our Library.";
- mes "Thank you and have a nice day.";
- changequest 2087,2088;
- set lhz_curse,8;
+ switch(select("Building Information.")) {
+ case 1:
+ mes "[Representative]";
+ mes "Please tell me";
+ mes "which floor you'd like";
+ mes "to know more about.";
+ next;
+ while (1) {
+ switch(select("1F:2F:B1:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The ^3131FFRekenber Library^000000 can";
+ mes "be found at the end of the";
+ mes "left hallway. Our library is";
+ mes "a great resource of innovative";
+ mes "ideas and information for our";
+ mes "system development employees.";
+ next;
+ mes "[Representative]";
+ mes "The ^3131FFBall Room^000000, where";
+ mes "various official events are";
+ mes "usually held, can be accessed";
+ mes "through the right hallway.";
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "Please use the stairs";
+ mes "located on both sides of";
+ mes "the Help Desk to go to the";
+ mes "Second Floor. The Second";
+ mes "Floor is mostly used for";
+ mes "administrative purposes.";
+ next;
+ mes "[Representative]";
+ mes "There, you can find";
+ mes "the ^3131FFConference Room^000000,";
+ mes "^3131FFSecretary's Office^000000, the";
+ mes "^3131FFAuditorium^000000 and the";
+ mes "^3131FFChairman's Office^000000.";
+ next;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "The first underground floor";
+ mes "is used by ^3131FFRegenschirm^000000,";
+ mes "our laboratory affiliate. For";
+ mes "security reasons, this floor";
+ mes "is not accessible to visitors.";
+ next;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "We are always doing our";
+ mes "best to provide the best";
+ mes "services to our customers.";
+ mes "Remember that Rekenber";
+ mes "is the name you can trust.";
+ mes "Thank you and have a nice day.";
+ close;
+ }
+ }
+ }
}
- close;
}
-lhz_in01,27,247,5 script Representative#lhz 71,{
-
- if(lhz_curse > 6)
- {
+lhz_in01,27,247,5 script Representative#li_02 71,{
+ if (lhz_curse > 6) {
mes "[Representative]";
mes "Welcome to the";
mes "Rekenber Corporation.";
mes "How may I help you?";
next;
- switch( select( "Corporation History","Rekenber's Businesses" ) )
- {
- case 1:
- mes "[Representative]";
- mes "Rekenber was established";
- mes "400 years ago, around the";
- mes "same time as the foundation";
- mes "of the Schwaltzvalt Republic.";
- next;
- mes "[Representative]";
- mes "We began as the ''Zent Zerter";
- mes "Lighthal Research Center,''";
- mes "named after our first chairman.";
- mes "In 560 A.W. (After War), our";
- mes "organization was renamed after";
- mes "our new chairman, Mr. Rekenber.";
- next;
- mes "[Representative]";
- mes "Mr. Rekenber expanded the";
- mes "Corporation's purposes, but";
- mes "also founded the Regenschirm";
- mes "Laboratory to continue this";
- mes "company's original goal of";
- mes "scientific research.";
- next;
- mes "[Representative]";
- mes "In the year 700 A.W.,";
- mes "^ff0000Doctor Varmunt^000000 joined";
- mes "Regenschirm. It was his work";
- mes "in science that enabled the";
- mes "Rekenber Corporation to grow";
- mes "into the nation's biggest company.";
- if(lhz_curse == 8) set lhz_curse,9;
- else if(lhz_curse == 9) {
- changequest 2088,2089;
- set lhz_curse,10;
- }
- next;
- break;
-
- case 2:
- mes "[Representative]";
- mes "In addition to merchandising,";
- mes "freight transport and trading,";
- mes "the Rekenber Corporation is";
- mes "also heavily involved with";
- mes "providing the Airship service,";
- mes "one of our major projects.";
- next;
- mes "[Representative]";
- mes "Rekenber is involved in";
- mes "almost any business that";
- mes "you can imagine. Remember";
- mes "that Rekenber is the name";
- mes "that you can trust.";
- if (lhz_curse == 8) set lhz_curse,9;
- else if(lhz_curse == 9) {
- changequest 2088,2089;
- set lhz_curse,10;
- }
- next;
- break;
+ switch(select("Corporation History:Rekenber's Businesses")) {
+ case 1:
+ mes "[Representative]";
+ mes "Rekenber was established";
+ mes "400 years ago, around the";
+ mes "same time as the foundation";
+ mes "of the Schwaltzvalt Republic.";
+ next;
+ mes "[Representative]";
+ mes "We began as the ''Zent Zerter";
+ mes "Lighthal Research Center,''";
+ mes "named after our first chairman.";
+ mes "In 560 A.W. (After War), our";
+ mes "organization was renamed after";
+ mes "our new chairman, Mr. Rekenber.";
+ next;
+ mes "[Representative]";
+ mes "Mr. Rekenber expanded the";
+ mes "Corporation's purposes, but";
+ mes "also founded the Regenschirm";
+ mes "Laboratory to continue this";
+ mes "company's original goal of";
+ mes "scientific research.";
+ next;
+ mes "[Representative]";
+ mes "In the year 700 A.W.,";
+ mes "^FF0000Doctor Varmunt^000000 joined";
+ mes "Regenschirm. It was his work";
+ mes "in science that enabled the";
+ mes "Rekenber Corporation to grow into the nation's biggest company.";
+ if (lhz_curse == 8) set lhz_curse,9;
+ else if (lhz_curse == 9) set lhz_curse,10;
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "In addition to merchandising,";
+ mes "freight transport and trading,";
+ mes "the Rekenber Corporation is";
+ mes "also heavily involved with";
+ mes "providing the Airship service,";
+ mes "one of our major projects.";
+ next;
+ mes "[Representative]";
+ mes "Rekenber is involved in";
+ mes "almost any business that";
+ mes "you can imagine. Remember";
+ mes "that Rekenber is the name";
+ mes "that you can trust.";
+ if (lhz_curse == 8) set lhz_curse,9;
+ else if (lhz_curse == 9) set lhz_curse,10;
+ next;
+ break;
}
mes "[Representative]";
mes "If you'd like to know more";
@@ -5404,94 +5512,90 @@ lhz_in01,27,247,5 script Representative#lhz 71,{
mes "please refer to the Rekenber";
mes "Guidebook located to my side.";
mes "Thank you and have a nice day.";
+ changequest 2088,2089;
close;
}
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- switch( select( "Building Information" ) )
- {
+ else {
+ mes "[Representative]";
+ mes "Welcome to the";
+ mes "Rekenber Corporation.";
+ mes "How may I help you?";
+ next;
+ switch(select("Building Information.")) {
case 1:
+ mes "[Representative]";
+ mes "Please tell me";
+ mes "which floor you'd like";
+ mes "to know more about.";
+ next;
while (1) {
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- switch( select( "1F","2F","B1","Cancel" ) )
- {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
-
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
-
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by the ^3131FFRegenshirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors";
- next;
- break;
-
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
+ switch(select("1F:2F:B1:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The ^3131FFRekenber Library^000000 can";
+ mes "be found at the end of the";
+ mes "left hallway. Our library is";
+ mes "a great resource of innovative";
+ mes "ideas and information for our";
+ mes "system development employees.";
+ next;
+ mes "[Representative]";
+ mes "The ^3131FFBall Room^000000, where";
+ mes "various official events are";
+ mes "usually held, can be accessed";
+ mes "through the right hallway.";
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "Please use the stairs";
+ mes "located on both sides of";
+ mes "the Help Desk to go to the";
+ mes "Second Floor. The Second";
+ mes "Floor is mostly used for";
+ mes "administrative purposes.";
+ next;
+ mes "[Representative]";
+ mes "There, you can find";
+ mes "the ^3131FFConference Room^000000,";
+ mes "^3131FFSecretary's Office^000000, the";
+ mes "^3131FFAuditorium^000000 and the";
+ mes "^3131FFChairman's Office^000000.";
+ next;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "The first underground floor";
+ mes "is used by ^3131FFRegenschirm^000000,";
+ mes "our laboratory affiliate. For";
+ mes "security reasons, this floor";
+ mes "is not accessible to visitors.";
+ next;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "We are always doing our";
+ mes "best to provide the best";
+ mes "services to our customers.";
+ mes "Remember that Rekenber";
+ mes "is the name you can trust.";
+ mes "Thank you and have a nice day.";
+ close;
}
}
+ }
}
}
-lhz_in01,25,251,3 script Rekenber Guidebook 111,{
-
- mes "...............";
+lhz_in01,25,251,3 script Rekenber Guidebook#li 111,{
+ mes "..............";
next;
- mes "^0000FF#The Vision^000000";
+ mes "^3131FF#The Vision^000000";
mes "In the pursuit of knowledge,";
mes "Rekenber will search the";
mes "Rune-Midgart continent for";
mes "ancient relics. We hope to make";
- mes "significant scientific progress by";
- mes "learning the secrets of the past.";
+ mes "significant scientific progress by learning the secrets of the past.";
next;
mes "By making scientific";
mes "headway, we hope we can";
@@ -5500,30 +5604,27 @@ lhz_in01,25,251,3 script Rekenber Guidebook 111,{
mes "and affordable services in";
mes "the Schwaltzvalt Republic.";
next;
- mes "^0000ff#The Commitment^000000";
+ mes "^3131FF#The Commitment^000000";
mes "Although magic and the";
- mes "power of gods has always";
+ mes "power of the gods has always";
mes "maintained an aura of mystery";
- mes "and superstition, Rekenber hopes";
- mes "^0000ffto understand these forces from";
- mes "a more logical standpoint^000000.";
+ mes "and superstition, Rekenber hopes^FFFFFF ^3131FF to understand these forces from";
+ mes "a more logical standpoint.";
next;
- mes "^ff0000Our goal is to make";
+ mes "^FF0000Our goal is to make";
mes "the lives of our customers";
mes "easier and more enjoyable";
mes "by making the ancient power";
mes "of the gods more accessible";
- mes "by means of new technologies.^000000";
- if(lhz_curse == 10) set lhz_curse,11;
+ mes "by means of new technologies.";
+ if (lhz_curse == 10) set lhz_curse,11;
next;
- mes "...............";
+ mes "..............";
close;
}
-lhz_in01,273,121,1 script Mad Scientist 865,{
-
- if(lhz_curse == 13)
- {
+lhz_in01,273,121,1 script Mad Scientist#li 865,{
+ if (lhz_curse == 13) {
mes "[Wolfchev]";
mes "No one shall";
mes "interrupt my";
@@ -5531,140 +5632,138 @@ lhz_in01,273,121,1 script Mad Scientist 865,{
mes "dare, I'll simply...";
mes "Eat you. Eat you alive.";
next;
- switch( select( "No... N-no!","Do you need any help?" ) )
- {
- case 1:
- mes "[Wolfchev]";
- mes "Out of my sight,";
- mes "microcephalic fool!";
- close;
-
- case 2:
- mes "[Wolfchev]";
- mes "Huh? You think I have";
- mes "the luxury of remembering";
- mes "the face of every part-timer";
- mes "I've fired? Get lost, or I'll";
- mes "treat you to the pain of";
- mes "being eaten alive!";
- set lhz_curse,14;
- close;
+ switch(select("No... N-no!:Do you need any help?")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "Out of my sight,";
+ mes "microcephalic fool!";
+ close;
+ case 2:
+ mes "[Wolfchev]";
+ mes "Huh? You think I have";
+ mes "the luxury of remembering";
+ mes "the face of every part-timer";
+ mes "I've fired? Get lost, or I'll";
+ mes "treat you to the pain of";
+ mes "being eaten alive!";
+ set lhz_curse,14;
+ close;
}
}
- else if(lhz_curse == 14)
- {
+ else if (lhz_curse == 14) {
mes "[Wolfchev]";
mes "You again?!";
mes "What the hell do";
mes "you want from me?!";
- emotion e_ag,0;
+ emotion e_ag,"Mad Scientist#li";
next;
- switch( select( "Let me speak with you.","Sorry for bothering you." ) )
- {
- case 1:
- mes "[Wolfchev]";
- mes "I don't have time to";
- mes "waste with drivel! I'm";
- mes "too busy with my research!";
- next;
- mes "[Wolfchev]";
- mes "............!";
- emotion e_gasp,0;
- next;
- mes "[Wolfchev]";
- mes "Ah, but wait! I am collecting";
- mes "something. Yes, bring me the";
- mes "thing I must collect. Yes, yes.";
- mes "Here's a hint... It's round...";
- mes "Shiny... Kids love playing games";
- mes "with them! Oh, I said too much!";
- changequest 2089,2090;
- set lhz_curse,15;
- close;
-
- case 2:
- emotion e_pif;
- mes "[Wolfchev]";
- mes "''Sorry?!'' Do you";
- mes "think ''sorry'' will";
- mes "get back that precious";
- mes "minute I've lost yelling";
- mes "at you?! Get the hell out!";
- close;
- }
- }
- else if(lhz_curse == 15)
- {
- if(!countitem(746))
- {
+ switch(select("Let me speak with you.:Sorry for bothering you.")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "I don't have time to";
+ mes "waste with drivel! I'm";
+ mes "too busy with my research!";
+ next;
+ mes "[Wolfchev]";
+ mes "...........!";
+ emotion e_gasp,"Mad Scientist#li";
+ next;
mes "[Wolfchev]";
- mes "It's a round and shining thing!";
- mes "Hurry up! Bweh-heh-heh!";
- emotion e_slur,0;
+ mes "Ah, but wait! I am collecting";
+ mes "something. Yes, bring me the";
+ mes "thing I must collect. Yes, yes.";
+ mes "Here's a hint... It's round...";
+ mes "Shiny... Kids love playing games with them! Oh, I said too much!";
+ set lhz_curse,15;
+ changequest 2089,2090;
+ close;
+ case 2:
+ emotion e_an,"Mad Scientist#li";
+ mes "[Wolfchev]";
+ mes "''Sorry?!'' Do you";
+ mes "think ''sorry'' will";
+ mes "get back that precious";
+ mes "minute I've lost yelling";
+ mes "at you?! Get the hell out!";
close;
}
- delitem 746,1;
- mes "[Wolfchev]";
- mes "Yes...! Beads!";
- mes "You brought them!";
- mes "You're not as dumb";
- mes "as I thought you'd be!";
- next;
- switch( select( "Why do you want Glass Beads?" ) )
- {
- case 1:
- break;
- }
- mes "[Wolfchev]";
- mes "............";
- mes "I take that back!";
- mes "You should know by";
- mes "now that I would never";
- mes "tell you why I neeeed";
- mes "these Beads. Bweh-heh!";
- emotion e_slur,0;
- next;
- mes "[Wolfchev]";
- mes "This favor you've done";
- mes "is worth a small chat and";
- mes "I can spare a minute or two";
- mes "for you inane questions. So";
- mes "what is it you want to know?!";
- next;
-L_Ask1:
- switch( select( "Ask about hobbies","Ask about work" ) )
- {
+ }
+ else if (lhz_curse == 15) {
+ if (countitem(746) > 0) {
+ delitem 746,1; //Glass_Bead
+ mes "[Wolfchev]";
+ mes "Yes...! Beads!";
+ mes "You brought them!";
+ mes "You're not as dumb";
+ mes "as I thought you'd be!";
+ next;
+ switch(select("Why do you want Glass Beads?")) {
case 1:
mes "[Wolfchev]";
- mes "Oh. Oh no, oh no,";
- mes "I couldn't possibly...";
- mes "It's a-- I-it's a secret.";
- mes "You wouldn't want to know";
- mes "anyway. Bweh-heh-heh-heh!";
- next;
- goto L_Ask1;
-
- case 2:
- mes "[Wolfchev]";
- mes "Oh, I don't know if you";
- mes "can call it work. After all,";
- mes "I do research whatever it is";
- mes "I want. And they pay me to";
- mes "do it! This is the best place";
- mes "for a scientist like me, yes.";
- next;
- mes "[Wolfchev]";
- mes "Now, in a perfect world,";
- mes "my test subjects would be";
- mes "much more cooperative, but";
- mes "I suppose I cannot blame";
- mes "them. Not that I cause them";
- mes "undue suffering or anything...";
+ mes "..................";
+ mes "I take that back!";
+ mes "You should know by";
+ mes "now that I would never";
+ mes "tell you why I neeeeed";
+ mes "these Beads. Bweh-heh!";
+ emotion e_gg,"Mad Scientist#li";
next;
- }
- switch( select( "What kind of research?" ) )
- {
- case 1:
+ break;
+ }
+ mes "[Wolfchev]";
+ mes "This favor you've done";
+ mes "is worth a small chat and";
+ mes "I can spare a minute or two";
+ mes "for you inane questions. So";
+ mes "what is it you want to know?!";
+ next;
+ while (1) {
+ switch(select("Ask about hobbies:Ask about work")) {
+ case 1:
+ if (Sex == 1) {
+ mes "[Wolfchev]";
+ mes "Hyuu~ I think you're";
+ mes "just a little too innocent";
+ mes "to know about my secret";
+ mes "hobby. Yes, yes, I couldn't";
+ mes "tell you possibly, it'd be";
+ mes "so weird, so strange...";
+ next;
+ }
+ else {
+ mes "[Wolfchev]";
+ mes "Oh. Oh no, oh no,";
+ mes "I couldn't possibly...";
+ mes "It's a-- I-It's a secret.";
+ mes "You wouldn't want to know";
+ mes "anyway. Bweh-heh-heh-heh!";
+ next;
+ }
+ break;
+ case 2:
+ mes "[Wolfchev]";
+ mes "Oh, I don't know if you";
+ mes "can call it work. After all,";
+ mes "I do research whatever it is";
+ mes "I want. And they pay me to";
+ mes "do it! This is the best place";
+ mes "for a scientist like me, yes.";
+ next;
+ mes "[Wolfchev]";
+ mes "Now, in a perfect world,";
+ mes "my test subjects would be";
+ mes "much more cooperative, but";
+ mes "I suppose I cannot blame";
+ mes "them. Not that I cause them";
+ mes "undue suffering or anything...";
+ next;
+ set .@exit,1;
+ break;
+ }
+ if (.@exit) break;
+ }
+ switch(select("What kind of research?")) {
+ case 1:
mes "[Wolfchev]";
mes "Well, I couldn't tell you";
mes "exactly. But don't you";
@@ -5688,34 +5787,43 @@ L_Ask1:
mes "make mankind stronger and";
mes "better and more powerful and--";
next;
+ break;
+ }
+ select("Um, what are you testing on?");
+ mes "[Wolfchev]";
+ mes "What do you know?";
+ mes "I better get back to";
+ mes "work if I wish to keep";
+ mes "on schedule. I can't afford";
+ mes "the leisure of speaking with";
+ mes "you any longer. Bweh heh heh!";
+ set lhz_curse,16;
+ close;
}
- switch( select( "Um, what are you testing on?" ) )
- {
- case 1:
- mes "[Wolfchev]";
- mes "What do you know?";
- mes "I better get back to";
- mes "work if I wish to keep";
- mes "on schedule. I can't afford";
- mes "the leisure of speaking with";
- mes "you any longer. Bweh heh heh!";
- set lhz_curse,16;
- close;
+ else {
+ mes "[Wolfchev]";
+ mes "I don't have time to";
+ mes "waste with drivel! I'm";
+ mes "too busy with my research!";
+ next;
+ mes "[Wolfchev]";
+ mes "...........!";
+ emotion e_gasp,"Mad Scientist#li";
+ next;
+ emotion e_gg,"Mad Scientist#li";
+ mes "[Wolfchev]";
+ mes "Ah, but wait! I am collecting";
+ mes "something. Yes, bring me the";
+ mes "thing I must collect. Yes, yes.";
+ mes "Here's a hint... It's round...";
+ mes "Shiny... Kids love playing games with them! Oh, I said too much!";
+ close;
}
}
- else
- {
- mes "[Wolfchev]";
- mes "Waaah~!";
- mes "Do not disturb my study!";
- close;
- }
}
-lhz_in01,286,226,3 script Secretary Slierre 831,{
-
- if(lhz_curse == 26)
- {
+lhz_in01,286,226,3 script Secretary Slierre#li 831,{
+ if (lhz_curse == 26) {
mes "[Sueii Slierre]";
mes "Excuse me, but you are";
mes "not allowed to be in here.";
@@ -5724,29 +5832,26 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "direct you to someone qualified";
mes "to give you an answer.";
next;
- switch( select( "About the slums.","About you." ) )
- {
- case 1:
- mes "[Sueii Slierre]";
- mes "The slums? All I know";
- mes "is that this corporation";
- mes "specifically targeted that";
- mes "area in order to provide ample";
- mes "opportunity for employment.";
- set lhz_curse,27;
- close;
-
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm Sueii Slierre,";
- mes "the personal secretary";
- mes "for the chairman of the";
- mes "Rekenber Corporation.";
- close;
+ switch(select("About the Slums:About Secretary Slierre")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "The slums? All I know";
+ mes "is that this corporation";
+ mes "specifically targeted that";
+ mes "area in order to provide ample";
+ mes "opportunity for employment.";
+ set lhz_curse,27;
+ close;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "I'm Sueii Slierre,";
+ mes "the personal secretary";
+ mes "for the chairman of the";
+ mes "Rekenber Corporation.";
+ close;
}
}
- else if(lhz_curse == 27)
- {
+ else if (lhz_curse == 27) {
mes "[Sueii Slierre]";
mes "Did you have something";
mes "else to ask? I can only";
@@ -5755,60 +5860,52 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "tell you who to contact for";
mes "more specific inquiries.";
next;
- switch( select( "About the Laboratory","About the Corporation" ) )
- {
- case 1:
- mes "[Sueii Slierre]";
- mes "Rekenber is perhaps the";
- mes "biggest contributer of the";
- mes "Regenschirm Laboratory.";
- mes "Their work will benefit the";
- mes "entire Rune-Midgart continent,";
- mes "hence our highly involved support.";
- next;
- mes "[Sueii Slierre]";
- mes "A representative at the";
- mes "Help Desk will be happy";
- mes "to assist you if you have";
- mes "more inquiries regarding";
- mes "the Regenschirm Laboratory.";
- set lhz_curse,28;
- close;
-
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm sorry, but I don't have";
- mes "any special information";
- mes "regarding our corporation.";
- mes "Why don't you ask one of";
- mes "our representatives at the";
- mes "Help Desk to learn more?";
- close;
+ switch(select("About the Laboratory:About the Corporation")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Rekenber is perhaps the";
+ mes "biggest contributer of the";
+ mes "Regenschirm Laboratory.";
+ mes "Their work will benefit the";
+ mes "entire Rune-Midgard continent, hence our highly involved support.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "A representative at the";
+ mes "Help Desk will be happy";
+ mes "to assist you if you have";
+ mes "more inquiries regarding";
+ mes "the Regenschirm Laboratory.";
+ set lhz_curse,28;
+ close;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "I'm sorry, but I don't have";
+ mes "any special information";
+ mes "regarding our corporation.";
+ mes "Why don't you ask one of";
+ mes "our representatives at the";
+ mes "Help Desk to learn more?";
+ close;
}
}
- else if(lhz_curse == 28)
- {
+ else if (lhz_curse == 28) {
mes "[Sueii Slierre]";
mes "You're back? I really";
mes "doubt that I can be of";
mes "any assistance to you.";
next;
- switch( select( "Wolfchev's Research" ) )
- {
- case 1:
- break;
- }
- mes "[Sueii Slierre]";
- mes "..............!";
- emotion e_gasp,0;
- next;
- mes "[Sueii Slierre]";
- mes "How do you know";
- mes "Wolfchev? Are you an";
- mes "acquaintance of his or...?";
- next;
- switch( select( "I'm a friend of his.","Oh, we're family, you know...","I've heard about him before, so..." ) )
- {
+ switch(select("Wolfchev's Research")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes ".............!";
+ emotion e_gasp,"Secretary Slierre#li";
+ next;
+ mes "[Sueii Slierre]";
+ mes "How do you know";
+ mes "Wolfchev? Are you an";
+ mes "acquaintance of his or...?";
+ next;
+ switch(select("I'm a friend of his.:Oh, we're family, you know...:I've heard about him before, so...")) {
case 1:
mes "[Sueii Slierre]";
mes "Well, Wolfchev is not";
@@ -5817,7 +5914,6 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "He should be doing just fine.";
next;
break;
-
case 2:
mes "[Sueii Slierre]";
mes "Ah, you should be";
@@ -5828,7 +5924,6 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "truly a model scientist.";
next;
break;
-
case 3:
mes "[Sueii Slierre]";
mes "Ah yes, Wolfchev has";
@@ -5837,41 +5932,52 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "demand that Regenschirm";
mes "wants him on their staff.";
close;
- }
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- mes "[Sueii Slierre]";
- mes "I'm sorry, but please";
- mes "understand that my office";
- mes "isn't the place for visitors to";
- mes "submit their general inquiries.";
- mes "Please visit the Help Desk if";
- mes "you have any more questions.";
- next;
- switch( select( "About Wolfchev's Research" ) )
- {
+ }
+ mes "[Sueii Slierre]";
+ mes "Now if you'll excuse me,";
+ mes "I have many task to perform,";
+ mes "so please visit our Help Desk";
+ mes "if you have further inquiries.";
+ next;
+ switch(select("W-Wait!:Alright, I understand.")) {
case 1:
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ next;
break;
- }
- mes "[Sueii Slierre]";
- mes "I couldn't tell you any";
- mes "more about Wolfchev.";
- mes "But is there anything you";
- mes "need to tell me about him?";
- mes "Well, if you have something";
- mes "to ask, be quick about it.";
- emotion e_hmm,0;
- next;
- switch( select( "Wolfchev's Past","Wolfchev's Test Subjects" ) )
- {
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Thank you for your";
+ mes "cooperation. As you well";
+ mes "know, the Help Desk is there";
+ mes "to answer any of your questions regarding the Rekenber Corporation.";
+ close;
+ }
+ mes "[Sueii Slierre]";
+ mes "I'm sorry, but please";
+ mes "understand that my office";
+ mes "isn't the place for visitors to";
+ mes "submit their general inquiries.";
+ mes "Please visit the Help Desk if";
+ mes "you have any more questions.";
+ next;
+ select("About Wolfchev's Research");
+ emotion e_dots,"Secretary Slierre#li";
+ mes "[Sueii Slierre]";
+ mes "I couldn't tell you any";
+ mes "more about Wolfchev.";
+ mes "But is there anything you";
+ mes "need to tell me about him?";
+ mes "Well, if you have something";
+ mes "to ask, be quick about it.";
+ next;
+ switch(select("Wolfchev's Past:Wolfchev's Test Subjects")) {
case 1:
mes "[Sueii Slierre]";
mes "I remember hearing that he";
mes "received a high recommendation";
- mes "to work here, but specifics elude";
- mes "me since I don't work in Human";
+ mes "to work here, but specifics elude me since I don't work in Human";
mes "Resources. There's a rumor that";
mes "he had a troubled love life...";
next;
@@ -5883,229 +5989,302 @@ lhz_in01,286,226,3 script Secretary Slierre 831,{
mes "it may be unethical to pry too";
mes "much into our employee's lives.";
close;
-
case 2:
+ break;
+ }
+ mes "[Sueii Slierre]";
+ mes "Wolfchev's test subjects?";
+ mes "Well, I know we have a policy";
+ mes "of using the most humane";
+ mes "methods depending on the";
+ mes "experiment. And of course, he should only be testing on animals.";
+ next;
+ switch(select("Wolfchev's research is great!:His experiments are suspicious...")) {
+ case 1:
mes "[Sueii Slierre]";
- mes "Wolfchev's test subjects?";
- mes "Well, I know we have a policy";
- mes "of using the most humane";
- mes "methods depending on the";
- mes "experiment. And of course, he";
- mes "should only be testing on animals.";
+ mes "Yes, yes, I'd agree if";
+ mes "I understood science a";
+ mes "little bit better. Now, you'll";
+ mes "have to excuse me. I've been distracted long enough as it is...";
+ close2;
+ warp "lhz_in01",228,226;
+ end;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "What exactly do you mean?";
+ mes "Are you sure that you haven't";
+ mes "misunderstood anything about";
+ mes "Wolfchev's work? You'll need";
+ mes "to illustrate your claim for us";
+ mes "to be on the same page...";
next;
- switch( select( "Wolfchev's research is great!","His experiments are suspicious..." ) )
- {
- case 1:
+ switch(select("Show Evidence:Cancel")) {
+ case 1:
+ if (countitem(7345) > 0) {
+ mes "^3355FFYou reveal the Handcuffs";
+ mes "you found in the laboratory,";
+ mes "and Secretary Slierre's face";
+ mes "is instantly shadowed by a";
+ mes "deeply troubled look.^000000";
+ next;
mes "[Sueii Slierre]";
- mes "Yes yes, I'd agree if";
- mes "I understood science a";
- mes "little bit better. Now, you'll";
- mes "have to excuse me. I've been";
- mes "distracted long enough as it is...";
- close2;
- warp "lhz_in01",228,226;
- end;
-
- case 2:
+ mes "...";
+ mes "......";
+ next;
+ select("What's Regenschirm up to?:What's Wolfchev up to?");
mes "[Sueii Slierre]";
- mes "What exactly do you mean?";
- mes "Are you sure that you haven't";
- mes "misunderstood anything about";
- mes "Wolfchev's work? You'll need";
- mes "to illustrate your claim for us";
- mes "to be on the same page...";
+ mes "...";
+ mes "......";
+ emotion e_ic,"Secretary Slierre#li";
next;
- switch( select( "Show Evidence","Cancel" ) )
- {
+ mes "[Sueii Slierre]";
+ mes "So... You're";
+ mes "suspicious about";
+ mes "Wolfchev's research in";
+ mes "the Regenschirm Laboratory?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Wait, what exactly";
+ mes "do you feel suspicious";
+ mes "about? Basically, which";
+ mes "party do you feel is most";
+ mes "at fault in this situation?";
+ next;
+ switch(select("Regenschirm:Mr. Wolfchev")) {
case 1:
-L_Evidence:
- if (!countitem(7345))
- {
- mes "[Sueii Slierre]";
- mes "What evidence are you";
- mes "talking about? Look,";
- mes "I'm very busy at the moment,";
- mes "I can't lose too much time";
- mes "with you. Talk to me when you";
- mes "have something concrete.";
- set lhz_curse,29;
- close;
- }
- mes "^3131ffWhile saying that you";
- mes "show the handcuffs to";
- mes "Sueii Slierre.^000000";
- next;
- mes "^3131ffThe expression in";
- mes "Sueii Slierre's face tenses";
- mes "a little.^000000";
- next;
- mes "[Sueii Slierre]";
- mes "...............";
- next;
mes "[Sueii Slierre]";
- mes "...............";
+ mes "Let me assure you that";
+ mes "Regenschirm has a strict set";
+ mes "of protocals and procedures";
+ mes "to ensure safety and the";
+ mes "prevention of unnecessary";
+ mes "cruelty in experimentation.";
next;
- mes "[Sueii Slierre]";
- mes "...............";
- next;
- switch( select( "What's Wolfchev up to?","What's Regenschirm up to?" ) )
- {
- case 1:
- break;
-
- case 2:
- break;
- }
- mes "[Sueii Slierre]";
- mes "...............";
- mes "...............";
- mes "...............";
- mes "...............";
- next;
- mes "[Sueii Slierre]";
- mes "...............";
- emotion e_heh,0;
- next;
- mes "[Sueii Slierre]";
- mes "Then, you say that";
- mes "Wolfchev is doing a";
- mes "suspicious research or that";
- mes "the Regenschirm Laboratory";
- mes "is behind all of this?";
- next;
- switch( select( "Both","No" ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Sueii Slierre]";
- mes "Where do you see suspicious";
- mes "behaviour?";
- next;
- switch( select( "Regenschirm Laboratory","Wolfchev" ) )
- {
- case 1:
- mes "[Sueii Slierre]";
- mes "Regenschirm is part of";
- mes "the culture of Schwaltzvalt";
- mes "Republic.";
- next;
- mes "[Sueii Slierre]";
- mes "It's not possible that they're";
- mes "doing suspicious research.";
- next;
- switch( select( "What about Regenschirm's Life Form Research?" ) )
- {
- case 1:
- mes "[Sueii Slierre]";
- mes "...............?";
- mes "I don't know much of that";
- mes "kind of research.";
- next;
- break;
- }
- break;
-
- case 2:
- break;
- }
- break;
+ switch(select("What about the creatures in Regenschirm?")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Creatures? I would";
+ mes "guess that they're the";
+ mes "result of experimentation.";
+ mes "But I wouldn't know for sure.";
+ next;
+ break;
}
- mes "[Sueii Slierre]";
- mes "Anyway, we'll start";
- mes "an investigation about";
- mes "Wolfchev and his research";
- mes "to bright this matter a bit.";
- next;
- mes "[Sueii Slierre]";
- mes "I'll tell you if we";
- mes "find something of interest.";
- set lhz_curse,30;
- close;
-
+ break;
case 2:
- mes "[Sueii Slierre]";
- mes "If you're finished,";
- mes "I'd like to get back on";
- mes "task. Please excuse me.";
- close;
+ break;
+ }
+ break;
}
+ mes "[Sueii Slierre]";
+ mes "I can't be sure right";
+ mes "now, but this looks like";
+ mes "fairly concrete evidence.";
+ mes "We'll send some people over";
+ mes "to Regenschirm right away!";
+ next;
+ mes "[Sueii Slierre]";
+ mes "For now, your claim";
+ mes "merits an investigation.";
+ mes "I'll let you know if we";
+ mes "find anything significant...";
+ set lhz_curse,30;
+ close;
+ }
+ else {
+ mes "[Sueii Slierre]";
+ mes "Evidence...?";
+ mes "I'm sorry, but you don't";
+ mes "seem to be carrying anything";
+ mes "that can be construed as proof.";
+ mes "I suggest you bring something that actually supports your claim.";
+ set lhz_curse,29;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "If you're finished,";
+ mes "I'd like to get back on";
+ mes "task. Please excuse me.";
+ close2;
+ set lhz_curse,30;
+ end;
}
-
+ break;
+ }
+ break;
}
}
- else if(lhz_curse == 29) goto L_Evidence;
- else if(lhz_curse == 30)
- {
- set @lhz_invest,rand(1,10);
- if (@lhz_invest < 8)
- {
+ else if (lhz_curse == 29) {
+ mes "[Sueii Slierre]";
+ mes "Hmm, have you come back";
+ mes "to address your claim about";
+ mes "Wolfchev's work? If you don't";
+ mes "have any evidence, then you";
+ mes "shouldn't be making rumors...";
+ next;
+ if (countitem(7345) > 0) {
+ mes "^3355FFYou reveal the Handcuffs";
+ mes "you found in the laboratory,";
+ mes "and Secretary Slierre's face";
+ mes "is instantly shadowed by a";
+ mes "deeply troubled look.^000000";
+ next;
mes "[Sueii Slierre]";
- mes "We're still investigating.";
- mes "Please wait.";
+ mes "...";
+ mes "......";
+ next;
+ select("What's Regenschirm up to?:What's Wolfchev up to?");
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ emotion e_ic,"Secretary Slierre#li";
+ next;
+ mes "[Sueii Slierre]";
+ mes "So... You're";
+ mes "suspicious about";
+ mes "Wolfchev's research in";
+ mes "the Regenschirm Laboratory?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Wait, what exactly";
+ mes "do you feel suspicious";
+ mes "about? Basically, which";
+ mes "party do you feel is most";
+ mes "at fault in this situation?";
+ next;
+ switch(select("Regenschirm:Mr. Wolfchev")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Let me assure you that";
+ mes "Regenschirm has a strict set";
+ mes "of protocals and procedures";
+ mes "to ensure safety and the";
+ mes "prevention of unnecessary";
+ mes "cruelty in experimentation.";
+ next;
+ switch(select("What about the creatures in Regenschirm?")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Creatures? I would";
+ mes "guess that they're the";
+ mes "result of experimentation.";
+ mes "But I wouldn't know for sure.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ break;
+ }
+ break;
+ }
+ mes "[Sueii Slierre]";
+ mes "I can't be sure right";
+ mes "now, but this looks like";
+ mes "fairly concrete evidence.";
+ mes "We'll send some people over";
+ mes "to Regenschirm right away!";
+ next;
+ mes "[Sueii Slierre]";
+ mes "For now, your claim";
+ mes "merits an investigation.";
+ mes "I'll let you know if we";
+ mes "find anything significant...";
+ set lhz_curse,30;
close;
}
- else if(checkweight(1119,1) != 1)
- {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your";
- mes "inventory. Please come back";
- mes "after you've made more available";
- mes "inventory space.^000000";
+ else {
+ mes "[Sueii Slierre]";
+ mes "Hmm. I can't consider";
+ mes "whatever you brought this";
+ mes "time as evidence that would";
+ mes "allay my doubts about your";
+ mes "claim. Now, if you'll excuse";
+ mes "me, I need to get back on task.";
+ set lhz_curse,29;
+ close2;
+ warp "lhz_in01",228,226;
+ end;
+ }
+ }
+ else if (lhz_curse == 30) {
+ set .@li_keka,rand(1,10);
+ if (.@li_keka > 7) {
+ if (checkweight(1201,1) == 1) {
+ mes "[Sueii Slierre]";
+ mes "Oh, I'd like to have";
+ mes "a word with you. Would";
+ mes "you please come back after";
+ mes "reducing the weight of the";
+ mes "items you are carrying please?";
+ close;
+ }
+ mes "[Sueii Slierre]";
+ mes "Oh good, you're here.";
+ mes "You were right all along.";
+ mes "In our investigation, we found";
+ mes "that Wolfchev was conducting";
+ mes "unauthorized and very dangerous";
+ mes "research. I owe you our thanks.";
+ next;
+ select("What was he doing...?");
+ mes "[Sueii Slierre]";
+ mes "It turns out that Wolfchev";
+ mes "was kidnapping weak and sick";
+ mes "people from the slums and";
+ mes "using them as his guinea pigs.";
+ mes "Rest assured, he'll be punished";
+ mes "for his behavior, if not fired.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "I think you deserve an";
+ mes "apology. Without your";
+ mes "report, our corporation's";
+ mes "reputation could have been";
+ mes "potentially damaged. Thank you.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "Yes, there's nothing so";
+ mes "taboo as trying to perform";
+ mes "Homunculus experiments";
+ mes "on people! Anyway, please";
+ mes "accept this as a token of";
+ mes "our gratitude, adventurer.";
+ set lhz_curse,31;
+ changequest 2094,2095;
+ getitem 603,1; //Old_Blue_Box
+ getitem 12016,10; //Speed_Up_Potion
+ next;
+ mes "[Sueii Slierre]";
+ mes "Let me promise you";
+ mes "that Rekenber will ensure";
+ mes "that this kind of incident";
+ mes "will not be repeated and";
+ mes "we'll do everything in our";
+ mes "power to compensate for this...";
close;
}
- mes "[Sueii Slierre]";
- mes "Oh good, you're here.";
- mes "You were right all along.";
- mes "In our investigation, we found";
- mes "that Wolfchev was conducting";
- mes "unauthorized and very dangerous";
- mes "research. I owe you our thanks.";
- next;
- switch( select( "What was he doing...?" ) )
- {
- case 1:
- break;
+ else {
+ mes "[Sueii Slierre]";
+ mes "Oh, our investigation";
+ mes "of your claim is still in";
+ mes "progress. However, we";
+ mes "will let you know when any";
+ mes "new developments arise.";
+ close;
}
- mes "[Sueii Slierre]";
- mes "It turns out that Wolfchev";
- mes "was kidnapping weak and sick";
- mes "people from the slums and";
- mes "using them as his guinea pigs.";
- mes "Rest assured, he'll be punished";
- mes "for his behavior, if not fired.";
- next;
- mes "[Sueii Slierre]";
- mes "I think you deserve an";
- mes "apology. Without your";
- mes "report, our corporation's";
- mes "reputation could have been";
- mes "potetially damaged. Thank you.";
- next;
- mes "[Sueii Slierre]";
- mes "Yes, there's nothing so";
- mes "taboo as trying to perform";
- mes "Homunculus experiments";
- mes "on people! Anyway, please";
- mes "accept this as a token of";
- mes "our gratitude, adventurer.";
- changequest 2094,2095;
- set lhz_curse,31;
- getitem 617,1;
- getitem 12016,10;
- next;
- mes "[Sueii Slierre]";
- mes "Let me promise you";
- mes "that Rekenber will ensure";
- mes "that this kind of incident";
- mes "will not be repeated and";
- mes "we'll do everything in our";
- mes "power to compensate for this...";
- close;
}
- else if(lhz_curse > 30)
- {
+ else if (lhz_curse > 30) {
mes "[Sueii Slierre]";
mes "I'm glad to know that";
mes "we have such proactive";
@@ -6114,8 +6293,7 @@ L_Evidence:
mes "the Rekenber Corporation.";
close;
}
- else
- {
+ else {
mes "[Sueii Slierre]";
mes "Excuse me, but you are";
mes "not allowed to be in here.";
@@ -6127,53 +6305,37 @@ L_Evidence:
}
}
-lhz_que01,94,24,0 script #trace -1,2,2,{
-
-OnTouch:
- if(lhz_curse > 30)
- {
+lhz_que01,94,24,0 script #li_end -1,2,2,{
+OnTouch_:
+ if (lhz_curse > 30) {
mes "^3131FFThere's no trace of";
mes "that mad scientist. Only";
mes "his stacks of well organized";
mes "files remain here in the lab.^000000";
- if(lhz_curse == 31) {
- completequest 2095;
+ if (lhz_curse == 31) {
set lhz_curse,32;
+ completequest 2095;
}
close;
}
+ end;
}
-lhz_in01,43,114,1 script #warp1 45,1,1,{
-
-OnTouch:
- if(lhz_curse > 30)
- {
+lhz_in01,43,114,0 script #li_toend 45,1,1,{
+OnTouch_:
+ if (lhz_curse > 30) {
warp "lhz_que01",97,30;
- end;
}
- warp "lhz_in01",277,130;
- end;
-}
-
-lhz_que01,97,33,1 script #warp2 45,1,1,{
-
-OnTouch:
- warp "lhz_in01",43,120;
- end;
-}
-
-lhz_in01,278,132,1 script #warp3 45,1,1,{
-
-OnTouch:
- warp "lhz_in01",43,120;
+ else {
+ warp "lhz_in01",277,130;
+ }
end;
}
-lhz_que01,89,15,3 script A File 111,{
+lhz_que01,97,33,0 warp #li_toin01 1,1,lhz_in01,43,120
+lhz_in01,278,132,0 warp #li_toin02 1,1,lhz_in01,43,120
- mes "............";
- next;
+lhz_que01,89,15,3 script File#li 111,{
mes "Name: Engeod";
mes "Age: XX";
mes "Height: XXX";
@@ -6188,15 +6350,10 @@ lhz_que01,89,15,3 script A File 111,{
mes "Age: XX";
mes "Height: XXX";
mes "Weight: XX";
- next;
- mes "............";
close;
}
-lhz_in01,269,114,3 script Documents 111,{
-
- mes "............";
- next;
+lhz_in01,269,114,3 script A File#li-1 111,{
mes "Name: Engeod";
mes "Age: XX";
mes "Height: XXX";
@@ -6211,8 +6368,6 @@ lhz_in01,269,114,3 script Documents 111,{
mes "Age: XX";
mes "Height: XXX";
mes "Weight: XX";
- next;
- mes "............";
close;
}
diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt
index f6ad5bf73..ccd1a54e0 100644
--- a/npc/quests/quests_morocc.txt
+++ b/npc/quests/quests_morocc.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 2.8
+//= 2.9
//===== Compatible With: =====================================
//= eAthena 7.15 +
//===== Description: =========================================
@@ -41,6 +41,8 @@
//= finished it to return to the previous map.
//= 2.7 Corrected weight checks, they only check for inventory slots. [L0ne_W0lf]
//= 2.8 Disabled Assassin bar pub NPCs, as they are included in the 13.1 quests file. [L0ne_W0lf]
+//= 2.9 Fixed player dying/logging out during conversation could prevent
+//= summoning of Satan Morroc until server reboot. [Gepard]
//============================================================
// Stop Post Quest
@@ -1899,7 +1901,6 @@ OnDisable:
moc_fild21,178,239,0 script Group of Evil#edq 844,1,1,{
if (((rebirth_moc_edq == 4) || (rebirth_moc_edq == 7)) && ($@re_moc == 1)) {
- set $@re_moc,2;
mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
next;
mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
@@ -1907,7 +1908,10 @@ moc_fild21,178,239,0 script Group of Evil#edq 844,1,1,{
mes "[" + strcharinfo(0) + "]";
mes "Wah...!";
close2;
- donpcevent "Satan Summon#edq::OnEnable";
+ if($@re_moc == 1) {
+ set $@re_moc,2;
+ donpcevent "Satan Summon#edq::OnEnable";
+ }
end;
}
else {
diff --git a/npc/scripts_athena.conf b/npc/scripts_athena.conf
index 25686827e..a479f532a 100644
--- a/npc/scripts_athena.conf
+++ b/npc/scripts_athena.conf
@@ -297,6 +297,7 @@ npc: npc/other/mail.txt
npc: npc/other/marriage.txt
npc: npc/other/monster_museum.txt
//npc: npc/other/msg_boards.txt
+npc: npc/other/poring_war.txt
npc: npc/other/powernpc.txt
npc: npc/other/pvp.txt
npc: npc/other/resetskill.txt
diff --git a/npc/warps/dungeons/anthell.txt b/npc/warps/dungeons/anthell.txt
index dc542628e..4ac200321 100644
--- a/npc/warps/dungeons/anthell.txt
+++ b/npc/warps/dungeons/anthell.txt
@@ -13,9 +13,21 @@
//= 1.4 Removed Duplicates [Silent]
//= 1.5 Updated warps for episode 12.1 [L0ne_W0lf]
//= 1.6 Renewal warp adjustments.
+//= 1.6 Fixed coordinates for pre-2010/06/09 maps (bugreport:3589)
+//= Moved entrance to cmd_fild08 to match mapcache [Gepard]
//============================================================
//= Ant Hell =================================================
+
+/* Pre 2010-06-09adata_x1.gpf version
+ * Requires modified mapcache and client-side maps
+ */
+//moc_fild20,156,143,0 warp moc_ant1-1 1,1,anthell01,35,263
+//anthell01,35,267,0 warp moc_ant1-2 1,1,moc_fild20,161,144
+//moc_fild20,337,315,0 warp moc_ant2-1 1,1,anthell02,168,170
+//anthell02,171,170,0 warp moc_ant2-2 1,1,moc_fild20,333,315
+
+/* 2010-06-09 version */
cmd_fild08,335,355,0 warp moc_ant1-1 3,4,anthell01,35,262
anthell01,35,267,0 warp moc_ant1-2 1,1,cmd_fild08,330,355
cmd_fild08,348,82,0 warp moc_ant2-1 3,3,anthell02,168,170
diff --git a/npc/warps/other/sign.txt b/npc/warps/other/sign.txt
index 95236735c..566dbebd0 100644
--- a/npc/warps/other/sign.txt
+++ b/npc/warps/other/sign.txt
@@ -13,6 +13,7 @@
//= 1.1 A few more warps. [MasterOfMuppets]
//= 1.2 Completed the warps [MasterOfMuppets]
//= 1.3 Added Renewal Changes. [Kisuka]
+//= 1.3 Correct AEGIS Warps. [Kisuka]
//============================================================
cmd_in01,17,34,0 warp sign01 1,1,comodo,187,164
@@ -35,4 +36,4 @@ que_sign01,113,132,0 warp sign07 1,1,nif_in,117,173
que_sign01,45,15,0 warp sign08 1,1,niflheim,146,245
-que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156 \ No newline at end of file
+que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156