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author | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-04-09 09:09:35 +0000 |
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committer | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-04-09 09:09:35 +0000 |
commit | 1260d294ed795011b5b73284e308a6a01d9eef9e (patch) | |
tree | 6663a0ae44f8ac7d830598311411843401f129a1 /npc | |
parent | 28532995686a5315ddf0ad6557ae00cb2fe76206 (diff) | |
download | hercules-1260d294ed795011b5b73284e308a6a01d9eef9e.tar.gz hercules-1260d294ed795011b5b73284e308a6a01d9eef9e.tar.bz2 hercules-1260d294ed795011b5b73284e308a6a01d9eef9e.tar.xz hercules-1260d294ed795011b5b73284e308a6a01d9eef9e.zip |
* 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')
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 |