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-rw-r--r--doc/item_bonus.txt2
-rw-r--r--npc/Changelog.txt10
-rw-r--r--npc/battleground/flavius/flavius01.txt6
-rw-r--r--npc/battleground/flavius/flavius02.txt6
-rw-r--r--npc/instances/SealedShrine.txt299
-rw-r--r--npc/kafras/dts_warper.txt7
-rw-r--r--npc/quests/Lvl4_weapon_quest.txt6605
-rw-r--r--npc/quests/quests_13_1.txt15
-rw-r--r--npc/quests/quests_13_2.txt29
-rw-r--r--npc/quests/quests_hugel.txt6
10 files changed, 3431 insertions, 3554 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index 7c2217c44..cb1b4218a 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -331,3 +331,5 @@ bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
x:
0=you gain n SP
1=you drain n SP from target
+
+bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 38050e34d..1945df426 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,6 +1,14 @@
Date Added
======
-2010/08/11
+2010/08/16
+ * Rev. 14376 Fixed Flavius only needing 1 person on either side to start. [L0ne_W0lf]
+ * Updated the level 4 weapon quest to aegis conversion.
+ * Corrected a variable typo in the dts_warper script.
+ * Fixed a script hang in Hugel Temple Excavation quest.
+ * Fixed Cat Hand Agent checks, and mysterious rock#31.
+ * Corrected the two hour time limit for Sealed Shrine.
+ * Corrected a few other minor issues in Sealed Shrine.
+2010/08/14
* Rev. 14375 Fixed error in bg_common, and duplicate warp names. [L0ne_W0lf]
* Rev. 14374 More battleground editing, and some bug fixes. [L0ne_W0lf]
- * ALL BATTLEGROUNDS ARE NOW ACTIVE BY DEFAULT. PLEASE CONTINUE TESTING *
diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt
index f501a9fce..54db75c3c 100644
--- a/npc/battleground/flavius/flavius01.txt
+++ b/npc/battleground/flavius/flavius01.txt
@@ -20,7 +20,7 @@
bat_room,86,227,4 script Lieutenant Ator 418,{
end;
OnInit:
- waitingroom "Battle Station",1,"start#bat_b01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1;
end;
OnEnterBG:
set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
@@ -30,7 +30,7 @@ OnEnterBG:
bat_room,85,204,0 script Lieutenant Thelokus 414,{
end;
OnInit:
- waitingroom "Battle Station",1,"start#bat_b01::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1;
end;
OnEnterBG:
set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
@@ -82,7 +82,7 @@ OnReadyCheck:
donpcevent "#bat_b01_timer::OnStop";
end;
}
- if( .@Guillaume < 1 || .@Croix < 1 )
+ if( .@Guillaume < 10 || .@Croix < 10 )
end;
set $@FlaviusBG1, 1;
set $@FlaviusBG1_Victory, 0;
diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt
index 4aabbc839..4dd47b7af 100644
--- a/npc/battleground/flavius/flavius02.txt
+++ b/npc/battleground/flavius/flavius02.txt
@@ -20,7 +20,7 @@
bat_room,142,227,4 script Lieutenant Huvas 418,{
end;
OnInit:
- waitingroom "Battle Station",1,"start#bat_b02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
end;
OnEnterBG:
set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
@@ -30,7 +30,7 @@ OnEnterBG:
bat_room,142,204,0 script Lieutenant Yukon 414,{
end;
OnInit:
- waitingroom "Battle Station",1,"start#bat_b02::OnReadyCheck",1;
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
end;
OnEnterBG:
set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
@@ -82,7 +82,7 @@ OnReadyCheck:
donpcevent "#bat_b02_timer::OnStop";
end;
}
- if( .@Guillaume < 1 || .@Croix < 1 )
+ if( .@Guillaume < 10 || .@Croix < 10 )
end;
set $@FlaviusBG2, 1;
set $@FlaviusBG2_Victory, 0;
diff --git a/npc/instances/SealedShrine.txt b/npc/instances/SealedShrine.txt
index 99d168870..9c82a0d57 100644
--- a/npc/instances/SealedShrine.txt
+++ b/npc/instances/SealedShrine.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -15,10 +15,12 @@
//= 1.2 Fixed Torch#12 not being disabled. (bugreport:4044) [L0ne_w0lf]
//= 1.3 Fixed cutins not being removed. (bugreport:4117) [L0ne_w0lf]
//= 1.4 Fixed some typos. [Gepard]
+//= 1.5 Fixed not being able to enter dungeon for the first two hours.
//============================================================
// Sealed Catacomb Entrance
monk_test,309,146,3 script Friar Patrick#edq 412,{
+ if (checkquest(3040)>=0) erasequest 3040;
cutin "ins_cata_pri_n",2;
mes "[Friar Patrick]";
mes "The peace of this world cannot last forever... The hands of Evil are reaching into the world again...";
@@ -70,9 +72,7 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
next;
mes "[Friar Patrick]";
mes "Train more and use your skills to prevent the world from evil's looming presence...";
- close2;
- cutin "",255;
- end;
+ break;
case 2:
cutin "ins_cata_pri_n",2;
mes "[Friar Patrick]";
@@ -80,10 +80,9 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
next;
mes "[Friar Patrick]";
mes "Train more and use your skills to prevent the world from evil's looming presence...";
- close2;
- cutin "",255;
- end;
+ break;
}
+ break;
case 2:
if (BaseLevel > 74) {
@@ -95,135 +94,118 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
mes "[Friar Patrick]";
mes "Do you mean you'll go to the grave and reseal Baphomet?";
next;
- set .@ins_bapho_check,checkquest(3040,PLAYTIME);
- set .@ins_bapho_check2,checkquest(3045,PLAYTIME);
-
- if ((.@ins_bapho_check != 2) && (.@ins_bapho_check2 == 2)) {
- mes "[Friar Patrick]";
- mes "It seems you have entered this grave recently... You cannot enter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
- close2;
- cutin "",255;
- end;
- }
-
- if (.@ins_bapho_check == -1) {
- if ((getpartyleader(.@party_id,2) == getcharid(0)) && (.@partymembercount > 1)) {
- set .@instance, instance_create("Sealed Catacombs", .@party_id);
- if (.@instance < 0) {
- mes "[Friar Patrick]";
- mes "Party name is "+getpartyname(.@party_id)+"...";
- mes "Name of the leader is "+.@partymembername$[0]+"...";
- mes "Umm... But it seems that there is an unknown problem here... I'll check quickly. Please wait.";
- close2;
- cutin "",255;
- }
- else {
-
- for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
- if( instance_attachmap("" + .@i + "@cata", .@instance) == "" )
- break;
- }
- if( .@i < 2 ) {
- instance_destroy(.@instance);
- close;
- }
- instance_attach(.@instance);
- instance_set_timeout 14400,300,.@instance;
- instance_init(.@instance);
-
- // First Floor
- disablenpc instance_npcname("Soul of Ancient Hero#1F", instance_id());
- disablenpc instance_npcname("ins_bapho_to_2f", instance_id());
+ // 12 hour cooldown
+ set .@ins_bapho_check,checkquest(3046,PLAYTIME);
+ // Two hour play limit
+ set .@ins_bapho_check2,checkquest(3045,PLAYTIME);
- for( set .@i, 1; .@i < 13; set .@i, .@i + 1 ) {
- disablenpc instance_npcname("Gravestone#1F_"+.@i+"T", instance_id());
- disablenpc instance_npcname("Gravestone#1F_"+.@i+"F", instance_id());
+ if (.@ins_bapho_check < 2) {
+ if (.@ins_bapho_check == -1) {
+ if ((getpartyleader(.@party_id,2) == getcharid(0)) && (.@partymembercount > 1)) {
+ set .@instance, instance_create("Sealed Catacombs", .@party_id);
+ if (.@instance < 0) {
+ mes "[Friar Patrick]";
+ mes "Party name is "+getpartyname(.@party_id)+"...";
+ mes "Name of the leader is "+.@partymembername$[0]+"...";
+ mes "Umm... But it seems that there is an unknown problem here... I'll check quickly. Please wait.";
}
- for( set .@i, 1; .@i <= 12; set .@i, .@i + 1 ) {
- disablenpc instance_npcname("Bobbing Torch#"+.@i, instance_id());
+ else {
+
+ for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
+ if( instance_attachmap("" + .@i + "@cata", .@instance) == "" )
+ break;
+ }
+ if( .@i < 2 ) {
+ instance_destroy(.@instance);
+ close;
+ }
+
+ instance_attach(.@instance);
+ instance_set_timeout 14400,300,.@instance;
+ instance_init(.@instance);
+
+ // First Floor
+ disablenpc instance_npcname("Soul of Ancient Hero#1F", instance_id());
+ disablenpc instance_npcname("ins_bapho_to_2f", instance_id());
+
+ for( set .@i, 1; .@i < 13; set .@i, .@i + 1 ) {
+ disablenpc instance_npcname("Gravestone#1F_"+.@i+"T", instance_id());
+ disablenpc instance_npcname("Gravestone#1F_"+.@i+"F", instance_id());
+ }
+ for( set .@i, 1; .@i <= 12; set .@i, .@i + 1 ) {
+ disablenpc instance_npcname("Bobbing Torch#"+.@i, instance_id());
+ }
+
+ // Second Floor
+ disablenpc instance_npcname("ins_baphomet_1f_timer", instance_id());
+ disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ disablenpc instance_npcname("Soul of Ancient Hero#2F", instance_id());
+ disablenpc instance_npcname("control_baphomet", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
+ disablenpc instance_npcname("2f_callmon_pattern_c", instance_id());
+ disablenpc instance_npcname("2f_callmon_pattern", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_pattern_c", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_pattern", instance_id());
+
+ // Pick proper grave
+ donpcevent instance_npcname("ins_baphomet_lotto", instance_id())+"::OnEnable";
+
+ // Spawn monsters.
+ donpcevent instance_npcname("ins_1f_spawn_mobs", instance_id())+"::OnEnable";
+
+ mes "[Friar Patrick]";
+ mes "Party name is "+getpartyname(.@party_id)+"...";
+ mes "Name of the leader is "+.@partymembername$[0]+"...";
+ mes "Okay... I'll adjust the seal of the grave so that you and your company can enter.";
+ next;
+ mes "[Friar Patrick]";
+ mes "You will see a sign when the control of the seal is finished. Please wait until the sign shows...";
+ next;
+ mes "[Friar Patrick]";
+ mes "When you see the sign, put your hands on the altar of the grave... Then you can move to inside of the grave.";
+ next;
+ mes "[Friar Patrick]";
+ mes "One thing that you should remember is... Anyone who enters this grave, will be cursed by Baphomet and they can't enter or leave this grave while they are cursed.";
+ next;
+ mes "[Friar Patrick]";
+ mes "And one more thing... In this cursed area, some skills, which are protected by outer physical power, are prohibited by the effect of the seal.";
+ next;
+ mes "[Friar Patrick]";
+ mes "For example, the skills like ^0000FFSafety wall, Assumptio^000000... So you'd better to prepare enoughly before enter the grave.";
}
-
- // Second Floor
- disablenpc instance_npcname("ins_baphomet_1f_timer", instance_id());
- disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
- disablenpc instance_npcname("Magical Seal#0", instance_id());
- disablenpc instance_npcname("Magical Seal#2", instance_id());
- disablenpc instance_npcname("Magical Seal#4", instance_id());
- disablenpc instance_npcname("Magical Seal#8", instance_id());
- disablenpc instance_npcname("Magical Seal#10", instance_id());
- disablenpc instance_npcname("Soul of Ancient Hero#2F", instance_id());
- disablenpc instance_npcname("control_baphomet", instance_id());
- disablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
- disablenpc instance_npcname("2f_callmon_pattern_c", instance_id());
- disablenpc instance_npcname("2f_callmon_pattern", instance_id());
- disablenpc instance_npcname("ins_2f_hero_pattern_c", instance_id());
- disablenpc instance_npcname("ins_2f_hero_pattern", instance_id());
-
- // Pick proper grave
- donpcevent instance_npcname("ins_baphomet_lotto", instance_id())+"::OnEnable";
-
- // Spawn monsters.
- donpcevent instance_npcname("ins_1f_spawn_mobs", instance_id())+"::OnEnable";
-
- mes "[Friar Patrick]";
- mes "Party name is "+getpartyname(.@party_id)+"...";
- mes "Name of the leader is "+.@partymembername$[0]+"...";
- mes "Okay... I'll adjust the seal of the grave so that you and your company can enter.";
- next;
- mes "[Friar Patrick]";
- mes "You will see a sign when the control of the seal is finished. Please wait until the sign shows...";
- next;
- mes "[Friar Patrick]";
- mes "When you see the sign, put your hands on the altar of the grave... Then you can move to inside of the grave.";
- next;
- mes "[Friar Patrick]";
- mes "One thing that you should remember is... Anyone who enters this grave, will be cursed by Baphomet and they can't enter or leave this grave while they are cursed.";
- next;
+ }
+ else {
mes "[Friar Patrick]";
- mes "And one more thing... In this cursed area, some skills, which are protected by outer physical power, are prohibited by the effect of the seal.";
+ mes "Umm... I recognize your courage, but... I can't permit anyone to enter this place. I can only permit the leader of a party to enter first.";
next;
mes "[Friar Patrick]";
- mes "For example, the skills like ^0000FFSafety wall, Assumptio^000000... So you'd better to prepare enoughly before enter the grave.";
- close2;
- cutin "",255;
+ mes "Once the party leader is permitted, the rest of the party can enter. This is a rule of this monastery, so please understand.";
}
- end;
}
- else {
+ else if ((.@ins_bapho_check == 0) || (.@ins_bapho_check == 1)) {
+ mes "[Friar Patrick]";
+ mes "It seems you have entered this grave recently... You cannot enter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
+ }
+ else if (.@ins_bapho_check == 2) {
+ mes "[Friar Patrick]";
+ mes "Umm... It seems that Baphomet's Curse has weakened. I can remove it now.";
+ next;
mes "[Friar Patrick]";
- mes "Umm... I recognize your courage, but... I can't permit anyone to enter this place. I can only permit the leader of a party to enter first.";
+ mes "Haaaaaaap... Hocus Pocus Wingardium Abracadabra!!!!!";
next;
+ if (checkquest(3046)) erasequest 3046;
+ if (checkquest(3041)) erasequest 3041;
+ if (checkquest(3045)) erasequest 3045;
mes "[Friar Patrick]";
- mes "Once the party leader is permitted, the rest of the party can enter. This is a rule of this monastery, so please understand.";
- close2;
- cutin "",255;
- end;
+ mes "Huu... It's over. Now that I've released Baphomet's Curse, you can enter again.";
}
}
- else if ((.@ins_bapho_check == 0) || (.@ins_bapho_check == 1)) {
- mes "[Friar Patrick]";
- mes "It seems you have entered this grave recently... You cannot enter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
- close2;
- cutin "",255;
- end;
- }
- else if (.@ins_bapho_check == 2) {
- mes "[Friar Patrick]";
- mes "Umm... It seems that Baphomet's Curse has weakened. I can remove it now.";
- next;
- mes "[Friar Patrick]";
- mes "Haaaaaaap... Hocus Pocus Wingardium Abracadabra!!!!!";
- next;
- erasequest 3040;
- erasequest 3041;
- erasequest 3045;
- mes "[Friar Patrick]";
- mes "Huu... It's over. Now that I've released Baphomet's Curse, you can enter again.";
- close2;
- cutin "",255;
- end;
- }
}
else {
mes "[Friar Patrick]";
@@ -231,10 +213,8 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
next;
mes "[Friar Patrick]";
mes "Please train more and come again.";
- close2;
- cutin "",255;
}
- end;
+ break;
case 3:
if (.@doll == 1) {
mes "[Friar Patrick]";
@@ -252,9 +232,7 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
mes "[Friar Patrick]";
mes "Go to see ^0000FFRust Blackhand^000000 who is near the main building of the monastery... Then he will make this doll helpful to you.";
setquest 3042;
- close2;
- cutin "",255;
- end;
+ break;
}
case 4:
mes "[Friar Patrick]";
@@ -262,16 +240,17 @@ monk_test,309,146,3 script Friar Patrick#edq 412,{
next;
mes "[Friar Patrick]";
mes "Train more and use your skills to prevent the world from evil's looming presence...";
- close2;
- cutin "",255;
- end;
+ break;
}
+ close2;
+ cutin "",255;
+ end;
}
monk_test,306,151,3 script Grave of Baphomet#edq 111,{
- if (countitem(6002) > 0) {
+ if (checkquest(3040)>=0) erasequest 3040;
+ if (countitem(6002) > 0)
delitem 6002,countitem(6002); //Token_Of_Apostle
- }
mes "This stone-grave has a carving of a wicked devil with large horns. An ominous feeling emits from it.";
next;
switch(select("Touch this.:Step back.")) {
@@ -285,18 +264,14 @@ monk_test,306,151,3 script Grave of Baphomet#edq 111,{
set .@instance, instance_id(1);
instance_attach(.@instance);
- set .@ins_bapho_check,checkquest(3040,PLAYTIME);
+ // 12 hour cooldown
+ set .@ins_bapho_check,checkquest(3046,PLAYTIME);
+ // Two hour play limit
set .@ins_bapho_check2,checkquest(3045,PLAYTIME);
- if ((.@ins_bapho_check != 2) && (.@ins_bapho_check2 == 2)) {
- mes "[Friar Patrick]";
- mes "It seems you have entered this grave recently... You cannot enter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
- close;
- }
- if (.@ins_bapho_check == -1) {
+ if ((.@ins_bapho_check == -1) || ((.@ins_bapho_check2 >= 0) && (.@ins_bapho_check2 < 2))) {
if (has_instance("1@cata") == "") {
mes "It's cold to the touch. But, there is no response.";
- close;
}
//else if (ret == 2) {
// mes "It's cold to the touch. But, there is no response.";
@@ -305,21 +280,19 @@ monk_test,306,151,3 script Grave of Baphomet#edq 111,{
else if ((has_instance("1@cata") != "") && (.@partymembercount < 2)) {
mes "[Friar Patrick]";
mes "To enter this dangerous place, you can't go alone. Come again after you join a party.";
- close;
}
//else if (ret == 0) {
else {
mapannounce "monk_test","[" + strcharinfo(0) + "] member of [" + getpartyname(.@party_id) + "] party enters the Sealed catacombs.",bc_map,"0x00ff99";
- setquest 3040;
+ setquest 3046;
+ setquest 3045;
warp "1@cata",100,224;
- close;
}
}
else if ((.@ins_bapho_check == 0) || (.@ins_bapho_check == 1)) {
mes "[Friar Patrick]";
mes "It seems you have entered this grave recently... You cannot enter because the curse of Baphomet still remains.";
mes "The curse of Baphomet disappears after a certain amount of time after you entered.";
- close;
}
else if (.@ins_bapho_check == 2) {
mes "[Friar Patrick]";
@@ -328,17 +301,18 @@ monk_test,306,151,3 script Grave of Baphomet#edq 111,{
mes "[Friar Patrick]";
mes "Haaaaaaap... Wingardium Leviosa Expecto Patronum !!!!!";
specialeffect2 EF_HOLYHIT;
- erasequest 3040;
- erasequest 3041;
- erasequest 3045;
+ if (checkquest(3046)) erasequest 3046;
+ if (checkquest(3041)) erasequest 3041;
+ if (checkquest(3045)) erasequest 3045;
next;
mes "[Friar Patrick]";
mes "Huu... It's over. Now I released all the curses on you. You can enter again.";
- close;
}
+ break;
case 2:
- close;
+ break;
}
+ close;
}
prt_monk,261,91,3 script Rust Blackhand#edq 826,{
@@ -853,7 +827,6 @@ OnMyMobDead:
}
end;
-//OnTouch2:
OnTouch:
if ('ins_baphomet == 0) {
mes "'Krrrr... Krrrr...'";
@@ -990,7 +963,7 @@ OnTouch:
else {
mes "[Soul of Ancient Hero]";
mes "To remind you again, I can be substantialized in one hour. So everyone, finish your work within that time.";
- set 'ins_baphomet,3;
+ //set 'ins_baphomet,3;
}
close2;
cutin "",255;
@@ -1005,7 +978,7 @@ OnTouch:
delitem 6001,countitem(6001); //Essence_Of_Fire
set 'ins_baphomet,4;
mes "[Soul of Ancient Hero]";
- mes "Okay. You've done your work. Now check your companies and tell me when everyone finished their work.";
+ mes "Okay. You've done your work. Now check your companions and tell me when everyone finished their work.";
}
else {
mes "[Soul of Ancient Hero]";
@@ -1015,7 +988,7 @@ OnTouch:
cutin "",255;
end;
}
- else if (('ins_baphomet == 3) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ else if ('ins_baphomet == 3) {
cutin "ins_cata_champ_n",2;
mes "[Soul of Ancient Hero]";
mes "Do you have ^0000FFToken of Apostle^000000?";
@@ -1023,7 +996,7 @@ OnTouch:
if (countitem(6002) > 0) {
set 'ins_baphomet,4;
mes "[Soul of Ancient Hero]";
- mes "Okay. You've done your work. Tell your representative to check your companies and come to me when everyone finished their work.";
+ mes "Okay. You've done your work. Tell your representative to check your companions and come to me when everyone finished their work.";
}
else {
mes "[Soul of Ancient Hero]";
@@ -1053,7 +1026,7 @@ OnTouch:
instance_announce 0, "Soul of Ancient Hero : Now you can go to the Main Altar's gate. It is located in the Southeast",bc_map,"0xFFFF00";
close;
}
- else if (('ins_baphomet == 4) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ else if ('ins_baphomet == 4) {
cutin "ins_cata_champ_n",2;
mes "[Soul of Ancient Hero]";
mes "Are you ready? I opened the sealed gate right now. To pass the gate, you should carry ^0000FFToken of Apostle^000000.";
@@ -1066,14 +1039,14 @@ OnTouch:
else if ('ins_baphomet == 5) {
cutin "ins_cata_champ_n",2;
mes "[Soul of Ancient Hero]";
- mes "What are you doing? The entrance of the mail altar is opened right now, go and fight! Entrance is near the bottom of rightside of this floor.";
+ mes "What are you doing? The entrance of the main altar is opened right now, go and fight! Entrance is near the bottom of rightside of this floor.";
cutin "",255;
close;
}
else {
cutin "ins_cata_champ_n",2;
mes "[Soul of Ancient Hero]";
- mes "I have nothing to talk to you...";
+ mes "I have nothing to say to you...";
cutin "",255;
close;
}
@@ -1081,7 +1054,7 @@ OnTouch:
//===================== TO 2F Warp ========================
1@cata,281,12,0 script ins_bapho_to_2f 45,1,1,{
-//OnTouch2:
+
OnTouch:
if (countitem(6002) > 0) {
delitem 6002,countitem(6002); //Token_Of_Apostle
@@ -2152,9 +2125,9 @@ OnTouch:
2@cata,80,63,4 script Soul of Ancient Hero#2F 411,{
cutin "ins_cata_champ_s",2;
- erasequest 3041;
- erasequest 3040;
- setquest 3040;
+ if (checkquest(3041)) erasequest 3041;
+ if (checkquest(3046)) erasequest 3046;
+ setquest 3046;
mes "[Soul of Ancient Hero]";
mes "Good job, my descendants... You've satisfied our long-cherished desire that me and my companies can't accomplish.";
next;
@@ -2239,7 +2212,7 @@ OnDisable:
OnMyMobDead:
if (mobcount("2@cata",instance_npcname("control_baphomet", instance_id())+"::OnMyMobDead") < 1) {
set 'ins_baphomet,7;
- setquest 3040;
+ setquest 3046;
erasequest 3041;
instance_announce 0, "Baphomet : No! Nonono! I get this insult again from these trivial bugs... No...",bc_map,"0xdb7093";
enablenpc instance_npcname("Soul of Ancient Hero#2F", instance_id());
diff --git a/npc/kafras/dts_warper.txt b/npc/kafras/dts_warper.txt
index ffd28edd4..7aa6bb385 100644
--- a/npc/kafras/dts_warper.txt
+++ b/npc/kafras/dts_warper.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Evera
//===== Current Version: =====================================
-//= 2.7
+//= 2.8
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -52,6 +52,7 @@
//= 2.5 Converted from Aegis file. (11.3) [L0ne_W0lf]
//= 2.6 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
//= 2.7 Fixed a typo, a - to a +. Not sure how that happened. [L0ne_w0lf]
+//= 2.8 Corrected another typo this time in a variable.
//============================================================
einbroch,246,70,0 script Vote Timer#ein -1,{
@@ -769,7 +770,7 @@ yuno,153,191,6 script Cool Event Staff#yuno::VotingStaffCCE 874,{
//}
//else {
if ($DTS_Result == 0) {
- if (lhz_vote <= $DTRS_VoteCount) {
+ if (lhz_vote <= $DTS_VoteCount) {
mes "[Cool Event Corp. Voting Staff]";
mes "Cool Event Corp.,";
mes "if chosen to provide the";
@@ -833,7 +834,7 @@ yuno,153,191,6 script Cool Event Staff#yuno::VotingStaffCCE 874,{
}
}
else if ($DTS_Result == 3) {
- if (lhz_vote <= $DTRS_VoteCount) {
+ if (lhz_vote <= $DTS_VoteCount) {
mes "[Cool Event Corp. Voting Staff]";
mes "Unfortunately, there wasn't";
mes "enough voter turnout in the";
diff --git a/npc/quests/Lvl4_weapon_quest.txt b/npc/quests/Lvl4_weapon_quest.txt
index 50af31bb3..751f9eb52 100644
--- a/npc/quests/Lvl4_weapon_quest.txt
+++ b/npc/quests/Lvl4_weapon_quest.txt
@@ -3,10 +3,11 @@
//===== By: ==================================================
//= Vicious_Pucca, Reddozen & MasterOfMuppets
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN 3422+(Requires jA Script System)
//===== Description: =========================================
+//= [Aegis Conversion]
//= Grade A and Grade S weapon quests
//===== Additional Comments: =================================
//= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets]
@@ -17,3602 +18,3490 @@
//= 1.21 Fixing MoM's typos (Citrin -> Citrine) [erKURITA]
//= 1.3 Redirected error message for "LV_16" to "LV_16_NOGEM" (Gepard) [L0ne_W0lf]
//= 1.4 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
-//---------------------------------------------------------------
-// Initialize the basic materials for easier reading/conversion
-//---------------------------------------------------------------
-
-- script lv4_weapon_init -1,{
-OnInit:
- set $@LV4_Citrine, 7295; // 7295,Citrine
- set $@LV4_Turquoise, 7294; // 7294,Turquoise
- set $@LV4_Agate, 7291; // 7291,Agate
-
- set $@LV4_Muscovite, 7292; // 7292,Muscovite
- set $@LV4_Biotite, 7297; // 7297,Biotite
- set $@LV4_Pyroxene, 7296; // 7296,Pyroxene
-
- set $@LV4_Phlogopite, 7290; // 7290,Phlogopite
- set $@LV4_Olivine, 7289; // 7289,Peridot
- set $@LV4_Rose_Quartz, 7293; // 7293,Rose_Quartz
-
- set $@LV4_Gold, 969; // 969,Gold
- set $@LV4_Steel, 999; // 999,Steel
- set $@LV4_Emperium, 714; // 714,Emperium
- set $@LV4_Hammer_Of_Blacksmith, 1005; // 1005,Hammer_of_Blacksmith
- set $@LV4_Emperium_Anvil, 989; // 989,Emperium_Anvil
- set $@LV4_Illusion_Flower, 710; // 710,Illusion_Flower
- end;
-}
-
-//---------------------------------------------------------------
-// Bazo, creates Immaterial Sword, Quadrille and Slash
-//---------------------------------------------------------------
-
-umbala,117,285,3 script Bazo 85,{
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- Currently you are overweight. -";
- mes "- Please lighten your weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon == 1) goto LV4_1;
- if(lv4_weapon == 2) goto LV4_2;
- if(lv4_weapon == 3) goto LV4_2;
- if(lv4_weapon == 4) goto LV4_2;
- if(lv4_weapon == 5) goto LV4_5;
- if(lv4_weapon == 6) goto LV4_5;
- if(lv4_weapon == 7) goto LV4_5;
- if(lv4_weapon > 7) goto LV4_7;
- end; // shouldn't be here
-
-
-LV4_0:
- mes "[Bazo]";
- mes "Hello, you are from outside, huh?";
- mes "I can tell by your appearance.";
- mes "Pleased to meet you. My name is Bazo Heburiech.";
- mes "I am also from outside.";
- next;
- mes "[Bazo]";
- mes "We must have been meant to meet each other.";
- mes "If you don't mind, let me explain about this place for a while.";
- mes "Umbala is adjacent to Nifflheim, the city of the dead.";
- mes "Even at a first sight, I knew that";
- mes "there is something about this village.";
- next;
- mes "[Bazo]";
- mes "Due to that geographical trait,";
- mes "this village was filled with evil power";
- mes "that was influenced by the city of the dead.";
- next;
- mes "[Bazo]";
- mes "The local people have learned";
- mes "to manipulate the evil power for";
- mes "producing specialties.";
- next;
- mes "[Bazo]";
- mes "While staying here, I also have learned";
- mes "some recipes. If you bring me materials,";
- mes "I am willing to show you my skills.";
- mes "How does that sound?";
- next;
-
- switch( select( "Sounds good.", "No, thanks." ) ) {
+umbala,117,285,3 script Bazo#lv4 85,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Bazo]";
+ mes "Hello...";
+ mes "Not from around";
+ mes "here, are you?";
+ next;
+ mes "[Bazo]";
+ mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
+ next;
+ mes "[Bazo]";
+ mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
+ mes "this village.";
+ next;
+ mes "[Bazo]";
+ mes "For one thing, Umbala is close";
+ mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
+ next;
+ mes "[Bazo]";
+ mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
+ next;
+ mes "[Bazo]";
+ mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
+ next;
+ switch(select("Sounds good~:No, thanks.")) {
case 1:
- if(BaseLevel >= 70) goto L4_0_1;
-
- mes "[Bazo]";
- mes "Err...I don't think that you are powerful";
- mes "enough to handle my products.";
- mes "They are charged with evil power.";
- next;
- mes "[Bazo]";
- mes "That means if their owners are not powerful";
- mes "and not experienced enough,";
- mes "they will drive the owners insane.";
- mes "And I cannot do that to my friend.";
- next;
- mes "[Bazo]";
- mes "Therefore, I want you to go back and level up first.";
- mes "I will gladly expect you to come back when you are ready.";
- break;
-L4_0_1:
+ if (BaseLevel < 70) {
+ mes "[Bazo]";
+ mes "Hmm. For now, you should level";
+ mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
+ next;
+ mes "[Bazo]";
+ mes "Like I said before, these";
+ mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
+ next;
+ mes "[Bazo]";
+ mes "Once you're ready,";
+ mes "I'll gladly make you";
+ mes "something great~";
+ close;
+ }
mes "[Bazo]";
- mes "Excellent! Let me tell you";
- mes "the materials I need. I hope you will write them down.";
- mes "There is not that many though.";
+ mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
next;
mes "[Bazo]";
- mes "I need 10 Gold, 50 Steel and 10 Emperium";
- mes "as basic materials...";
- mes "and you can enchant the product with a certain trait.";
- mes "For that, I need some rare ores...";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
next;
mes "[Bazo]";
- mes "Please bring me 30 of either Citrine, Turquoise or Agate.";
- mes "Each one of them possess their own attribute";
- mes "and following by the ore you have brought,";
- mes "my product will possess a special trait.";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
next;
mes "[Bazo]";
- mes "I wish you good luck...";
- mes "I will wait for you!";
-
- set lv4_weapon, 1;
- break;
- case 2:
- mes "[Bazo]";
- mes "Oh, okay. That is fine with me.";
- mes "By the way, don't you want to know how evil the city of the dead will be?";
- mes "I do since that city influences so much of this village";
- mes "with it's mysterious power, you know.";
- break;
- }
- close;
-
-
-
-//--------------------------------------------------
-//Gold, Steel, Emp Check + Choosing the gem
-//--------------------------------------------------
-LV4_1:
- if(countitem($@LV4_Gold) < 10) goto LV4_1_FAIL;
- if(countitem($@LV4_Steel) < 50) goto LV4_1_FAIL;
- if(countitem($@LV4_Emperium) < 10) goto LV4_1_FAIL;
-
- mes "[Bazo]";
- mes "Oh...you have brought all the basic materials.";
- mes "Now let me check what kind of rare ores";
- mes "you have brought...";
- next;
-
- if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CTA;
- if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30) goto LV4_1_CT;
- if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CA;
- if (countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_TA;
- if (countitem($@LV4_Citrine) >= 30) goto LV4_1_C;
- if (countitem($@LV4_Turquoise) >= 30) goto LV4_1_T;
- if (countitem($@LV4_Agate) >= 30) goto LV4_1_A;
- goto LV4_1_NOGEM;
- end;
-
-
-LV4_1_CTA:
- mes "[Bazo]";
- mes "Hahaha, I asked you to bring one kind not all of them.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Citrine", "Turquoise", "Agate" ) ) {
- case 1:
- mes "[Bazo]";
- mes "Citrine...okay. Before we start,";
- set @gem, $@LV4_Citrine;
- set @gemstring$,"Citrine";
- break;
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ set lv4_weapon,1;
+ close;
case 2:
mes "[Bazo]";
- mes "Turquoise...okay. Before we start,";
- set @gem, $@LV4_Turquoise;
- set @gemstring$,"Turquoise";
- break;
- case 3:
+ mes "Oh, okay.";
+ mes "That's fine with me.";
+ mes "But I'll be right here if you";
+ mes "ever change your mind.";
+ close;
+ }
+ }
+ if (lv4_weapon > 7) {
+ mes "[Bazo]";
+ mes "Hmm...";
+ mes "I sense something different about you. I can't quite describe it, but I get the distince feeling that there's nothing I can do for you.";
+ next;
+ mes "[Bazo]";
+ mes "In any case, I wish you safety in your travels, adventurer.";
+ close;
+ }
+ if ((lv4_weapon >= 5) && (lv4_weapon <= 7)) {
+ mes "[Bazo]";
+ mes "Great...!";
+ mes "Now, let's do this!";
+ mes "Oh, and you should know";
+ mes "now that I can't tell what kind of thing we might get. But let's hope that it'll be good.";
+ next;
+ mes "^3355FFYou feel a mysterious energy gathering around the materials";
+ mes "and the air around them begins to crackle. It seems as if the materials were absorbing";
+ mes "all of the ambient energy.^000000";
+ next;
+ mes "^3355FFWithout any discernable action from Bazo, the materials began to fuse into each other.^000000";
+ next;
+ mes "[Bazo]";
+ mes "Can you feel that? The materials are now gathering power on their own. It's out of my hands now. All we can do now is wait and pray.";
+ next;
+ mes "^3355FFThe materials finish melding";
+ mes "and the air grows calm.^000000";
+ next;
+ mes "[Bazo]";
+ mes "Ooooooh! It's done!";
+ mes "We've succeeded! Ah,";
+ mes "this is amazing! Our prayers";
+ mes "must have been answered!";
+ next;
+ mes "[Bazo]";
+ mes "It looks like all those materials turned into some kind of weapon. That ought to be quite useful to you. Now let's see...";
+ next;
+ mes "[Bazo]";
+ if (lv4_weapon == 5) {
+ mes "Immaterial Sword!";
+ mes "This sword was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1141,1; //Immaterial_Sword
+ }
+ else if (lv4_weapon == 6) {
+ mes "Slash!";
+ mes "This mace was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1526,1; //Slash
+ }
+ else if (lv4_weapon == 7) {
+ mes "Quadrille!";
+ mes "This mace was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1527,1; //Quadrille
+ }
+ next;
+ mes "[Bazo]";
+ mes "Ah, I'm very satisfied with these results. If you wish to have another one, please feel free to visit me anytime. Alright then, enjoy your travels~";
+ close;
+ }
+ if (((lv4_weapon == 2) && (countitem(7295) > 29)) || ((lv4_weapon == 3) && (countitem(7294) > 29)) || ((lv4_weapon == 4) && (countitem(7291) > 29))) {
+ if (lv4_weapon == 2) {
+ set .@itemreq,7795; // Citrine
+ }
+ else if (lv4_weapon == 3) {
+ set .@itemreq,7794; //Turqoise
+ }
+ else if (lv4_weapon == 4) {
+ set .@itemreq,7791; // Agate
+ }
+ mes "[Bazo]";
+ mes "Okay, it seems like you're";
+ mes "ready so let's get started. Now, my favorite monsters are Poring, Hode, Obeaune and Minorous.";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
mes "[Bazo]";
- mes "Agate....okay. Before we start,";
- set @gem, $@LV4_Agate;
- set @gemstring$,"Agate";
- break;
- }
-
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_CT:
- mes "[Bazo]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Citrine", "Turquoise" ) ) {
- case 1:
+ if (.@i == 1) {
+ mes "Here's the first question.";
+ mes "What monster am I thinking";
+ mes "of right now?";
+ }
+ else if (.@i == 2) {
+ mes "Alright...";
+ mes "Now guess which monster";
+ mes "I'm thinking about right... Now!";
+ }
+ else if (.@i == 3) {
+ mes "Now what monster";
+ mes "am I thinking about?";
+ }
+ else if (.@i == 4) {
+ mes "Which monster am";
+ mes "I thinking about right now?";
+ }
+ else if (.@i == 5) {
+ mes "Okay, one last time.";
+ mes "Guess which monster I'm";
+ mes "thinking about right now.";
+ }
+ next;
+ set .@answer,select("Poring:Hode:Obeaune:Minorous");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Bazo]";
+ mes "Okay, let me give you the answers for the questions in the order I was thinking. Now, it might seem like I'm making them up right now, but I'm not. We gotta trust each other on this.";
+ next;
+ mes "[Bazo]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Poring";
+ }
+ else if (.@mons[.@i] == 1) {
+ mes "Hode";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Obeaune";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Minorous";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ if (.@dap > 0) {
mes "[Bazo]";
- mes "Citrine...okay. Before we start,";
- set @gem, $@LV4_Citrine;
- set @gemstring$,"Citrine";
- break;
- case 2:
+ mes "You got the right answer " + .@dap + " times! Incredible! As promised, I shall create a specialty Umbala item for you. Give me a little time to get ready, and then we'll get started.";
+ close;
+ }
+ else if (.@dap < 1) {
mes "[Bazo]";
- mes "Turquoise...okay. Before we start,";
- set @gem, $@LV4_Turquoise;
- set @gemstring$,"Turquoise";
- break;
- }
-
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_CA:
- mes "[Bazo]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Citrine", "Agate" ) ) {
- case 1:
+ mes "Huh. You must not be able to";
+ mes "read minds, or you've got really bad luck. Either way, we can't try this until we drive away the ill fortune around you.";
+ next;
mes "[Bazo]";
- mes "Citrine...okay. Before we start,";
- set @gem, $@LV4_Citrine;
- set @gemstring$,"Citrine";
- break;
- case 2:
+ mes "Hm, we need at least";
+ mes "10 "+getitemname(.@itemreq)+" to try this";
+ mes "again, so go ahead";
+ mes "and give me that.";
+ next;
mes "[Bazo]";
- mes "Agate....okay. Before we start,";
- set @gem, $@LV4_Agate;
- set @gemstring$,"Agate";
- break;
- }
-
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_TA:
- mes "[Bazo]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Turquoise", "Agate" ) ) {
- case 1:
- mes "[Bazo]";
- mes "Turquoise...okay. Before we start,";
- set @gem, $@LV4_Turquoise;
- set @gemstring$,"Turquoise";
- break;
- case 2:
- mes "[Bazo]";
- mes "Agate....okay. Before we start,";
- set @gem, $@LV4_Agate;
- set @gemstring$,"Agate";
- break;
- }
-
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_C:
- mes "[Bazo]";
- mes "Citrine...okay. Before we start,";
- set @gem, $@LV4_Citrine;
- set @gemstring$,"Citrine";
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_T:
- mes "[Bazo]";
- mes "Turquoise...okay. Before we start,";
- set @gem, $@LV4_Turquoise;
- set @gemstring$,"Turquoise";
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_A:
- mes "[Bazo]";
- mes "Agate....okay. Before we start,";
- set @gem, $@LV4_Agate;
- set @gemstring$,"Agate";
- goto LV4_1_PICK;
- end; // shouldn't be here
-
-
-LV4_1_PICK:
- mes "we must do one thing first.";
- mes "That is, testing your luck.";
- mes "As you already know,";
- mes "I cannot guarantee you that we will succeed";
- mes "to make one right away.";
- next;
- mes "[Bazo]";
- mes "If we can raise your luck before we start,";
- mes "we will be able to succeed.";
- next;
- mes "[Bazo]";
- mes "Now you must be wondering what we";
- mes "will do in order to increase your luck.";
- mes "It is simple, we will play a mind-reading game.";
- mes "I am going to think of one monster among 4 of my favorite ones,";
- mes "you will guess what the monster is.";
- next;
- mes "[Bazo]";
- mes "You must answer correctly at least";
- mes "1 out of 5 times. It shouldn't be that difficult.";
- mes "And if you fail to answer, we must do something else";
- mes "to drive away your bad luck.";
- next;
- mes "[Bazo]";
- mes "I will take 10 of the special ore you chose.";
- mes "Well, I understand that it does not sound tempting";
- mes "but let's think of it this way.";
- mes "It is much better than wasting 30 ore";
- mes "by failing to create the item, isn't it?";
- next;
- mes "[Bazo]";
- mes "Okay, now I need some time to prepare...";
- mes "Talk to you later!";
-
- if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
- if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
- if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
- delitem $@LV4_Gold, 10;
- delitem $@LV4_Steel, 50;
- delitem $@LV4_Emperium, 10;
- if(@gem == $@LV4_Citrine) set lv4_weapon, 2;
- if(@gem == $@LV4_Turquoise) set lv4_weapon, 3;
- if(@gem == $@LV4_Agate) set lv4_weapon, 4;
- close;
-
-
-LV4_1_NOGEM:
- mes "[Bazo]";
- mes "I seem to recall that I asked you to bring";
- mes "30 of a special ore, Citrine, Turquoise, or Agate...";
- mes "And I don't see any of them.";
- mes "You must have forgot them. Please go get them too.";
- close;
-
-
-LV4_1_FAIL:
- mes "[Bazo]";
- mes "Please bring me 10 Gold, 50 Steel and 10 Emperium";
- mes "as basic materials...";
- mes "and you can enchant the product with a certain trait.";
- mes "For that, I need some rare ores...";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrine, Turquoise or Agate.";
- mes "Each one of them possess their own attribute";
- mes "and using the ore you have brought,";
- mes "my product will possess a special trait.";
- next;
- mes "[Bazo]";
- mes "I wish you good luck...";
- mes "I will wait for you!";
- close;
-
-
-
-//--------------------------------------------------
-//Guessing Game
-//--------------------------------------------------
-LV4_2:
- if(lv4_weapon == 2) set @gem, $@LV4_Citrine;
- if(lv4_weapon == 3) set @gem, $@LV4_Turquoise;
- if(lv4_weapon == 4) set @gem, $@LV4_Agate;
- if(countitem(@gem) < 30) goto LV4_2_NOGEM;
-
- mes "[Bazo]";
- mes "Ok, you seem to be ready.";
- mes "Let's get started.";
- mes "My favorite monsters are Poring,";
- mes "Hode, Obeaune, and Minorous.";
- next;
-
- set @dap, 0;
- set @correct[0],1;
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
+ mes "Well, if you want to try this mind reading game again, just come";
+ mes "back with the materials. I'll be waiting to gauge your luck.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 2) || (lv4_weapon == 3) || (lv4_weapon == 4)) {
mes "[Bazo]";
-
- if(@i == 1) mes "Here's the 1st question. Guess what monster";
- if(@i != 1) mes "Alright. Now guess what monster";
-
- mes "I have in my mind at this moment.";
+ mes "Hmm. Something doesn't";
+ mes "feel right. We must be missing";
+ mes "something. Would you check the";
+ mes "materials you've brought again?";
+ close;
+ }
+ if ((lv4_weapon == 1) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
+ mes "[Bazo]";
+ mes "Oh, you've brought all the basic materials. Now, let me check to see if you brought any of the rare ores I asked for...";
next;
-
- set @mons, rand(1, 4);
-
- switch( select( "Poring", "Hode", "Obeaune", "Minorous" ) ) {
+ if ((countitem(7295) > 29) || (countitem(7794) > 29) || (countitem(7291) > 29)) {
+ if ((countitem(7295) > 29) && (countitem(7794) > 29) && (countitem(7291) > 29)) {
+ mes "[Bazo]";
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not all of them. So which one would you";
+ mes "like to use?";
+ next;
+ switch(select("Citrin:Turquoise:Agate")) {
case 1:
- set @correct[@i], 1;
- if(@mons == 1) set @dap, @dap + 1;
+ set .@itemreq,7795; // Citrine
break;
-
case 2:
- set @correct[@i], 2;
- if(@mons == 2) set @dap, @dap + 1;
+ set .@itemreq,7794; //Turqoise
break;
-
case 3:
- set @correct[@i], 3;
- if(@mons == 3) set @dap, @dap + 1;
+ set .@itemreq,7791; // Agate
break;
-
- case 4:
- set @correct[@i], 4;
- if(@mons == 4) set @dap, @dap + 1;
+ }
+ }
+ else if ((countitem(7295) > 29) && (countitem(7794) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Citrin:Turquoise")) {
+ case 1:
+ set .@itemreq,7795; // Citrine
+ break;
+ case 2:
+ set .@itemreq,7794; //Turqoise
+ break;
+ }
+ }
+ else if ((countitem(7295) > 29) && (countitem(7291) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Citrin:Agate")) {
+ case 1:
+ set .@itemreq,7795; // Citrine
+ break;
+ case 2:
+ set .@itemreq,7791; // Agate
+ break;
+ }
+ }
+ else if ((countitem(7794) > 29) && (countitem(7291) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Turquoise:Agate")) {
+ case 1:
+ set .@itemreq,7794; //Turqoise
break;
+ case 2:
+ set .@itemreq,7791; // Agate
+ break;
+ }
+ }
+ else {
+ if (countitem(7795) > 29) {
+ set .@itemreq,7795; // Citrine
+ }
+ if (countitem(7794) > 29) {
+ set .@itemreq,7794; //Turqoise
+ }
+ if (countitem(7791) > 29) {
+ set .@itemreq,7791; // Agate
+ }
+ }
+ mes "[Bazo]";
+ mes getitemname(.@itemreq)+", huh?";
+ mes "Alright then. Before we start, we must first test your luck. As you may have guessed, item crafting in Umbala is a very delicate process.";
+ next;
+ mes "[Bazo]";
+ mes "But if we do this during a time when your luck is high, we'll have a good chance of succeeding in creating something great. That makes sense, right?";
+ next;
+ mes "[Bazo]";
+ mes "Now, we'll test your luck by playing a simple mind reading";
+ mes "game. I'll think of a specific monster, and you'll have to";
+ mes "guess what it is from among";
+ mes "my favorites.";
+ next;
+ mes "[Bazo]";
+ mes "I'll give you five different chances, and if you can guess right once, we'll go ahead and craft the item. But if you get all of them wrong, we've got to drive away all the bad luck!";
+ next;
+ mes "[Bazo]";
+ mes "In order to drive away ill fortune, I'll be taking 10 of the special ore you've brought along. I know it sounds bad, but it's a lot better than losing 30 ores if we failed to create the item, right?";
+ next;
+ mes "[Bazo]";
+ mes "Okay, now I need";
+ mes "some time to preprare...";
+ mes "Talk to you later!";
+ delitem 969,10; //Gold
+ delitem 999,50; //Steel
+ delitem 714,10; //Emperium
+ if (.@itemreq == 7795) {
+ set lv4_weapon,2;
+ }
+ else if (.@itemreq == 7794) {
+ set lv4_weapon,3;
+ }
+ else if (.@itemreq == 7791) {
+ set lv4_weapon,4;
+ }
+ close;
+ }
+ else {
+ mes "[Bazo]";
+ mes "Please bring me 30 Citrin, Turquoise or Agate. You must";
+ mes "have forgotten to bring any of those, so please go back and get them so we can begin.";
+ close;
}
}
-
- mes "[Bazo]";
- mes "Okay, let me give you answers for the questions.";
- mes "I was thinking of the monsters in the order of";
- next;
- mes "[Bazo]";
-
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
- if(@correct[@i] == 1) mes "Poring";
- if(@correct[@i] == 2) mes "Hode";
- if(@correct[@i] == 3) mes "Obeaune";
- if(@correct[@i] == 4) mes "Minorous";
+ if (lv4_weapon == 1) {
+ mes "[Bazo]";
+ mes "If you'd like me to make you one of Umbala's specialty items, I'll need you to bring me some stuff so I can craft it for you.";
+ next;
+ mes "[Bazo]";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
+ next;
+ mes "[Bazo]";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
+ next;
+ mes "[Bazo]";
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ close;
}
-
- if(@dap < 1) goto LV4_2_FAIL;
-
- next;
mes "[Bazo]";
- mes "You answered " + @dap + " times!";
- mes "I must say you're amazing!";
- mes "As I promised, I will make an Umbala specialty for you.";
- mes "Please give me some time to prepare.";
- mes "Talk to you later.";
-
- if(countitem(@gem) < 30) goto LV4_HACK;
- delitem @gem, 30;
- set lv4_weapon, lv4_weapon + 3;
- close;
-
-
-LV4_2_FAIL:
- if(countitem(@gem) < 10) goto LV4_HACK;
- delitem @gem, 10;
-
+ mes "Hello...";
+ mes "Not from around";
+ mes "here, are you?";
next;
mes "[Bazo]";
- mes "Errr... I don't think you are good at reading";
- mes "other people's minds. Or you had bad luck, I guess.";
- mes "We cannot do that again unless";
- mes "we drive away the bad luck.";
- mes "Give me 10 " + @gemstring$ + ", that will do the job.";
+ mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
next;
mes "[Bazo]";
- mes "Well...if you want to do this mind-reading game again,";
- mes "please come back with the materials.";
- mes "I will wait here for you.";
- close;
-
-
-LV4_2_NOGEM:
- mes "[Bazo]";
- mes "Errr...something doesn't feel right. We lack something...";
- mes "Will you check the materials that you have brought?";
- close;
-
-
-
-//--------------------------------------------------
-//Weapon Creation
-//--------------------------------------------------
-LV4_5:
- mes "[Bazo]";
- mes "Great... now, let's do it!";
- mes "Wish me luck...ah, I forgot to tell you this.";
- mes "I cannot tell you what kind of product it will be. It is so random.";
- mes "Let's wish that a good thing will come out, okay?";
- next;
- mes "- You feel unknown power start gathering in -";
- mes "- the materials. It seems the materials are -";
- mes "- absorbing all the evil power in the air. -";
- next;
- mes "- Then, the materials start merging into one -";
- mes "- even though Bazo didn't touch them at all. -";
+ mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
+ mes "this village.";
next;
mes "[Bazo]";
- mes "Can you feel that? The materials are gathering";
- mes "power at their own will.";
- mes "They are out of my hand now. Let's wait and hope.";
- next;
- mes "- After a while, the air becomes calm -";
- mes "- and you check the result. -";
+ mes "For one thing, Umbala is close";
+ mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
next;
mes "[Bazo]";
- mes "Ooooooh! It is done!";
- mes "We have succeeded! Ah, it's amazing!";
- mes "Did I tell you that it is really rare to succeed right away?";
- mes "Yes, God must have listened to our prayers.";
- mes "Oh, it is a weapon! It will be very useful to you.";
- mes "Let's take a closer look...";
+ mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
next;
-
mes "[Bazo]";
-
- switch( lv4_weapon ) {
- case 5:
- mes "Immaterial Sword!";
- getitem 1141, 1; // 1141,Immaterial_Sword
- break;
- case 6:
- mes "it is Slash!";
- getitem 1526, 1; // 1526,Slash
- break;
- case 7:
- mes "it is Quadrille!";
- getitem 1527, 1; // 1527,Quadrille
- break;
- }
-
- set lv4_weapon, 0;
- mes "This sword was born to be yours!";
- mes "Congratulations and hopefully it will have a good use for you.";
+ mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
next;
-
- mes "[Bazo]";
- mes "I feel so gratified. If you wish to have";
- mes "another one, please feel free to visit me anytime.";
- mes "Have a good travel!";
- close;
-
-
-
-//--------------------------------------------------
-//Other Quests
-//--------------------------------------------------
-LV4_7:
- mes "[Bazo]";
- mes "Hmm...I feel something strange from you.";
- mes "I regret to say that there is nothing I can do for you.";
- mes "I hope you have a safe travel.";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Bazo]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
+ switch(select("Sounds good~:No, thanks.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Bazo]";
+ mes "Hmm. For now, you should level";
+ mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
+ next;
+ mes "[Bazo]";
+ mes "Like I said before, these";
+ mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
+ next;
+ mes "[Bazo]";
+ mes "Once you're ready,";
+ mes "I'll gladly make you";
+ mes "something great~";
+ close;
+ }
+ mes "[Bazo]";
+ mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
+ next;
+ mes "[Bazo]";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
+ next;
+ mes "[Bazo]";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
+ next;
+ mes "[Bazo]";
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ set lv4_weapon,1;
+ close;
+ case 2:
+ mes "[Bazo]";
+ mes "Oh, okay.";
+ mes "That's fine with me.";
+ mes "But I'll be right here if you";
+ mes "ever change your mind.";
+ close;
+ }
}
-//---------------------------------------------------------------
-// Hibilaithan, creates Mailbreaker, Swordbreaker and Slaughter
-//---------------------------------------------------------------
-
-umbala,163,257,3 script Hibilaithan 785,{
- if(event_umbala < 3) goto LumWord;
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- Currently you are overweight. -";
- mes "- Please lighten your weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon == 8) goto LV4_8;
- if(lv4_weapon == 9) goto LV4_9;
- if(lv4_weapon == 10) goto LV4_9;
- if(lv4_weapon == 11) goto LV4_9;
- if(lv4_weapon == 12) goto LV4_12;
- if(lv4_weapon == 13) goto LV4_12;
- if(lv4_weapon == 14) goto LV4_12;
- if(lv4_weapon < 8) goto LV4_7;
- if(lv4_weapon > 14) goto LV4_7;
- end; // shouldn't be here
-
-
-LumWord:
+umbala,163,257,3 script Hibilaithan#lv4 785,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (event_umbala < 3) {
mes "[Hibilaithan]";
mes "Umba! Umbaba...umum! Baumba!";
mes "Umumumbababaumumbabaumba!";
mes "Umbaumbaumbaumbaumhah!";
mes "Umumumumumbababababab!";
- close;
-
-
-LV4_0:
- mes "[Hibilaithan]";
- mes "Haha, yeah, I knew this day would come.";
- mes "Finally people recognize my value";
- mes "as the best artisan in Umbala!";
- next;
- mes "[Hibilaithan]";
- mes "Okay, let's talk straight.";
- mes "I, Hibilaithan shall craft something nice";
- mes "if you bring me materials!";
- mes "Hahahahahaha!";
- next;
- mes "[Hibilaithan]";
- mes "Eh? What? You didn't come to see me?";
- mes "Stop joking around...Don't play me for a fool!";
- mes "People are too shy to tell the truth nowadays!";
- mes "Let's be honest and tell me if you want it or not.";
- next;
-
- switch( select( "...okay.", "...sorry, I don't need it!" ) ) {
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Hibilaithan]";
+ mes "Eh heh heh...";
+ mes "At long last, this";
+ mes "day has come. Finally,";
+ mes "I've earned recognition as";
+ mes "Umbala's greatest artisan!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
+ mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Hm? What was that?";
+ mes "Never heard of me?";
+ mes "Please, enough jesting!";
+ mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now be honest...";
+ mes "Do you want to be";
+ mes "the recipient of my";
+ mes "inspired and oft imitated";
+ mes "handiwork or not?";
+ next;
+ switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
case 1:
- if(BaseLevel >= 70) goto L4_0_1;
-
- mes "[Hibilaithan]";
- mes "...what a shame! I regret to tell you this,";
- mes "but your spirit is too weak";
- mes "to handle the power of my stuff!";
- mes "This is not good, not good at all!";
- mes "Go and train yourself first.";
- mes "When you become strong, you may come back!";
- break;
-L4_0_1:
+ if (BaseLevel < 70) {
+ mes "[Hibilaithan]";
+ mes "Ooh...";
+ mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
+ close;
+ }
mes "[Hibilaithan]";
- mes "Great! I like your attitute! Great, great!";
- mes "I am going to tell you what I need.";
- mes "It is not much, so do not forget.";
+ mes "Hahahaha!";
+ mes "Of course you do!";
+ mes "That was a rhetorical question!";
+ mes "But I like your attitude. Now I'm going to tell you what you need";
+ mes "to bring me, so don't forget.";
next;
mes "[Hibilaithan]";
- mes "Bring me 10 Gold, 50 Steel and 10 Emperium";
- mes "... as basic materials.";
- mes "And I need some rare ores to endow power...";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
next;
mes "[Hibilaithan]";
- mes "Bring me 30 of one ore among Muscovite, Biotite or Pyroxene.";
- mes "Remember you are going to bring 30 of one ore.";
- mes "I cannot pick one among those because I am";
- mes "not sure what will come out. Heh.";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
next;
mes "[Hibilaithan]";
- mes "Okay, wish you good luck!";
- mes "Meanwhile I am going to chill here.";
-
- set lv4_weapon, 8;
- break;
- case 2:
- mes "[Hibilaithan]";
- mes "Bah~ what are you afraid of?";
- mes "I am just trying to do you a favor, you know?";
- mes "Alright, it is your call.";
- mes "But if you change your mind,";
- mes "feel free to come back.";
- break;
- }
- close;
-
-
-
-//--------------------------------------------------
-//Gold, Steel, Emp Check + Choosing the gem
-//--------------------------------------------------
-LV4_8:
- if(countitem($@LV4_Gold) < 10) goto LV4_8_FAIL;
- if(countitem($@LV4_Steel) < 50) goto LV4_8_FAIL;
- if(countitem($@LV4_Emperium) < 10) goto LV4_8_FAIL;
-
- mes "[Hibilaithan]";
- mes "Oh...you have brought all the basic materials.";
- mes "Now let me check what kind of rare ores";
- mes "you have brought...";
- next;
-
- if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MBP;
- if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30) goto LV4_8_MB;
- if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MP;
- if (countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_BP;
- if (countitem($@LV4_Muscovite) >= 30) goto LV4_8_M;
- if (countitem($@LV4_Biotite) >= 30) goto LV4_8_B;
- if (countitem($@LV4_Pyroxene) >= 30) goto LV4_8_P;
- goto LV4_8_NOGEM;
- end;
-
-
-LV4_8_MBP:
- mes "[Hibilaithan]";
- mes "Gosh, did you brought all three kinds?";
- mes "Hahaha, it's fine.";
- mes "But we cannot use all of them this time.";
- mes "Pick one that you want to use.";
- next;
-
- switch( select( "Muscovite", "Biotite", "Pyroxene" ) ) {
- case 1:
- mes "[Hibilaithan]";
- mes "Muscovite...okay. Before we start,";
- set @gem, $@LV4_Muscovite;
- set @gemstring$,"Muscovite";
- break;
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ set lv4_weapon,8;
+ close;
case 2:
mes "[Hibilaithan]";
- mes "Biotite...okay. Before we start,";
- set @gem, $@LV4_Biotite;
- set @gemstring$,"Biotite";
- break;
- case 3:
+ mes "Hahahahaha~!";
+ mes "There's no need";
+ mes "to be modest!";
+ mes "Oh, you adventurers";
+ mes "can be so silly sometimes.";
+ next;
mes "[Hibilaithan]";
- mes "Pyroxene....okay. Before we start,";
- set @gem, $@LV4_Pyroxene;
- set @gemstring$,"Pyroxene";
- break;
- }
-
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_MB:
- mes "[Hibilaithan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Muscovite", "Biotite" ) ) {
- case 1:
+ mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
+ close;
+ }
+ }
+ if ((lv4_weapon < 8) || (lv4_weapon > 14)) {
+ mes "[Hibilaithan]";
+ mes "...";
+ mes "Ah... I don't feel";
+ mes "like doing ^820A2Aanything^000000";
+ mes "right now. Come back later, alright?";
+ close;
+ }
+ if ((lv4_weapon == 12) || (lv4_weapon == 13) || (lv4_weapon == 14)) {
+ mes "[Hibilaithan]";
+ mes "Ah, I sense that all is in readiness. Good, good,";
+ mes "I can begin! Now, don't peek.";
+ mes "I can't risk sharing my";
+ mes "awesome secrets!";
+ next;
+ mes "^3355FFHibilaithan picked up all the materials and turned his back to you. Although you couldn't get a clear look at what he was doing, his motions were deceptively simple and clumsy looking as you feel a strange energy gather around him.^000000";
+ next;
+ mes "[Hibilaithan]";
+ mes "Umm~ umm~ umm~";
+ mes "Aww~ aww~ aww~";
+ mes "Phew~ phew~ phew~";
+ mes "Woo~ woo~ woo~";
+ mes "Ho~ ho~ ho~";
+ next;
+ mes "[Hibilaithan]";
+ mes "Haha, it's done!";
+ mes "^333333*Phew*^000000 That was pretty tough, but I'm sure you can't wait to see what we've made. Okay, let's take a look...";
+ next;
+ mes "[Hibilaithan]";
+ if (lv4_weapon == 12) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Mailbreaker!";
+ set lv4_weapon,0;
+ getitem 1225,1; //Mail_Breaker
+ }
+ else if (lv4_weapon == 13) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Swordbreaker!";
+ set lv4_weapon,0;
+ getitem 1224,1; //Sword_Breaker
+ }
+ else if (lv4_weapon == 14) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Slaughter!";
+ set lv4_weapon,0;
+ getitem 1367,1; //Slaughter
+ }
+ next;
+ mes "[Hibilaithan]";
+ mes "Ah, yet another creation that's a testament to my awesome skills! Come back to me whenever you want me to make something truly great for you. See you around~";
+ close;
+ }
+ if (((lv4_weapon == 9) && (countitem(7292) > 29)) || ((lv4_weapon == 10) && (countitem(7297) > 29)) || ((lv4_weapon == 11) && (countitem(7296) > 29))) {
+ if (lv4_weapon == 9) {
+ set .@itemreq,7292; //Muscovite
+ }
+ else if (lv4_weapon == 10) {
+ set .@itemreq,7797; // Biotite
+ }
+ else if (lv4_weapon == 11) {
+ set .@itemreq,7796; // Pyroxene
+ }
+ mes "[Hibilaithan]";
+ mes "Okay, let's get started!";
+ mes "First, we're going to see how";
+ mes "lucky you are today. We'll play this simple game where you guess";
+ mes "which monster I'm thinking of.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Don't worry, I'll tell you which monsters are my favorite, so this game isn't impossible. If you can guess just one of them right, we'll know your luck is good today!";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
mes "[Hibilaithan]";
- mes "Muscovite...okay. Before we start,";
- set @gem, $@LV4_Muscovite;
- set @gemstring$,"Muscovite";
- break;
- case 2:
+ if (.@i == 1) {
+ mes "Alright...";
+ mes "My favorite monsters are";
+ mes "Zealotus, Alice, Munak and";
+ mes "Isis. Now... Guess which one";
+ mes "I'm thinking about right now!";
+ }
+ else if (.@i == 2) {
+ mes "Okay...";
+ mes "Now I'm thinking about a different monster. Or am I? Guess which one!";
+ }
+ else if (.@i == 3) {
+ mes "Now...";
+ mes "Which monster am";
+ mes "I thinking about?";
+ }
+ else if (.@i == 4) {
+ mes "Can you guess which";
+ mes "monster is on my mind now?";
+ }
+ else if (.@i == 5) {
+ mes "One more time!";
+ mes "What monster";
+ mes "am I thinking of?";
+ }
+ next;
+ set .@answer,select("Zealotus:Alice:Munak:Isis");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Hibilaithan]";
+ mes "Alright, that's it!";
+ mes "Now, this is the order";
+ mes "of the monsters that";
+ mes "I was thinking about...";
+ next;
+ mes "[Hibilaithan]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Zealotus";
+ }
+ else if (.@mons[.@i] == 1) {
+ mes "Alice";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Munak";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Isis";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ mes "[Hibilaithan]";
+ if (.@dap > 0) {
+ mes "Amazing...";
+ mes "You must have mental powers or something. You answered correctly";
+ mes "" + .@dap + " times! Wow, you must have really good luck today!";
+ next;
mes "[Hibilaithan]";
- mes "Biotite...okay. Before we start,";
- set @gem, $@LV4_Biotite;
- set @gemstring$,"Biotite";
- break;
- }
-
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_MP:
- mes "[Hibilaithan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Muscovite", "Pyroxene" ) ) {
- case 1:
+ mes "In that case, there's no reason";
+ mes "to delay. Give me a little time to prepare, and then we'll get started on making you something, okay?";
+ close;
+ }
+ else if (.@dap < 1) {
+ mes "Oooh...";
+ mes "This isn't good.";
+ mes "You got all of them ^660000wrong^000000.";
+ mes "We better drive away all of your bad luck with 10 "+getitemname(.@itemreq)+".";
+ next;
mes "[Hibilaithan]";
- mes "Muscovite...okay. Before we start,";
- set @gem, $@LV4_Muscovite;
- set @gemstring$,"Muscovite";
- break;
- case 2:
+ mes "We can't get started until your luck is strong enough, so we'll need to play this game again. If you don't have enough ores, just get some more before coming back.";
+ next;
mes "[Hibilaithan]";
- mes "Pyroxene....okay. Before we start,";
- set @gem, $@LV4_Pyroxene;
- set @gemstring$,"Pyroxene";
- break;
- }
-
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_BP:
- mes "[Hibilaithan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Biotite", "Pyroxene" ) ) {
- case 1:
- mes "[Hibilaithan]";
- mes "Biotite...okay. Before we start,";
- set @gem, $@LV4_Biotite;
- set @gemstring$,"Biotite";
- break;
- case 2:
- mes "[Hibilaithan]";
- mes "Pyroxene....okay. Before we start,";
- set @gem, $@LV4_Pyroxene;
- set @gemstring$,"Pyroxene";
- break;
- }
-
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_M:
- mes "[Hibilaithan]";
- mes "Muscovite...okay. Before we start,";
- set @gem, $@LV4_Muscovite;
- set @gemstring$,"Muscovite";
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_B:
- mes "[Hibilaithan]";
- mes "Biotite...okay. Before we start,";
- set @gem, $@LV4_Biotite;
- set @gemstring$,"Biotite";
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_P:
- mes "[Hibilaithan]";
- mes "Pyroxene....okay. Before we start,";
- set @gem, $@LV4_Pyroxene;
- set @gemstring$,"Pyroxene";
- goto LV4_8_PICK;
- end; // shouldn't be here
-
-
-LV4_8_PICK:
- mes "we must do one thing first.";
- mes "That is, to test your luck.";
- mes "As you already know,";
- mes "I cannot guarantee you that we will succeed";
- mes "to make one right away.";
- next;
- mes "[Hibilaithan]";
- mes "If we can raise your luck before we start,";
- mes "we will be able to succeed.";
- next;
- mes "[Hibilaithan]";
- mes "Now you must be wondering what we";
- mes "will do in order to increase your luck.";
- mes "It is simple, we will play a mind-reading game.";
- mes "I am going to think of one monster among 4 of my favorites,";
- mes "you will guess what that monster is.";
- next;
- mes "[Hibilaithan]";
- mes "You must answer correctly at least";
- mes "1 out of 5 times. It should not be that difficult.";
- mes "And if you fail to answer, we must do something else";
- mes "to drive away your bad luck.";
- next;
- mes "[Hibilaithan]";
- mes "I will take 10 of the special ore you have chose.";
- mes "Well, I understand that it does not sound tempting";
- mes "but let's think of it this way.";
- mes "It is much better than wasting 30 ore";
- mes "by failing to create the item, isn't it?";
- next;
- mes "[Hibilaithan]";
- mes "Okay, now I need some time to prepare...";
- mes "Talk to you later!";
-
- if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
- if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
- if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
- delitem $@LV4_Gold, 10;
- delitem $@LV4_Steel, 50;
- delitem $@LV4_Emperium, 10;
- if(@gem == $@LV4_Muscovite) set lv4_weapon, 9;
- if(@gem == $@LV4_Biotite) set lv4_weapon, 10;
- if(@gem == $@LV4_Pyroxene) set lv4_weapon, 11;
- close;
-
-
-LV4_8_NOGEM:
- mes "[Hibilaithan]";
- mes "I seem to recall that I asked you to bring";
- mes "30 of a special ore among Muscovite, Biotite or Pyroxene...";
- mes "And I don't see any of them.";
- mes "You must have forgot that. Please go get them too.";
- close;
-
-
-LV4_8_FAIL:
- mes "[Hibilaithan]";
- mes "Please bring me 10 Gold, 50 Steel and 10 Emperium";
- mes "as basic materials...";
- mes "and you can enchant the product with a certain trait.";
- mes "For that, I need some rare ores...";
- next;
- mes "[Hibilaithan]";
- mes "Please bring me 30 of an ore among Citrine, Biotite or Pyroxene.";
- mes "Each one of them possess their own attributes";
- mes "and by using the ore you have brought,";
- mes "my product will possess a special trait.";
- next;
- mes "[Hibilaithan]";
- mes "I wish you good luck...";
- mes "I will wait for you!";
- close;
-
-
-
-//--------------------------------------------------
-//Guessing Game
-//--------------------------------------------------
-LV4_9:
- if(lv4_weapon == 9) set @gem, $@LV4_Muscovite;
- if(lv4_weapon == 10) set @gem, $@LV4_Biotite;
- if(lv4_weapon == 11) set @gem, $@LV4_Pyroxene;
- if(countitem(@gem) < 30) goto LV4_9_NOGEM;
-
- mes "[Hibilaithan]";
- mes "Okay, let's get started!";
- mes "It is simple. There are";
- mes "4 monsters that I like. I am going to think";
- mes "of a monster among the 4, you will guess what it is.";
- mes "We will play this game 5 times and you must";
- mes "answer correctly at least 1 out of 5 times. Doesn't that sound easy?";
- next;
- mes "[Hibilaithan]";
- mes "This is a very good game for";
- mes "increasing your luck!";
- mes "Okay, you better be ready now.";
- next;
-
- set @dap, 0;
- set @correct[0],1;
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
+ mes "I'm not going anywhere,";
+ mes "so there's no rush. Take";
+ mes "your time, I'll be waiting!";
+ close;
+ }
+ }
+ if ((lv4_weapon == 9) || (lv4_weapon == 10) || (lv4_weapon == 11)) {
+ mes "[Hibilaithan]";
+ mes "Hmm. Something doesn't";
+ mes "feel right. We must be missing";
+ mes "something. Would you check the";
+ mes "materials you've brought again?";
+ close;
+ }
+ if ((lv4_weapon == 8) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
mes "[Hibilaithan]";
-
- if(@i == 1) mes "I like Zealotus, Alice,";
- if(@i == 1) mes "Munak, and Isis among all monsters.";
-
- mes "Now, guess which one";
- mes "I am thinking of at this moment.";
+ mes "Ooh, you're back earlier than I expected. I see that you have all the basic materials, but did you bring the most important thing...?";
next;
-
- set @mons, rand(1, 4);
-
- switch( select( "Zhertilsh", "Alice", "Munak", "Isis" ) ) {
+ if ((countitem(7292) > 29) || (countitem(7297) > 29) || (countitem(7296) > 29)) {
+ if ((countitem(7292) > 29) && (countitem(7297) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose.";
+ next;
+ switch(select("Muscovite:Biotite:Pyroxene")) {
case 1:
- set @correct[@i], 1;
- if(@mons == 1) set @dap, @dap + 1;
+ set .@itemreq,7292; //Muscovite
break;
-
case 2:
- set @correct[@i], 2;
- if(@mons == 2) set @dap, @dap + 1;
+ set .@itemreq,7797; // Biotite
break;
-
case 3:
- set @correct[@i], 3;
- if(@mons == 3) set @dap, @dap + 1;
+ set .@itemreq,7796; // Pyroxene
break;
-
- case 4:
- set @correct[@i], 4;
- if(@mons == 4) set @dap, @dap + 1;
+ }
+ }
+ else if ((countitem(7292) > 29) && (countitem(7297) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Muscovite:Biotite")) {
+ case 1:
+ set .@itemreq,7292; //Muscovite
+ break;
+ case 2:
+ set .@itemreq,7797; // Biotite
break;
+ }
+ }
+ else if ((countitem(7292) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Muscovite:Pyroxene")) {
+ case 1:
+ set .@itemreq,7292; //Muscovite
+ break;
+ case 2:
+ set .@itemreq,7796; // Pyroxene
+ break;
+ }
+ }
+ else if ((countitem(7297) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Biotite:Pyroxene")) {
+ case 1:
+ set .@itemreq,7797; // Biotite
+ break;
+ case 2:
+ set .@itemreq,7796; // Pyroxene
+ break;
+ }
+ }
+ else {
+ if (countitem(7292) > 29) {
+ set .@itemreq,7292; //Muscovite
+ }
+ else if (countitem(7297) > 29) {
+ set .@itemreq,7797; // Biotite
+ }
+ else if (countitem(7296) > 29) {
+ set .@itemreq,7796; // Pyroxene
+ }
+ }
+ mes "[Hibilaithan]";
+ mes getitemname(.@itemreq)+", eh?";
+ mes "Alright, before we start, we need to minimize as much of your negative fortune as we can.";
+ next;
+ mes "[Hibilaithan]";
+ mes "We're investing a lot of material and energy into this, so it'd be a pity if we fail, right?";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now, if I can craft you something on a day on which your fortune is strong, it should be okay. In order to measure your luck, we'll play a mind reading game.";
+ next;
+ mes "[Hibilaithan]";
+ mes "It's simple. You simply guess the name of the monster I'm thinking about among four choices. If you guess correctly once, then we can get started!";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll be giving you five chances. However, if you get all five wrong, I need to take 10 of the special ore that you brought in order to drive away your misfortune.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Sure, that might sound bad,";
+ mes "but it's a small price to pay for insuring success in crafting your special item, right?";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I'll need some time to get ready. Come back to me a little later so that I can judge your";
+ mes "luck today~";
+ delitem 969,10; //Gold
+ delitem 999,50; //Steel
+ delitem 714,10; //Emperium
+ if (countitem(7292) > 29) {
+ set lv4_weapon,9;
+ }
+ else if (countitem(7297) > 29) {
+ set lv4_weapon,10;
+ }
+ else if (countitem(7296) > 29) {
+ set lv4_weapon,11;
+ }
+ close;
+ }
+ else {
+ mes "[Hibilaithan]";
+ mes "Hm...?";
+ mes "It looks like you didn't";
+ mes "bring any of that special";
+ mes "ore I asked for.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Please bring 30 of";
+ mes "either, Biotite, Muscovite";
+ mes "or Pyroxene since we need";
+ mes "one of those kinds of ores";
+ mes "for me to start crafting.";
+ close;
}
}
-
- mes "[Hibilaithan]";
- mes "Okay, that's all! Now let me";
- mes "check the answers. I was thinking";
- mes "monsters in the order of...";
- next;
- mes "[Hibilaithan]";
-
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
- if(@correct[@i] == 1) mes "Zhertilsh";
- if(@correct[@i] == 2) mes "Alice";
- if(@correct[@i] == 3) mes "Munak";
- if(@correct[@i] == 4) mes "Isis";
+ if (lv4_weapon == 8) {
+ mes "[Hibilaithan]";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ close;
}
-
- if(@dap < 1) goto LV4_9_FAIL;
-
- next;
mes "[Hibilaithan]";
- mes "Wow, are you a mind reader or what?";
- mes "You answered " + @dap + " times correctly! Whoa...";
- mes "I guess you are already a lucky one,";
- mes "therefore we don't have any reason";
- mes "to prolong the work now!";
- mes "I need some time to prepare, talk to you later!";
-
- if(countitem(@gem) < 30) goto LV4_HACK;
- delitem @gem, 30;
- set lv4_weapon, lv4_weapon + 3;
- close;
-
-
-LV4_9_FAIL:
- if(countitem(@gem) < 10) goto LV4_HACK;
- delitem @gem, 10;
-
+ mes "Eh heh heh...";
+ mes "At long last, this";
+ mes "day has come. Finally,";
+ mes "I've earned recognition as";
+ mes "Umbala's greatest artisan!";
next;
mes "[Hibilaithan]";
- mes "This is not good, not good at all!";
- mes "You didn't even have a correct answer.";
- mes "We cannot start the work with this kind of result.";
- mes "Okay...we must drive away your bad luck first.";
- mes "10 " + @gemstring$ + " will do it!";
+ mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
+ mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
next;
mes "[Hibilaithan]";
- mes "Now, we need to play the game again.";
- mes "If you don't anymore ore, go get some.";
- mes "I am not going anywhere";
- mes "so you don't need to be in hurry.";
- mes "Take your time!";
- close;
-
-
-LV4_9_NOGEM:
- mes "[Hibilaithan]";
- mes "Hum. You might lack of";
- mes "materials? Check them again.";
- mes "See. I knew it.";
- close;
-
-
-
-//--------------------------------------------------
-//Weapon Creation
-//--------------------------------------------------
-LV4_12:
- mes "[Hibilaithan]";
- mes "Ah, I can tell you are ready. Alright...";
- mes "I will try to make an awsome item for you.";
- mes "...and you are not going to look over my shoulder!";
- mes "I don't want to share my secret recipe with anyone!";
- next;
- mes "- Hibilaithan picks up all the materials -";
- mes "- and turns his back at you. -";
- mes "- You see him busying himself with something. -";
- mes "- Although the way he is doing it -";
- mes "- looks very primitive and crude, -";
- mes "- you feel that some strange energy has gathered around him. -";
- next;
- mes "[Hibilaithan]";
- mes "Umm~ umm~ umm~";
- mes "Aww~aww~ aww~";
- mes "Phew~ phew~ phew~";
- mes "Woo~ woo~ woo~";
- mes "Ho~ ho~ ho~";
- next;
- mes "[Hibilaithan]";
- mes " ";
- mes " ";
- mes "Haha, there it is! Phew, that was really hard...";
- mes "You're anxious, aren't you? Ok, let's see...";
+ mes "Hm? What was that?";
+ mes "Never heard of me?";
+ mes "Please, enough jesting!";
+ mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
next;
-
mes "[Hibilaithan]";
- mes "It's a big success! Hahaha, sure, I made it...";
- mes "Therefore, it should be a big success.";
- mes "Oh, you got a weapon here...let's see,";
-
- switch( lv4_weapon ) {
- case 12:
- mes "it is a Mailbreaker!";
- getitem 1225, 1; // 1225,Mail_Breaker
- break;
- case 13:
- mes "it is a Swordbreaker!";
- getitem 1224, 1; // 1224,Sword_Breaker
- break;
- case 14:
- mes "it is a Slaughter!";
- getitem 1367, 1; // 1367,Slaughter
- break;
+ mes "Now be honest...";
+ mes "Do you want to be";
+ mes "the recipient of my";
+ mes "inspired and oft imitated";
+ mes "handiwork or not?";
+ next;
+ switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Hibilaithan]";
+ mes "Ooh...";
+ mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
+ close;
+ }
+ mes "[Hibilaithan]";
+ mes "Hahahaha!";
+ mes "Of course you do!";
+ mes "That was a rhetorical question!";
+ mes "But I like your attitude. Now I'm going to tell you what you need";
+ mes "to bring me, so don't forget.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ set lv4_weapon,8;
+ close;
+ case 2:
+ mes "[Hibilaithan]";
+ mes "Hahahahaha~!";
+ mes "There's no need";
+ mes "to be modest!";
+ mes "Oh, you adventurers";
+ mes "can be so silly sometimes.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
+ close;
}
-
- set lv4_weapon, 0;
- mes "This was made competely because I am that skillful,";
- mes "you got to be thankful for that!";
- next;
-
- mes "[Hibilaithan]";
- mes "Whenever you want to have a nice thing,";
- mes "come back to me anytime!";
- mes "I am a very generous genius, you know?";
- mes "Always be thankful for the weapon that I made for you, okay?";
- mes "See you!";
- close;
-
-
-
-//--------------------------------------------------
-//Other Quests
-//--------------------------------------------------
-LV4_7:
- mes "[Hibilaithan]";
- mes "Hmm...I feel something strange from you.";
- mes "I regret to say that there is nothing I can do for you.";
- mes "I hope you have a safe travel.";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Hibilaithan]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
}
-//--------------------------------------------------
-// Tabezthan, creates Talefing, Sabbath and Caesar's Sword
-//--------------------------------------------------
-
-um_in,156,77,5 script Tabezthan 788,{
- if(event_umbala < 3) goto LumWord;
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- You are currently overweight. -";
- mes "- Please lose some weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon == 15) goto LV4_15;
- if(lv4_weapon == 16) goto LV4_16;
- if(lv4_weapon == 17) goto LV4_16;
- if(lv4_weapon == 18) goto LV4_16;
- if(lv4_weapon == 19) goto LV4_19;
- if(lv4_weapon == 20) goto LV4_19;
- if(lv4_weapon == 21) goto LV4_19;
- if(lv4_weapon < 15) goto LV4_14;
- if(lv4_weapon > 21) goto LV4_14;
- end; // shouldn't be here
-
-
-LumWord:
+um_in,156,77,5 script Tabezthan#lv4 788,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (event_umbala < 3) {
mes "[Tabezthan]";
mes "Umba! Umbaba...umum! Baumba!";
mes "Umumumbababaumumbabaumba!";
mes "Umbaumbaumbaumbaumhah!";
mes "Umumumumumbababababab!";
- close;
-
-
-LV4_0:
- mes "[Tabezthan]";
- mes "Hmm...I feel something different about you...";
- mes "You are a stranger...aren't you?";
- next;
- mes "[Tabezthan]";
- mes "Let me introduce myself.";
- mes "I am Tabezthan,";
- mes "the storage of the knowledge and the genius of Umbala...";
- mes "Hahahaha.";
- next;
- mes "[Tabezthan]";
- mes "I have two diciples. One is Hibilaithan the fool";
- mes "and the other one is Bazo who is intelligent";
- mes "and is from outside the same as you.";
- next;
- mes "[Tabezthan]";
- mes "Of course both of them are talented and skillful";
- mes "but I am worried about Hibilaithan, for he";
- mes "makes many stupid mistakes and is shameless";
- mes "for what he has done.";
- next;
- mes "[Tabezthan]";
- mes "I have tought them how to manipulate";
- mes "the mysterious energy existing in Umbala";
- mes "for creating things with it..";
- mes "I heard that there is a similar skill called Alchemy";
- mes "in the outside world. Although I am not sure if I remember it correctly.";
- next;
- mes "[Tabezthan]";
- mes "Anyways, would you like to see my skill?";
- mes "If so, bring me materials I need,";
- mes "I am more than willing to present my skill for you.";
- next;
-
- switch( select( "Yes, please.", "No, thank you." ) ) {
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Tabezthan]";
+ mes "Hmm...";
+ mes "I feel something different from you. You are a stranger around here, are you not?";
+ next;
+ mes "[Tabezthan]";
+ mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
+ next;
+ mes "[Tabezthan]";
+ mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
+ next;
+ mes "[Tabezthan]";
+ mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
+ next;
+ mes "[Tabezthan]";
+ mes "I have taught them how to manipulate the ambient energy";
+ mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
+ next;
+ mes "[Tabezthan]";
+ mes "In any case, do have any use";
+ mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
+ next;
+ switch(select("Yes, please.:No, thank you.")) {
case 1:
- if(BaseLevel >= 70) goto L4_0_1;
-
- mes "[Tabezthan]";
- mes "Sebelumnya saya harus menekankan ini";
- mes "Barang spesial ini akan menjadi berbahaya jika kamu sendiri masih lemah";
- mes "Kamu harus lebih berpengalaman lagi anak muda";
- mes "Naikan level kamu terlebih dahulu";
- mes "jika kamu sudah merasa kuat kembalilah kesini kembali";
- mes "Sampai jumpa ~~";
- break;
-L4_0_1:
+ if (BaseLevel < 70) {
+ mes "[Tabezthan]";
+ mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
+ close;
+ }
mes "[Tabezthan]";
- mes "One with curiousity...he is called the young adventurer...";
- mes "Fine. Then let me inform you of";
- mes "the matetrials I need. Please memorize them";
- mes "or write them down.";
- mes "It is not much however.";
+ mes "Good. I ask that you";
+ mes "remember what you need";
+ mes "to bring me so that I may craft something for you. I shall need...";
next;
mes "[Tabezthan]";
- mes "I need 10 Gold, 50 Steel and 10 Emperium";
- mes "as basic materials...";
- mes "and you can enchant the product with a certain trait.";
- mes "For that, I need some rare ores...";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium";
+ mes "for the basic materials.";
+ mes "I'll also need a rare ore to enchant my creation.";
next;
mes "[Tabezthan]";
- mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz.";
- mes "Each one of them possess their own attribute";
- mes "and by using the ore you have brought,";
- mes "my product will possess a special trait.";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
next;
mes "[Tabezthan]";
- mes "However, please be aware that";
- mes "I cannot guarantee what will come out as a result.";
- mes "There are too many factors in the world of alchemy";
- mes "where my knowledge is limited.";
- mes "So you must be willing to accept the result as it is";
- mes "even if it does not satisfy your expectations.";
+ mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
next;
mes "[Tabezthan]";
- mes "That means that you should place trust in luck.";
- mes "Let's talk about it later...please go prepare the materials first.";
- mes "Come back when you are ready.";
- mes "I will wait here.";
-
- set lv4_weapon, 15;
- break;
- case 2:
- mes "[Tabezthan]";
- mes "Oh...I see. I was not forcing you anyhow.";
- mes "However, it is a little bit dissappointing to hear that.";
- mes "I was going to display my ability at full length.";
- mes "When you change your mind, please come back.";
- break;
- }
- close;
-
-
-
-//--------------------------------------------------
-//Gold, Steel, Emp Check + Choosing the gem
-//--------------------------------------------------
-LV4_15:
- if(countitem($@LV4_Gold) < 10) goto LV4_15_FAIL;
- if(countitem($@LV4_Steel) < 50) goto LV4_15_FAIL;
- if(countitem($@LV4_Emperium) < 10) goto LV4_15_FAIL;
-
- mes "[Tabezthan]";
- mes "Ah~ you came back ealier than I thought.";
- mes "Let's see...you have all the basic materials...and";
- mes "we need one more thing, remember?";
- mes "Did you bring it as well?";
- next;
-
- if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_POR;
- if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30) goto LV4_15_PO;
- if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_PR;
- if (countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_OR;
- if (countitem($@LV4_Phlogopite) >= 30) goto LV4_15_P;
- if (countitem($@LV4_Olivine) >= 30) goto LV4_15_O;
- if (countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_R;
- goto LV4_15_NOGEM;
- end;
-
-
-LV4_15_POR:
- mes "[Tabezthan]";
- mes "You made a great effort to bring all of them.";
- mes "However, you can only use one kind at a time.";
- mes "Please choose what you want to use this time.";
- next;
-
- switch( select( "Phlogopite", "Peridot", "Rose Quartz" ) ) {
- case 1:
- mes "[Tabezthan]";
- mes "Phlogopite...okay. Before we start,";
- set @gem, $@LV4_Phlogopite;
- set @gemstring$,"Phlogopite";
- break;
+ mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
+ set lv4_weapon,15;
+ close;
case 2:
mes "[Tabezthan]";
- mes "Peridot...okay. Before we start,";
- set @gem, $@LV4_Olivine;
- set @gemstring$,"Peridot";
- break;
- case 3:
- mes "[Tabezthan]";
- mes "Rose Quartz....okay. Before we start,";
- set @gem, $@LV4_Rose_Quartz;
- set @gemstring$,"Rose Quartz";
- break;
- }
-
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_PO:
- mes "[Tabezthan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Phlogopite", "Peridot" ) ) {
- case 1:
- mes "[Tabezthan]";
- mes "Phlogopite...okay. Before we start,";
- set @gem, $@LV4_Phlogopite;
- set @gemstring$,"Phlogopite";
- break;
- case 2:
+ mes "Oh... I see.";
+ mes "It is a little disappointing to hear that, but please return";
+ mes "if you believe that I can be";
+ mes "of service to you.";
+ close;
+ }
+ }
+ if ((lv4_weapon < 15) || (lv4_weapon > 21)) {
+ mes "[Tabezthan]";
+ mes "Hm...?";
+ mes "You don't have any";
+ mes "business with me, do you?";
+ next;
+ mes "[Tabezthan]";
+ mes "Please do not disregard me as merely an old fool. When a man gets older, he can see more clearly into the hearts of others. Please continue what you have been doing, and I wish you good fortune on your journeys.";
+ close;
+ }
+ if ((lv4_weapon == 19) || (lv4_weapon == 20) || (lv4_weapon == 21)) {
+ mes "[Tabezthan]";
+ mes "Great, I'm ready to begin. Give me a minute to arrange these materials into a mystic circle.";
+ next;
+ mes "^3355FFHe arranged the materials in a strange circle and began chanting. The air around Tabezthan grew ominously heavy and the materials seemed to surge with newfound energy.^000000";
+ next;
+ mes "[Tabezthan]";
+ mes "Please understand that this power is not coming from me. I am merely using my skills to gather power from the realm of the dead and infusing them into these materials.";
+ next;
+ mes "[Tabezthan]";
+ mes "Let us pray for good results.";
+ mes "All we can do now is leave the";
+ mes "final result to fate.";
+ next;
+ mes "^3355FFThe materials slowly melded";
+ mes "into each other, combining into a completely new object. It is only";
+ mes "a matter of time before we learn whether you and Tabezthan have succeeded or failed.^000000";
+ next;
+ mes "[Tabezthan]";
+ if (lv4_weapon == 19) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Caesar's Sword!";
+ set lv4_weapon,0;
+ getitem 1134,1; //Scissores_Sword
+ }
+ else if (lv4_weapon == 20) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Tirfing!";
+ set lv4_weapon,0;
+ getitem 1139,1; //Tale_Fing_
+ }
+ else if (lv4_weapon == 21) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Sabbath!";
+ set lv4_weapon,0;
+ getitem 1365,1; //Sabbath
+ }
+ next;
+ mes "[Tabezthan]";
+ mes "This mighty weapon is yours to keep. Feel free to come back to me";
+ mes "if you think that I can be of service to you once again.";
+ mes "Farewell for now, brave adventurer.";
+ close;
+ }
+ if (((lv4_weapon == 16) && (countitem(7290))) || ((lv4_weapon == 17) && (countitem(7289))) || ((lv4_weapon == 18) && (countitem(7293)))) {
+ if (lv4_weapon == 16) {
+ set .@itemreq,7290; //Phlogopite
+ }
+ else if (lv4_weapon == 17) {
+ set .@itemreq,7789; //Olivine
+ }
+ else if (lv4_weapon == 18) {
+ set .@itemreq,7793; //Rose_Quartz
+ }
+ mes "[Tabezthan]";
+ mes "Shall we begin?";
+ mes "I will tell you the names of 4 different monsters. You will be given five chances to predict which monster I am thinking about.";
+ next;
+ mes "[Tabezthan]";
+ mes "This mind reading game is an effective method of determining whether your fortune is good or bad. Get ready now...";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
mes "[Tabezthan]";
- mes "Peridot...okay. Before we start,";
- set @gem, $@LV4_Olivine;
- set @gemstring$,"Peridot";
- break;
- }
-
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_PR:
- mes "[Tabezthan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Phlogopite", "Rose Quartz" ) ) {
- case 1:
+ if (.@i == 1) {
+ mes "My favorite monsters are";
+ mes "Baphomet, Dark Lord, Bloody";
+ mes "Knight and Stormy Knight. Now,";
+ mes "try to guess which one I am";
+ mes "thinking about.";
+ }
+ else if (.@i == 2) {
+ mes "Please try to determine";
+ mes "which monster I'm thinking";
+ mes "of right this moment.";
+ }
+ else if (.@i == 3) {
+ mes "Now, try to sense";
+ mes "which monster I am";
+ mes "visualizing in my mind.";
+ }
+ else if (.@i == 4) {
+ mes "Once again, try";
+ mes "and guess what monster";
+ mes "I'm thinking about right now.";
+ }
+ else if (.@i == 5) {
+ mes "Alright, this is";
+ mes "your last chance to";
+ mes "correctly guess which";
+ mes "monster I'm thinking of.";
+ }
+ next;
+ set .@answer,select("Baphomet:Dark Lord:Bloody Knight:Stormy Knight");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Tabezthan]";
+ mes "That's the end of the game. Now, this is the order of the monsters that I had in mind...";
+ next;
+ mes "[Tabezthan]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Baphomet";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Dark Lord";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Bloody Knight";
+ }
+ else if (.@mons[.@i] == 4) {
+ mes "Stormy Knight";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ mes "[Tabezthan]";
+ if (.@dap > 0) {
+ mes "You have answered " + .@dap + " times correctly. It appears that your luck is at a high point, and it is an ideal time for me to craft something for you. Give me a little time to prepare, and return to me.";
+ close;
+ }
+ else if (.@dap < 1) {
+ mes "Unfortunately, you weren't able to guess any of them correctly. It seems that your luck is charged with negative energy. We'll need to expel this bad luck with 10 of your Phologopite.";
+ next;
mes "[Tabezthan]";
- mes "Phlogopite...okay. Before we start,";
- set @gem, $@LV4_Phlogopite;
- set @gemstring$,"Phlogopite";
- break;
- case 2:
+ mes "Do not be disheartened. Losing 10 "+getitemname(.@itemreq)+" is much better than losing 30 on a failed crafting attempt.";
+ next;
mes "[Tabezthan]";
- mes "Rose Quartz....okay. Before we start,";
- set @gem, $@LV4_Rose_Quartz;
- set @gemstring$,"Rose Quartz";
- break;
- }
-
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_OR:
- mes "[Tabezthan]";
- mes "Hahaha, I asked you to bring one kind not two.";
- mes "You can only use one kind of ore.";
- mes "Which one would you like to use?";
- next;
-
- switch( select( "Peridot", "Rose Quartz" ) ) {
- case 1:
- mes "[Tabezthan]";
- mes "Peridot...okay. Before we start,";
- set @gem, $@LV4_Olivine;
- set @gemstring$,"Peridot";
- break;
- case 2:
- mes "[Tabezthan]";
- mes "Rose Quartz....okay. Before we start,";
- set @gem, $@LV4_Rose_Quartz;
- set @gemstring$,"Rose Quartz";
- break;
- }
-
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_P:
- mes "[Tabezthan]";
- mes "Phlogopite...okay. Before we start,";
- set @gem, $@LV4_Phlogopite;
- set @gemstring$,"Phlogopite";
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_O:
- mes "[Tabezthan]";
- mes "Peridot...okay. Before we start,";
- set @gem, $@LV4_Olivine;
- set @gemstring$,"Peridot";
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_R:
- mes "[Tabezthan]";
- mes "Rose Quartz....okay. Before we start,";
- set @gem, $@LV4_Rose_Quartz;
- set @gemstring$,"Rose Quartz";
- goto LV4_15_PICK;
- end; // shouldn't be here
-
-
-LV4_15_PICK:
- mes "we must do one thing first.";
- mes "That is, to test your luck.";
- mes "As you already know,";
- mes "I cannot guarantee you that we will succeed";
- mes "in makeing one right away.";
- next;
- mes "[Tabezthan]";
- mes "If we can raise your luck before we start,";
- mes "we will be able to succeed.";
- next;
- mes "[Tabezthan]";
- mes "Now you must be wondering what we";
- mes "will do in order to increase your luck.";
- mes "It is simple, we will play a mind-reading game.";
- mes "I am going to think of one monster among 4 of my favorites,";
- mes "you will guess what the monster is.";
- next;
- mes "[Tabezthan]";
- mes "You must answer correctly at least";
- mes "1 out of 5 times. It should not be that difficult.";
- mes "And if you fail to answer correctly, we must do something else";
- mes "to drive away your bad luck.";
- next;
- mes "[Tabezthan]";
- mes "I will take 10 of the special ore you chose.";
- mes "Well, I understand that it does not sound tempting";
- mes "but let's think of it this way.";
- mes "It is much better than wasting 30 ore";
- mes "by failing to create the item, isn't it?";
- next;
- mes "[Tabezthan]";
- mes "Okay, now I need some time to prepare...";
- mes "Talk to you later!";
-
- if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
- if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
- if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
- delitem $@LV4_Gold, 10;
- delitem $@LV4_Steel, 50;
- delitem $@LV4_Emperium, 10;
- if(@gem == $@LV4_Phlogopite) set lv4_weapon, 16;
- if(@gem == $@LV4_Olivine) set lv4_weapon, 17;
- if(@gem == $@LV4_Rose_Quartz) set lv4_weapon, 18;
- close;
-
-
-LV4_15_NOGEM:
- mes "[Tabezthan]";
- mes "Hmmm...I cannot find any rare ores in";
- mes "the materials that you have brought...";
- mes "Please bring me 30 of an ore among Phlogopite, Peridot";
- mes "or Rose Quartz.";
- close;
-
-
-LV4_15_FAIL:
- mes "[Tabezthan]";
- mes "I need 10 Gold, 50 Steel and 10 Emperium";
- mes "as basic materials...";
- mes "and you can enchant the product with a certain trait.";
- mes "For that, I need some rare ores...";
- next;
- mes "[Tabezthan]";
- mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz.";
- mes "Each one of them possess their own attribute";
- mes "and by using the ore you have brought,";
- mes "my product will possess a special trait.";
- close;
-
-
-
-//--------------------------------------------------
-//Guessing Game
-//--------------------------------------------------
-LV4_16:
- if(lv4_weapon == 16) set @gem, $@LV4_Phlogopite;
- if(lv4_weapon == 17) set @gem, $@LV4_Olivine;
- if(lv4_weapon == 18) set @gem, $@LV4_Rose_Quartz;
- if(countitem(@gem) < 30) goto LV4_16_NOGEM;
-
- mes "[Tabezthan]";
- mes "Okay, let's get started!";
- mes "It is simple. There are";
- mes "4 monsters that I like. I am going to think";
- mes "of a monster among the 4, you will guess what it is.";
- mes "We will play this game 5 times and you must";
- mes "answer correctly at least 1 out of 5 times. Doesn't it sound easy?";
- next;
- mes "[Hibilaithan]";
- mes "This is a very good game for";
- mes "increasing your luck!";
- mes "Okay, better be ready now.";
- next;
-
- set @dap, 0;
- set @correct[0],1;
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
+ mes "Please come back with 30 Phologopite, and we shall try this mind reading game once again. I shall be waiting for you right here.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 16) || (lv4_weapon == 17) || (lv4_weapon == 18)) {
mes "[Tabezthan]";
-
- if(@i == 1) mes "I like Baphomet, Dark Lord,";
- if(@i == 1) mes "Bloody Knight, and Stormy Knight among all monsters.";
-
- mes "Now, guess which one";
- mes "I am thinking at this moment.";
+ mes "Umm...";
+ mes "You do not seem to";
+ mes "have enough Rose Quartz.";
+ mes "Please try to gather at";
+ mes "least 30 of them and then";
+ mes "return to me.";
+ close;
+ }
+ if ((lv4_weapon == 15) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
+ mes "[Tabezthan]";
+ mes "You've returned to me earlier than I've expected. I sense that you've brought all the basic materials, but did you bring enough special ore as well?";
next;
-
- set @mons, rand(1, 4);
-
- switch( select( "Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight" ) ) {
+ if ((countitem(7290) > 29) || (countitem(7289) > 29) || (countitem(7293) > 29)) {
+ if ((countitem(7290) > 29) && (countitem(7289) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one.";
+ next;
+ switch(select("Phlogopite:Peridot:Rose Quartz")) {
case 1:
- set @correct[@i], 1;
- if(@mons == 1) set @dap, @dap + 1;
+ set .@itemreq,7290; //Phlogopite
break;
-
case 2:
- set @correct[@i], 2;
- if(@mons == 2) set @dap, @dap + 1;
+ set .@itemreq,7789; //Olivine
break;
-
case 3:
- set @correct[@i], 3;
- if(@mons == 3) set @dap, @dap + 1;
+ set .@itemreq,7793; //Rose_Quartz
break;
-
- case 4:
- set @correct[@i], 4;
- if(@mons == 4) set @dap, @dap + 1;
+ }
+ }
+ else if ((countitem(7290) > 29) && (countitem(7289) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Phlogopite:Peridot")) {
+ case 1:
+ set .@itemreq,7290; //Phlogopite
+ break;
+ case 2:
+ set .@itemreq,7789; //Olivine
break;
+ }
+ }
+ else if ((countitem(7290) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Phlogopite:Rose Quartz")) {
+ case 1:
+ set .@itemreq,7290; //Phlogopite
+ break;
+ case 2:
+ set .@itemreq,7793; //Rose_Quartz
+ break;
+ }
+ }
+ else if ((countitem(7289) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Peridot:Rose Quartz")) {
+ case 1:
+ set .@itemreq,7789; //Olivine
+ break;
+ case 2:
+ set .@itemreq,7793; //Rose_Quartz
+ break;
+ }
+ }
+ else {
+ if (countitem(7290) > 29) {
+ set .@itemreq,7290; //Phlogopite
+ }
+ else if (countitem(7289) > 29) {
+ set .@itemreq,7789; //Olivine
+ }
+ else if (countitem(7293) > 29) {
+ set .@itemreq,7793; //Rose_Quartz
+ }
+ }
+ mes "[Tabezthan]";
+ mes "Good, "+getitemname(.@itemreq)+".";
+ mes "Now, before I can begin crafting,";
+ mes "I must first determine whether or not you have enough luck for me";
+ mes "to proceed.";
+ next;
+ mes "[Tabezthan]";
+ mes "We will play a mind reading game";
+ mes "so that I can measure your luck and see if it is high enough to avoid the possibility of crafting failure.";
+ next;
+ mes "[Tabezthan]";
+ mes "You will have 5 chances to guess which one of my four favorite monsters that I am thinking of. If you can answer correctly even just once, I can begin crafting.";
+ next;
+ mes "[Tabezthan]";
+ mes "However, if you answer incorrectly all five times, I must take 10 of your special ore in order to expel your misfortune.";
+ next;
+ mes "[Tabezthan]";
+ mes "Now, please give me a little time to finish my preparations. I shall speak to you later.";
+ delitem 999,50; //Steel
+ delitem 969,10; //Gold
+ delitem 714,10; //Emperium
+ if (countitem(7290) > 29) {
+ set lv4_weapon,16;
+ }
+ else if (countitem(7289) > 29) {
+ set lv4_weapon,17;
+ }
+ else if (countitem(7293) > 29) {
+ set lv4_weapon,18;
+ }
+ close;
+ }
+ else {
+ mes "[Tabezthan]";
+ mes "Hmmm...";
+ mes "It doesn't look like it. Remember, I need 30 of either Phlogopite, Peridot or Rose Quartz before I can begin crafting.";
+ close;
}
}
-
- mes "[Tabezthan]";
- mes "Okay, that's all! Now let me check";
- mes "the answers. I was thinking";
- mes "of the monsters in the order of...";
- next;
- mes "[Tabezthan]";
-
- for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
- if(@correct[@i] == 1) mes "Baphomet";
- if(@correct[@i] == 2) mes "Dark Lord";
- if(@correct[@i] == 3) mes "Bloody Knight";
- if(@correct[@i] == 4) mes "Stormy Knight";
+ if (lv4_weapon == 15) {
+ mes "[Tabezthan]";
+ mes "[Tabezthan]";
+ mes "Bring me...";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium.";
+ mes "I'll also need a rare ore to enchant my creation.";
+ next;
+ mes "[Tabezthan]";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
+ close;
}
-
- if(@dap < 1) goto LV4_16_FAIL;
-
- next;
mes "[Tabezthan]";
- mes "You have answered " + @dap + " times correctly.";
- mes "It seems that your luck is at its highest.";
- mes "I need some time to prepare, talk to you later.";
-
- if(countitem(@gem) < 30) goto LV4_HACK;
- delitem @gem, 30;
- set lv4_weapon, lv4_weapon + 3;
- close;
-
-
-LV4_16_FAIL:
- if(countitem(@gem) < 10) goto LV4_HACK;
- delitem @gem, 10;
-
+ mes "Hmm...";
+ mes "I feel something different from you. You are a stranger around here, are you not?";
next;
mes "[Tabezthan]";
- mes "Unfortunately you have failed...";
- mes "When you have bad luck, you'd better";
- mes "not expect a good result.";
- mes "Okay, we must drive away your bad luck.";
- mes "10 " + @gemstring$ + " will do it.";
+ mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
next;
mes "[Tabezthan]";
- mes "Do not be so dissappointed.";
- mes "It is still better than wasting 30 of them";
- mes "for trying to make a thing when you know";
- mes "you would not make it. ";
+ mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
next;
mes "[Tabezthan]";
- mes "If you need something to prepare,";
- mes "please do. I will wait for you here.";
- close;
-
-
-LV4_16_NOGEM:
- mes "[Tabezthan]";
- mes "Umm...it seems you are lacking " + @gemstring$;
- mes "Please count them and";
- mes "if you don't have enough,";
- mes "you can go gather more first.";
- close;
-
-
-
-//--------------------------------------------------
-//Weapon Creation
-//--------------------------------------------------
-LV4_19:
- mes "[Tabezthan]";
- mes "Great, I am also ready.";
- mes "Shall we start now? Give me a minute.";
- mes "I need to arrange these materials in a magic circle.";
- next;
- mes "- He arranges materials in a strange circle -";
- mes "- and starts chanting in a strange language. -";
- mes "- As he does that, suddenly the air surrounding him -";
- mes "- seems to change and you feel something powerful-";
- mes "- gathering around him and the materials. -";
+ mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
next;
mes "[Tabezthan]";
- mes "Please understand that the power is not from me.";
- mes "I just used my ability to gather the power into these materials.";
- mes "The power has come from the city of the dead.";
+ mes "I have taught them how to manipulate the ambient energy";
+ mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
next;
mes "[Tabezthan]";
- mes "The result is in God's hands.";
- mes "Let's pray for a good result together.";
- mes "Hmmmmm!";
- next;
- mes "- After a while...you find the materials -";
- mes "- are gathering and combining into one new thing. -";
- mes "- Does that mean that you have succeeded or failed?! -";
+ mes "In any case, do have any use";
+ mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
next;
- mes "[Tabezthan]";
- mes "?!...God must bless you!";
- mes "I cannot believe that I created such a rare weapon!";
- mes "Yes, my late father told me the name of this weapon.";
-
- switch( lv4_weapon ) {
- case 19:
- mes "That is Caesar's Sword.";
- getitem 1134, 1; // 1134,Caesar's_Sword
- break;
- case 20:
- mes "That is Talefing.";
- getitem 1139, 1; // 1139,Talefing_
- break;
- case 21:
- mes "That is Sabbath.";
- getitem 1365, 1; // 1365,Sabbath
- break;
+ switch(select("Yes, please.:No, thank you.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Tabezthan]";
+ mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
+ close;
+ }
+ mes "[Tabezthan]";
+ mes "Good. I ask that you";
+ mes "remember what you need";
+ mes "to bring me so that I may craft something for you. I shall need...";
+ next;
+ mes "[Tabezthan]";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium";
+ mes "for the basic materials.";
+ mes "I'll also need a rare ore to enchant my creation.";
+ next;
+ mes "[Tabezthan]";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
+ next;
+ mes "[Tabezthan]";
+ mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
+ next;
+ mes "[Tabezthan]";
+ mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
+ set lv4_weapon,15;
+ close;
+ case 2:
+ mes "[Tabezthan]";
+ mes "Oh... I see.";
+ mes "It is a little disappointing to hear that, but please return";
+ mes "if you believe that I can be";
+ mes "of service to you.";
+ close;
}
-
- set lv4_weapon, 0;
- mes "[Tabezthan]";
- mes "Now, since I made this with materials";
- mes "that you have brought, this is yours now.";
- mes "I only helped you to make it,";
- mes "and I am glad to give this to you.";
- next;
- mes "[Tabezthan]";
- mes "Well, feel free to come back";
- mes "if you want to make a thing again...hahaha.";
- mes "The weapon was made to be yours.";
- close;
-
-
-
-//--------------------------------------------------
-//Other Quests
-//--------------------------------------------------
-LV4_14:
- mes "[Tabezthan]";
- mes "Umm...you don't have a business with me, do you?";
- mes "Please do not think of me as an old fool.";
- mes "When a man gets older, he can see through other people's minds.";
- mes "Go ahead and do what you have been doing.";
- mes "Do not let me intrrupt you any longer.";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Tabezthan]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
-}
-
-//--------------------------------------------------
-// Bill Thayer, Gives hints for S grade weapons quests
-//--------------------------------------------------
-
-aldebaran,178,239,3 script Bill Thayer 712,{
- // Explain Materials
- if(lv4_weapon == 26) goto LV4_26;
- if(lv4_weapon == 27) goto LV4_27;
- if(lv4_weapon == 28) goto LV4_28;
-
- if(lv4_weapon == 35) goto LV4_35;
- if(lv4_weapon == 36) goto LV4_36;
- if(lv4_weapon == 37) goto LV4_37;
-
- if(lv4_weapon == 44) goto LV4_44;
- if(lv4_weapon == 45) goto LV4_45;
- if(lv4_weapon == 46) goto LV4_46;
-
- if(lv4_weapon == 53) goto LV4_53;
- if(lv4_weapon == 54) goto LV4_54;
- if(lv4_weapon == 55) goto LV4_55;
-
- // Guide
- if(lv4_weapon == 22) goto LV4_22;
- if(lv4_weapon == 23) goto LV4_23;
-
- if(lv4_weapon == 31) goto LV4_31;
- if(lv4_weapon == 32) goto LV4_32;
-
- if(lv4_weapon == 40) goto LV4_40;
- if(lv4_weapon == 41) goto LV4_41;
-
- if(lv4_weapon == 49) goto LV4_49;
- if(lv4_weapon == 50) goto LV4_50;
-
- mes "[Bill Thayer]";
- mes "...I cannot do anything now.";
- mes "In the past, I used to be a well-known weaponsmith";
- mes "but now I am just a lonely old man who lost all of his sons.";
- mes "Please leave me alone.";
- close;
-
-LV4_27:
-LV4_28:
-LV4_36:
-LV4_37:
-LV4_45:
-LV4_46:
-LV4_54:
-LV4_55:
- if(lv4_weapon == 27)
-{
- set @LV4_Gem1Name$, "Peridot";
- set @LV4_Gem2Name$, "Turquoise";
- set @LV4_Gem3Name$, "Agate";
-}
- if(lv4_weapon == 28)
-{
- set @LV4_Gem1Name$, "Phlogopite";
- set @LV4_Gem2Name$, "Pyroxene";
- set @LV4_Gem3Name$, "Rose Quartz";
-}
- if(lv4_weapon == 36)
-{
- set @LV4_Gem1Name$, "Muscovite";
- set @LV4_Gem2Name$, "Rose Quartz";
- set @LV4_Gem3Name$, "Peridot";
-}
- if(lv4_weapon == 37)
-{
- set @LV4_Gem1Name$, "Biotite";
- set @LV4_Gem2Name$, "Agate";
- set @LV4_Gem3Name$, "Citrine";
-}
- if(lv4_weapon == 45)
-{
- set @LV4_Gem1Name$, "Turquoise";
- set @LV4_Gem2Name$, "Biotite";
- set @LV4_Gem3Name$, "Rose Quartz";
-}
- if(lv4_weapon == 46)
-{
- set @LV4_Gem1Name$, "Citrine";
- set @LV4_Gem2Name$, "Pyroxene";
- set @LV4_Gem3Name$, "Phlogopite";
-}
- if(lv4_weapon == 54)
-{
- set @LV4_Gem1Name$, "Muscovite";
- set @LV4_Gem2Name$, "Agate";
- set @LV4_Gem3Name$, "Citrine";
-}
- if(lv4_weapon == 55)
-{
- set @LV4_Gem1Name$, "Pyroxene";
- set @LV4_Gem2Name$, "Turquoise";
- set @LV4_Gem3Name$, "Phlogopite";
}
+aldebaran,178,239,3 script Bill Thayer#lv4 712,{
+ if (lv4_weapon == 55) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 54) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Citrin, Agate";
+ mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 53) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Waltboughst's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Citrin, Agate";
+ mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,54;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,55;
+ close;
+ }
+ }
+ if ((lv4_weapon == 49) || (lv4_weapon == 50)) {
+ mes "[Bill Thayer]";
+ mes "Don't you have anything better to do? Quit bothering me and do your best to reach your own goals.";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sigh...*^000000";
+ mes "Still, trying your";
+ mes "best won't always result";
+ mes "in success though.";
+ next;
+ mes "[Bill Thayer]";
+ mes "^660000But that's no excuse!^000000";
+ mes "Every successful man in";
+ mes "history has tried his best!";
+ next;
+ mes "[Bill Thayer]";
+ mes "I hope you remember that. It's something I used to tell my sons when they were alive. Ha ha ha~";
+ set lv4_weapon,50;
+ close;
+ }
+ if (lv4_weapon == 45) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,45;
+ close;
+ }
+ if (lv4_weapon == 46) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,46;
+ close;
+ }
+ if (lv4_weapon == 44) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Hein's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,45;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,46;
+ close;
+ }
+ }
+ if ((lv4_weapon == 40) || (lv4_weapon == 41)) {
+ mes "[Bill Thayer]";
+ mes "No matter how much you're willing to pay me, I'm not going to forge you any weapons.";
+ next;
+ mes "[Bill Thayer]";
+ mes "Even during my weapon making days,";
+ mes "I never accepted money from any of";
+ mes "my clients. Do you know why?";
+ next;
+ mes "[Bill Thayer]";
+ mes "I always told my sons: 'Never accept payment to forge a good weapon. ^333333It brings bad luck.^000000' Don't ask me how that works. It just is.";
+ set lv4_weapon,41;
+ next;
+ mes "[Bill Thayer]";
+ mes "Even if you offer me something more precious than money, I won't do any weapon smithing for you. Although I might have back when my sons were still alive...";
+ close;
+ }
+ if (lv4_weapon == 37) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Biotite,";
+ mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 36) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Muscovite,";
+ mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 35) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Reyghema's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Muscovite,";
+ mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,36;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Biotite,";
+ mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,37;
+ close;
+ }
+ }
+ if ((lv4_weapon == 31) || (lv4_weapon == 32)) {
+ mes "[Bill Thayer]";
+ mes "All of my sons broke my heart by dying too young. I remember that I always used to tell them: 'Enjoy your youth. ^333333Live without regret.^000000'";
+ set lv4_weapon,32;
+ next;
+ mes "[Bill Thayer]";
+ mes "But I never suspected that their lives would be cut so short. Please remember to live life in such a way that regret won't haunt you later. That's the best advice I can give to you.";
+ close;
+ }
+ if (lv4_weapon == 27) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 28) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 26) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Kayron's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,27;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,28;
+ close;
+ }
+ }
+ if ((lv4_weapon == 22) || (lv4_weapon == 23)) {
+ mes "[Bill Thayer]";
+ mes "Listen, I told you...";
+ mes "There's nothing I can do.";
+ mes "^333333I'm utterly helpless here.^000000";
+ set lv4_weapon,23;
+ next;
+ mes "[Bill Thayer]";
+ mes "There's no point in asking me to do anything. Ever since my sons passed away, I haven't been able to function. Please leave me alone.";
+ close;
+ }
mes "[Bill Thayer]";
- mes "Hmm...it seems that you need 30 of";
- mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$;
- mes "I am sure that those are the materials...";
- mes "but I cannot guarantee anything about the result...";
+ mes "Leave me alone...";
+ mes "I'm just a broken old man.";
next;
mes "[Bill Thayer]";
- mes "My sons passed away before we finished this research...";
- mes "Hahaha...let's not talk about it.";
- mes "I told you what you need anyway.";
+ mes "I don't make weapons anymore for anyone. Maybe I was a well known weaponsmith once, but I just can't bring myself to do any work ever since my sons passed away...";
close;
+}
-
-LV4_26:
-LV4_35:
-LV4_44:
-LV4_53:
- mes "[Bill Thayer]";
- if(lv4_weapon == 26) mes "What, Kayron's research?";
- if(lv4_weapon == 35) mes "What, Reyghema's research?";
- if(lv4_weapon == 44) mes "What? Hein's research?";
- if(lv4_weapon == 53) mes "What? Waltboughst's research?";
- mes "How do you know him?";
- mes "Were you a friend of him when he was still alive?";
- mes "Ah....there must an act of providence.";
+geffen,203,146,5 script Citizen#lv4-1 97,{
+ mes "[Citizen]";
+ mes "There was a skillful";
+ mes "weaponsmith in Al De Baran";
+ mes "who had 4 sons. All of them were known throughout the land for their skill in weapon crafting.";
next;
-
- set lv4_weapon, lv4_weapon + rand(1, 2);
-
- switch( lv4_weapon ) {
- case 27:
- set @LV4_Gem1Name$, "Peridot";
- set LV4_Gem1, $@LV4_Olivine;
- set @LV4_Gem2Name$, "Turquoise";
- set LV4_Gem2, $@LV4_Turquoise;
- set @LV4_Gem3Name$, "Agate";
- set LV4_Gem3, $@LV4_Agate;
- break;
- case 28:
- set @LV4_Gem1Name$, "Phlogopite";
- set LV4_Gem1, $@LV4_Phlogopite;
- set @LV4_Gem2Name$, "Pyroxene";
- set LV4_Gem2, $@LV4_Pyroxene;
- set @LV4_Gem3Name$, "Rose Quartz";
- set LV4_Gem3, $@LV4_Rose_Quartz;
- break;
- case 36:
- set @LV4_Gem1Name$, "Muscovite";
- set LV4_Gem1, $@LV4_Muscovite;
- set @LV4_Gem2Name$, "Rose Quartz";
- set LV4_Gem2, $@LV4_Rose_Quartz ;
- set @LV4_Gem3Name$, "Peridot";
- set LV4_Gem3, $@LV4_Olivine;
- break;
- case 37:
- set @LV4_Gem1Name$, "Biotite";
- set LV4_Gem1, $@LV4_Biotite;
- set @LV4_Gem2Name$, "Agate";
- set LV4_Gem2, $@LV4_Agate;
- set @LV4_Gem3Name$, "Citrine";
- set LV4_Gem3, $@LV4_Citrine;
- break;
- case 45:
- set @LV4_Gem1Name$, "Turquoise";
- set LV4_Gem1, $@LV4_Turquoise;
- set @LV4_Gem2Name$, "Biotite";
- set LV4_Gem2, $@LV4_Biotite;
- set @LV4_Gem3Name$, "Rose Quartz";
- set LV4_Gem3, $@LV4_Rose_Quartz;
- break;
- case 46:
- set @LV4_Gem1Name$, "Citrine";
- set LV4_Gem1, $@LV4_Citrine;
- set @LV4_Gem2Name$, "Pyroxene";
- set LV4_Gem2, $@LV4_Pyroxene;
- set @LV4_Gem3Name$, "Phlogopite";
- set LV4_Gem3, $@LV4_Phlogopite;
- break;
- case 54:
- set @LV4_Gem1Name$, "Muscovite";
- set LV4_Gem1, $@LV4_Muscovite;
- set @LV4_Gem2Name$, "Agate";
- set LV4_Gem2, $@LV4_Agate;
- set @LV4_Gem3Name$, "Citrine";
- set LV4_Gem3, $@LV4_Citrine;
- break;
- case 55:
- set @LV4_Gem1Name$, "Pyroxene";
- set LV4_Gem1, $@LV4_Pyroxene;
- set @LV4_Gem2Name$, "Turquoise";
- set LV4_Gem2, $@LV4_Turquoise;
- set @LV4_Gem3Name$, "Phlogopite";
- set LV4_Gem3, $@LV4_Phlogopite;
- break;
- }
-
- mes "[Bill Thayer]";
- mes "Hmm...it seems that you need 30 of";
- mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$;
- mes "I am sure that those are the materials...";
- mes "but I cannot guarantee anything about the result...";
+ mes "[Citizen]";
+ mes "Tragically, all of the sons died in their attempt to create a powerful weapon. Only the father survived the accident.";
next;
- mes "[Bill Thayer]";
- mes "My sons passed away before we finished this research...";
- mes "Hahaha...let's not talk about it.";
- mes "I told you what you need anyway.";
- close;
-
-
-LV4_22:
-LV4_23:
- mes "[Bill Thayer]";
- mes "Oh well, I told you already";
- mes "that there is nothing I can do for you...";
- mes "since my sons are all gone...why are";
- mes "you wasting my breath? ^4D4DFFYou are helpless.^000000";
- set lv4_weapon, 23;
+ mes "[Citizen]";
+ mes "Because of that incident, the weaponsmith retired and went into hiding. No one ever saw the weapon he and his sons were developing.";
next;
- mes "[Bill Thayer]";
- mes "...you just made me";
- mes "miss my sons again...";
- mes "Please leave me alone.";
+ mes "[Citizen]";
+ mes "I don't think his sons";
+ mes "were able to peacefully enter the afterlife after sacrificing so much and having to leave their goal unfulfilled...";
close;
-
+}
-LV4_31:
-LV4_32:
- mes "[Bill Thayer]";
- mes "All of my sons broke my heart by dying young...";
- mes "...youth...what is youth?";
- mes "^4D4DFFThat means that you never regret anything!^000000";
- set lv4_weapon, 32;
+morocc,289,230,3 script Citizen#lv4-2 92,{
+ mes "[Citizen]";
+ mes "Meeting a person in the realm of the dead is impossible. But I've heard that if you were able to meet a dead person, you'd find that he wouldn't have all of his memories.";
next;
- mes "[Bill Thayer]";
- mes "That was what I used to tell to my sons.";
- mes "Please remember that,";
- mes "never regret anything that you have done.";
- mes "However, in order to do that, you must";
- mes "do everything right...that's all I can tell you for now.";
- close;
-
-
-LV4_40:
-LV4_41:
- mes "[Bill Thayer]";
- mes "...no matter how much you are willing to pay me,";
- mes "I am not going to forge any weapons.";
- mes "Even when I was actively forging weapons,";
- mes "I didn't accept money from my clients.";
- mes "You know why?";
+ mes "[Citizen]";
+ mes "But if you brought him something that reminded him of his life, he'd get his memories back for a little while. Of course, you'd have to actually meet someone in the netherworld to find out for sure.";
next;
- mes "[Bill Thayer]";
- mes "It brings me bad luck ^4D4DFFto^000000";
- mes "^4D4DFFforge a good weapon.^000000";
- mes "Therefore I didn't receive money from them.";
- set lv4_weapon, 41;
- next;
- mes "[Bill Thayer]";
- mes "Well, I am not going to do so";
- mes "even if you offer me something else other than money";
- mes "...unless all of my sons come back";
- mes "alive....";
+ mes "[Citizen]";
+ mes "Huh...";
+ mes "I know what I'm talking about might be a little morbid, but even the most trivial information might come in handy someday, right?";
close;
+}
-
-LV4_49:
-LV4_50:
- mes "[Bill Thayer]";
- mes "...do you not have anything to do?";
- mes "I hope you stop bothering me";
- mes "and trying your best for your work.";
- mes "Ah...trying best does not always";
- mes "result in a success though.";
+niflheim,240,193,3 script Kayron#lv4 794,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Kayron]";
+ mes "Hey...";
+ mes "How did somebody like";
+ mes "you get all the way over here?";
next;
- mes "[Bill Thayer]";
- mes "However, ^4D4DFFall the successful men^000000";
- mes "^4D4DFFin the history tried their best!^000000";
- mes "I hope you will remember that.";
- mes "I used to tell this to my sons when they were alive.";
- mes "Hahaha...";
- set lv4_weapon, 50;
+ mes "[Kayron]";
+ mes "Just by looking at that tender face of yours, I can tell you're a little weak. You better get out of here and get real strong in a hurry before you even think of coming back.";
close;
-}
-
-//--------------------------------------------------
-// Kayron, creates Longinus' Spear, Guillotine, Great Axe and Brionac
-//--------------------------------------------------
-
-niflheim,240,193,3 script Kayron 794,{
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- You are currently overweight. -";
- mes "- Please lose some weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
- mes "[Kayron]";
- mes "Bah, I cannot believe";
- mes "that such a weak man like you even came here.";
- mes "You have an invisible sign on your forehead";
- mes "that indicates you are a weakling. Be strong first.";
- close;
-
-
-LV4_LEVEL_PASS:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon < 22) goto LV4_21;
- if(lv4_weapon == 22) goto LV4_22;
- if(lv4_weapon == 23) goto LV4_23;
- if(lv4_weapon == 24) goto LV4_24;
- if(lv4_weapon == 25) goto LV4_25;
- if(lv4_weapon == 26) goto LV4_26;
- if(lv4_weapon == 27) goto LV4_27;
- if(lv4_weapon == 28) goto LV4_28;
- if(lv4_weapon == 29) goto LV4_29;
- if(lv4_weapon == 30) goto LV4_30;
- if(lv4_weapon > 30) goto LV4_31;
- end; // shouldn't be here
-
-
-LV4_0:
-LV4_22:
- mes "[Kayron]";
- mes "I used to be called Kayron when I was alive.";
- mes "But now I am nothing but";
- mes "a ghost wandering this place.";
- mes "I am worthless...I cannot do anything";
- mes "without a body...";
- next;
-
- if(lv4_weapon == 0) goto LV4_0_ASK;
-
- mes "[Kayron]";
- mes "Ah...I cannot remember what I was going to say...";
- mes "Waaahhh.....I cannot remember....";
- mes "My memory is gone...!";
- close;
-
-LV4_0_ASK:
- switch( select( "Show interest.", "Ignore him." ) ) {
+ }
+ if (lv4_weapon == 0) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
case 1:
mes "[Kayron]";
- mes "Ah...I cannot remember what I was going to say...";
- mes "Waaahhh.....I cannot remember....";
- mes "My memory is gone...!";
- set lv4_weapon, 22;
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ set lv4_weapon,22;
close;
- break;
case 2:
- mes "- Because you decided to ignore him, -";
- mes "- you are no longer able to hear him. -";
+ mes "[Kayron]";
+ mes "Useless...";
+ mes "Absolutely useless...";
close;
- break;
+ }
}
- end;
-
-
-LV4_21:
-LV4_31:
- mes "[Kayron]";
- mes "I feel something different about you.";
- mes "Did you come here with a purpose?";
- mes "I am envious of you...";
- close;
-
-
-LV4_23:
- mes "[Kayron]";
- mes "I used to be called Kayron when I was alive.";
- mes "But now I am nothing but";
- mes "a ghost wandering this place.";
- mes "I am worthless...I cannot do anything";
- mes "without a body...";
- next;
- set @dap1$, "You are helpless.";
- input @answer1$;
- if(@answer1$ == @dap1$) goto LV4_23_CORRECT;
- mes "[Kayron]";
- mes "...? What did you just say?";
- mes "I am sorry but I don't think I understood you.";
- close;
-
-LV4_23_CORRECT:
- mes "[Kayron]";
- mes "Yes, You are helpless...?! Eh?";
- mes "That was my father's favorite saying!";
- mes "Whoa?! Ah...";
- mes "Yes...I forgot that I am dead already.";
- mes "Why did you make me recall something from my past?";
- mes "It is no use now...";
- next;
- mes "[Kayron]";
- mes "But I want to do something in return...";
- mes "since you made me find a piece of my mind.";
- mes "I used to be a weaponsmith in the past,";
- mes "therefore I am going to forge a nice weapon for you.";
- next;
- mes "[Kayron]";
- mes "But you have to gather the materials for me.";
- mes "As you see, I do not have a body";
- mes "that would allow me to touch other objects...";
- mes "So you got to help me with that.";
- next;
- mes "[Kayron]";
- mes "Luckily this place is filled with mysterious energy,";
- mes "that makes my work easier!";
- mes "Heh, even if I fail to forge one,";
- mes "I don't have to worry about dying.";
- mes "Because I am dead already! Muhahahaha!";
- next;
- mes "[Kayron]";
- mes "I will talk to you in a while.";
- mes "I am trying to think of the receipe...";
- set lv4_weapon, 24;
- close;
-
-
-LV4_25:
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_25_BASE_MAT;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_25_BASE_MAT;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_25_BASE_MAT;
- if(countitem($@LV4_Gold) < 20) goto LV4_25_BASE_MAT;
-
- mes "[Kayron]";
- mes "Oh...you brought everything I need!";
- mes "You are a reliable person unlike your appearance.";
- mes "But here is the thing...";
- mes "There are some more materials I need...";
- mes "But I cannot think of any of them...my memory";
- mes "is unclear...arrrrph...";
- next;
- mes "[Kayron]";
- mes "I need to think about that a little longer.";
- mes "I know that I really need those materials...awwww....";
- mes "Do you have any idea to bring my memory back?";
- mes "At the same time, rest assured that the materials";
- mes "you brought will be used for my creation. So let me keep them for you.";
-
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
- if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
- delitem $@LV4_Hammer_Of_Blacksmith, 2;
- delitem $@LV4_Emperium_Anvil, 1;
- delitem $@LV4_Illusion_Flower, 1;
- delitem $@LV4_Gold, 20;
- set lv4_weapon, 26;
- close;
-
-LV4_24:
-LV4_25_BASE_MAT:
- switch( lv4_weapon ) {
- case 24:
+ if ((lv4_weapon < 22) || (lv4_weapon > 30)) {
+ mes "[Kayron]";
+ mes "I sense something from";
+ mes "you. Almost as if you were";
+ mes "here with some sort of goal.";
+ next;
+ mes "[Kayron]";
+ mes "I'm surprised...";
+ mes "And a little envious.";
+ mes "It can be said that most";
+ mes "in Niflheim come here with";
+ mes "little or no purpose.";
+ close;
+ }
+ if ((lv4_weapon == 29) || (lv4_weapon == 30)) {
+ mes "[Kayron]";
+ mes "Heh heh heh...";
+ mes "You're just in time.";
+ mes "The time has come for";
+ mes "me to reveal the results";
+ mes "of my work...";
+ next;
+ if (rand(1,2) == 1) {
mes "[Kayron]";
- mes "Oh, you came back at a right time.";
- mes "I just finished my thoughts. Let me tell you one thing.";
- mes "I cannot guarantee you which weapon will come out of this.";
- mes "Also you must be willing to take a risk as well...";
- mes "I guess that the result will be affected by the power";
- mes "of Nifflheim at the time I make.";
+ mes "It's a success!";
+ mes "I completed the experiment";
+ mes "that got me killed! I almost";
+ mes "can't believe it! I created";
+ if (lv4_weapon == 29) {
+ mes "this... Great Axe!";
+ getitem 1364,1; //Great_Axe
+ }
+ else {
+ mes "this... Longinus's Spear!";
+ getitem 1469,1; //Longinus's_Spear
+ }
+ set lv4_weapon,0;
next;
mes "[Kayron]";
- mes "Let me give you the list of materials";
- mes "I need. They are quite a lot,";
- mes "so write them down if you need.";
- break;
- case 25:
+ mes "I'm so glad that my years of research haven't been wasted.";
+ mes "If only Father were able to see this, he'd be really happy for me.";
+ next;
mes "[Kayron]";
- mes "I will tell you the list of materials I need again.";
- mes "I think I need a lot of materials...so";
- mes "write them down if you need.";
- break;
+ mes "Oh no...";
+ mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
+ mes "remember my past again.";
+ mes "Thank you...";
+ close;
+ }
+ else {
+ mes "[Kayron]";
+ mes "It's a success!";
+ mes "I completed the experiment";
+ mes "that got me killed! I almost";
+ mes "can't believe it! I created";
+ if (lv4_weapon == 29) {
+ mes "this... Guillotine!";
+ getitem 1369,1; //Guillotine
+ }
+ else {
+ mes "this... Brionac!";
+ getitem 1470,1; //Brionac
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Kayron]";
+ mes "I'm so glad that my years of research haven't been wasted.";
+ mes "If only Father were able to see this, he'd be really happy for me.";
+ next;
+ mes "[Kayron]";
+ mes "Oh no...";
+ mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
+ mes "remember my past again.";
+ mes "Thank you...";
+ close;
+ }
+ }
+ if (((lv4_weapon == 27) && (countitem(7289) > 29) && (countitem(7294) > 29) && (countitem(7291) > 29)) || ((lv4_weapon == 28) && (countitem(7290) > 29) && (countitem(7296) > 29) && (countitem(7293) > 29))) {
+ mes "[Kayron]";
+ mes "What's this?";
+ mes "The stuff you're carrying";
+ mes "around looks awfully familiar.";
+ mes "Hm, let me take a look, please...";
+ next;
+ mes "[Kayron]";
+ mes "Yes, I was right!";
+ mes "I can use these to smith a weapon! How did you know these were the materials I need? In any case, this is great!";
+ next;
+ mes "[Kayron]";
+ mes "Oh, but first, we need to test your luck. No matter how good my skills may be, we need to make sure your luck is good today, or else we can't proceed.";
+ next;
+ mes "[Kayron]";
+ mes "We're gonna play '^660000Rock, Paper, Scissors^000000.' We can go ahead and";
+ mes "make the item if you win 2 out of 3 matches.";
+ next;
+ mes "[Kayron]";
+ mes "But if you lose 2 out of 3, your luck isn't strong enough for me to even attempt smithing. We'll need to dump a huge amount of one of the materials you brought to repel your bad luck.";
+ next;
+ mes "[Kayron]";
+ mes "Here's a piece of paper.";
+ mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
}
+ mes "[Kayron]";
+ mes "Now...";
+ mes "Let's play";
+ mes "the second match~";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Kayron]";
+ mes "Alright...";
+ mes "One last time.";
+ mes "Write down 'Rock,'";
+ mes "'Paper' or 'Scissors.'";
next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 27) {
+ delitem 7289,30; //Olivine
+ delitem 7294,30; //Turquoise
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ delitem 7296,30; //Pyroxene
+ delitem 7293,30; //Rose_Quartz
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 27) {
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 27) {
+ delitem 7294,30; //Turquoise
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 27) {
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7293,30; //Rose_Quartz
+ }
+ }
+ }
mes "[Kayron]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
+ mes "We're done!";
+ mes "Now, I wrote down...";
+ if (.@npchand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand1 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Kayron]";
+ mes "You wrote down...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
next;
+ if (.@shobu > 1) {
+ mes "[Kayron]";
+ mes "Let's see...";
+ mes "You won " + shobu + " times.";
+ mes "You must be really";
+ mes "Without a doubt, you've";
+ mes "got some pretty good luck~";
+ next;
+ mes "[Kayron]";
+ mes "Alright, I'll keep my end of the bargain. Give me the materials";
+ mes "and some time to finish preparing. I'll talk to you later, okay?";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Kayron]";
+ mes "Well, I'm sorry to say that you lost. We have no choice but to drive away your bad luck with";
+ mes "some of the ore you brought!";
+ next;
+ mes "[Kayron]";
+ mes "Alright, let's try this again. Go and get the materials we need";
+ mes "and come back to me.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 26) || (lv4_weapon == 27) || (lv4_weapon == 28)) {
mes "[Kayron]";
- mes "Bring these to me first. I am kind of worried";
- mes "that I forgot something...but I will try to remember";
- mes "while waiting for you to bring these items.";
+ mes "I can't seem to recall the rest";
+ mes "of the materials I need. This is beginning to get really frustrating.";
next;
mes "[Kayron]";
- mes "Have a safe travel.";
- set lv4_weapon, 25;
+ mes "I mean, me and my father used to know this stuff like it was second nature. What's wrong with me...?";
close;
-
-
-LV4_27:
-LV4_28:
- if(countitem(LV4_Gem1) < 30) goto LV4_27_NOGEM;
- if(countitem(LV4_Gem2) < 30) goto LV4_27_NOGEM;
- if(countitem(LV4_Gem3) < 30) goto LV4_27_NOGEM;
- mes "[Kayron]";
- mes "...Um? The items that you brought to me seem";
- mes "to be good materials for my creation...";
- mes "Give them to me, I shall try first!";
- next;
- mes "[Kayron]";
- mes "Oh...I was right! How did you";
- mes "know these are materials I need?";
- mes "Great, give me a moment!";
- next;
- mes "[Kayron]";
- mes "...wait, I must test your luck first.";
- mes "Since I am not sure about the result,";
- mes "we should place trust in luck for the result of my creation.";
- mes "You must have good luck...";
- next;
- mes "[Kayron]";
- mes "We are going to play 'Rock, Paper, Scissors'.";
- mes "You must win at least 2 out of 3 times.";
- mes "If you fail, you must throw away a large amount";
- mes "of one of the 3 kinds of ore that you have brought.";
- mes "It is for driving away your bad luck.";
- next;
- mes "[Kayron]";
- mes "I will give you a piece of paper.";
- mes "You will write down one among 'Rock, Paper, or Scissors'.";
- mes "I will do the same at the same time.";
- mes "We will compare each other's paper after.";
- next;
-
- set @shobu, 0;
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@i == 2) mes "[Kayron]";
- if(@i == 2) mes "Let's play the second one!";
- if(@i == 3) mes "[Kayron]";
- if(@i == 3) mes "This will be the last one!";
- if(@i == 3) mes "Let's compare after this.";
- set @npchand[@i], rand(1, 3);
- switch( select( "Scissors", "Rock", "Paper" ) ) {
- case 1:
- set @myhand[@i], 1;
- if(@npchand[@i] == 3) set @shobu, @shobu + 1;
- break;
- case 2:
- set @myhand[@i], 2;
- if(@npchand[@i] == 1) set @shobu, @shobu + 1;
- break;
- case 3:
- set @myhand[@i], 3;
- if(@npchand[@i] == 2) set @shobu, @shobu + 1;
- break;
- }
- }
-
- if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
-
- if(@shobu > 1) goto LV4_27_WIN;
-
- switch ( rand(1 ,3) ) {
- case 1:
- delitem LV4_Gem1, 30;
- break;
- case 2:
- delitem LV4_Gem2, 30;
- break;
- case 3:
- delitem LV4_Gem3, 30;
- break;
- }
- goto LV4_27_RESULT;
-
-LV4_27_WIN:
- delitem LV4_Gem1, 30;
- delitem LV4_Gem2, 30;
- delitem LV4_Gem3, 30;
- set lv4_weapon, lv4_weapon + 2;
- goto LV4_27_RESULT;
-
-LV4_27_RESULT:
- mes "[Kayron]";
- mes "Okay...I played in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@npchand[@i] == 1) mes "Scissors";
- if(@npchand[@i] == 2) mes "Rock";
- if(@npchand[@i] == 3) mes "Paper";
}
-
- next;
- mes "[Kayron]";
- mes "You did in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@myhand[@i] == 1) mes "Scissors";
- if(@myhand[@i] == 2) mes "Rock";
- if(@myhand[@i] == 3) mes "Paper";
+ if ((lv4_weapon == 25) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Kayron]";
+ mes "Oh...!";
+ mes "I had no idea you were such a reliable person! You brought the things I've asked for pretty quickly!";
+ next;
+ mes "[Kayron]";
+ mes "But I still can't remember the rest of the things that I'll be needing. I'm really sorry...";
+ next;
+ mes "[Kayron]";
+ mes "Is there any way to get more of my memory back? In the meantime, let me keep these materials. I promise they'll be used to make a good weapon for you.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,26;
+ close;
}
-
- next;
-
- if(@shobu > 1) goto LV4_27_SAY_WIN;
-
- mes "[Kayron]";
- mes "Well well well...you lost the game.";
- mes "Ah~ you were close though...";
- mes "We must drive away bad luck.";
- next;
- mes "[Kayron]";
- mes "Okay, I will wait here,";
- mes "go bring me the materials again...";
- close;
-
-LV4_27_SAY_WIN:
- mes "[Kayron]";
- mes "Let's see...";
- mes "You won total " + @shobu + " times.";
- mes "Ah~ you must be really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Kayron]";
- mes "I am going to keep my promise.";
- mes "But I need some time to prepare.";
- mes "Give me the materials now and I will talk to you later.";
- close;
-
-LV4_26:
-LV4_27_NOGEM:
- mes "[Kayron]";
- mes "Arph...it has not gotten into my memory yet.";
- mes "Awww....this is a problem.";
- mes "I used to often discuss the materials";
- mes "with my family...now I cannot remember what they are...";
- close;
-
-
-LV4_29:
-LV4_30:
- mes "[Kayron]";
- mes "Hahaha...you came back at the right time.";
- mes "The result? Do you want to know about the result?...";
- mes "Haha...okay...let's see...";
- next;
- mes "[Kayron]";
- mes "...YES! It's a success!";
- mes "I created the weapon that got me killed last time!";
- mes "Look at this...haha! I died while making this!";
- mes "... The name of the weapon is...";
-
-
- switch( rand(1, 2) ) {
- case 1:
- if(lv4_weapon == 29) mes "Great Axe! Weee~ I made it!";
- if(lv4_weapon == 29) getitem 1364 ,1; // 1364,Great_Axe
- if(lv4_weapon == 30) mes "Longinus's Spear! Weee~ I made it!";
- if(lv4_weapon == 30) getitem 1469, 1; // 1469,Longinus's_Spear
- break;
- case 2:
- if(lv4_weapon == 29) mes "Guillotine! Weee~ I made it!";
- if(lv4_weapon == 29) getitem 1369, 1; // 1369,Guillotine
- if(lv4_weapon == 30) mes "Brionac! Weee~ I made it!";
- if(lv4_weapon == 30) getitem 1470, 1; // 1470,Brionac
+ if (lv4_weapon == 25) {
+ mes "[Kayron]";
+ mes "I'll need a lot of materials, but let me remind you of some of";
+ mes "the necessary things that I can actually remember.";
+ next;
+ mes "[Kayron]";
+ mes "So far, I know I'll need";
+ mes "2 Hammer of Blacksmith";
+ mes "1 Emperium Anvil";
+ mes "1 Illusion Flower and";
+ mes "20 Gold.";
+ next;
+ mes "[Kayron]";
+ mes "I know there were a few more";
+ mes "things that are crucial to this weapon's construction, but...";
+ mes "I can't seem to concentrate hard enough to remember.";
+ close;
+ }
+ if (lv4_weapon == 24) {
+ mes "[Kayron]";
+ mes "Alright...";
+ mes "I just remembered";
+ mes "most of the things";
+ mes "I need to make you";
+ mes "a great weapon.";
+ next;
+ mes "[Kayron]";
+ mes "I believe it's fair to let you know that I can't guarantee what weapon will be produced from this work since, quite frankly, I can't remember.";
+ next;
+ mes "[Kayron]";
+ mes "So far, I know I'll need";
+ mes "2 Hammer of Blacksmith";
+ mes "1 Emperium Anvil";
+ mes "1 Illusion Flower and";
+ mes "20 Gold.";
+ next;
+ mes "[Kayron]";
+ mes "Bring those items to me first. I'm pretty sure there was something else I'll be needing, but I can't seem to remember. This memory";
+ mes "of mine is beginning to worry me a little bit...";
+ next;
+ mes "[Kayron]";
+ mes "Anyway, I'll be waiting for you here while you go out and collect those things. Be careful, alright?";
+ set lv4_weapon,25;
+ close;
+ }
+ if (lv4_weapon == 23) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ mes "[Kayron]";
+ mes "There's nothing I can do.";
+ mes "I'm... Um... I'm...?";
+ input .@input$;
+ next;
+ if (.@input$ == "I'm utterly helpless here.") {
+ mes "[Kayron]";
+ mes "I'm utterly helpless here.";
+ mes "Right, right! My father always used to say that! I guess my brothers and I take after our father in a lot of ways.";
+ next;
+ mes "[Kayron]";
+ mes "My mind's been so hazy.";
+ mes "I forgot that I even used";
+ mes "to be a living human.";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Kayron]";
+ mes "Still, that little memory has brought me a little peace of";
+ mes "mind. I really appreciate that.";
+ next;
+ mes "[Kayron]";
+ mes "I used to be a weaponsmith";
+ mes "when I was alive, so if you like, I can forge something nice for you. You'll have to bring me the materials, though.";
+ next;
+ mes "[Kayron]";
+ mes "You understand that being";
+ mes "dead sort of restricts my mobility. Still, it's actually useful to be stuck in Niflheim. This place is filled with some strange energy that will help in my smithing.";
+ next;
+ mes "[Kayron]";
+ mes "Even though experimental";
+ mes "smithing got me killed, I won't have to worry about it this time. After all, I'm already dead! Hahahah~";
+ next;
+ mes "[Kayron]";
+ mes "Alright, just give me a little time so that I can try to remember the things that I'll need, alright?";
+ set lv4_weapon,24;
+ close;
+ }
+ else {
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "What did you just say?";
+ mes "I'm sorry, I'm trying to remember something my father always used";
+ mes "to say...";
+ close;
+ }
+ }
+ if (lv4_weapon == 22) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ close;
}
-
- set lv4_weapon, 0;
- next;
mes "[Kayron]";
- mes "I finally succeeded in the research...";
- mes "I want to show this result to my father...";
- mes "He will be really happy for this.";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
next;
- mes "[Kayron]";
- mes "Ah~ I feel my memories are fading again...";
- mes "If you see me next time...";
- mes "please let me remember the memories again...";
- mes "Thank you...";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Kayron]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ set lv4_weapon,22;
+ close;
+ case 2:
+ mes "[Kayron]";
+ mes "Useless...";
+ mes "Absolutely useless...";
+ close;
+ }
}
-//--------------------------------------------------
-// Reyghema, creates Berserk, Tjungkulleti, Rudra's Bow and Brocca(Skewer)
-//--------------------------------------------------
-
-niflheim,99,268,5 script Reyghema 794,{
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- You are currently overweight. -";
- mes "- Please lose some weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
- mes "[Reyghema]";
- mes "Um? Do you have any business with me?";
- mes "Sorry but I don't. I'm also not";
- mes "speaking to a weak person like you.";
- mes "Have a safe travel~";
- close;
-
-
-LV4_LEVEL_PASS:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon < 31) goto LV4_30;
- if(lv4_weapon == 31) goto LV4_31;
- if(lv4_weapon == 32) goto LV4_32;
- if(lv4_weapon == 33) goto LV4_33;
- if(lv4_weapon == 34) goto LV4_34;
- if(lv4_weapon == 35) goto LV4_35;
- if(lv4_weapon == 36) goto LV4_36;
- if(lv4_weapon == 37) goto LV4_37;
- if(lv4_weapon == 38) goto LV4_38;
- if(lv4_weapon == 39) goto LV4_39;
- if(lv4_weapon > 39) goto LV4_40;
- end; // shouldn't be here
-
-
-LV4_0:
-LV4_31:
- mes "[Reyghema]";
- mes "Darn it...I didn't want to die!";
- mes "Well...there is no living thing that wants to die but...";
- mes "Especially me, I was too young to die!";
- mes "Youth! ...Ah...I just remember the word.";
- mes "Speaking of which...I think I usually said something related to that...";
- next;
-
- if(lv4_weapon == 0) goto LV4_0_ASK;
-
- mes "[Reyghema]";
- mes "Ah...I cannot remember what I was going to say...";
- mes "Waaahhh.....I cannot remember....";
- mes "My memory is gone...!";
- close;
-
-LV4_0_ASK:
- switch( select( "Show interest.", "Igonore him." ) ) {
+niflheim,99,268,5 script Reyghema#lv4 794,{
+ if (now_weight < 3000) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Reyghema]";
+ mes "How...";
+ mes "the hell...?";
+ next;
+ mes "[Reyghema]";
+ mes "What's a living person doing here? Stick around and I guarantee that you won't be alive much longer. Come on, you don't want to end up like me. Hurry and get out of here!";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
case 1:
mes "[Reyghema]";
- mes "Ah...I cannot remember what I was going to say...";
- mes "Waaahhh.....I cannot remember....";
- mes "My memory is gone...!";
- set lv4_weapon, 31;
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ set lv4_weapon,31;
close;
- break;
case 2:
- mes "- Because you decided to ignore him, -";
- mes "- you are no longer able to hear him. -";
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
close;
- break;
+ }
}
- end;
-
-
-LV4_30:
-LV4_40:
- mes "[Reyghema]";
- mes "I feel something different about you.";
- mes "Did you come here with a purpose?";
- mes "I am envious of you...";
- close;
-
-
-LV4_32:
- mes "[Reyghema]";
- mes "I used to be called Reyghema when I was alive.";
- mes "But now I am nothing but";
- mes "a ghost wandering this place.";
- mes "I am worthless...I cannot do anything";
- mes "without a body...";
- next;
- set @dap2$, "That means that you never regret anything!";
- input @answer2$;
- if(@answer2$ == @dap2$) goto LV4_32_CORRECT;
- mes "[Reyghema]";
- mes "What? Do you want to play a game with me or what?";
- mes "Unfortunately I have something to do...";
- mes "wait...what was I going to do?";
- close;
-
-LV4_32_CORRECT:
- mes "[Reyghema]";
- mes "...";
- next;
- mes "[Reyghema]";
- mes "...";
- mes "......";
- next;
- mes "[Reyghema]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Reyghema]";
- mes "That's right! I am Bill Thayer the Weaponsmith's";
- mes "second son! And I must forge a weapon";
- mes "in order to not regret my youth!";
- mes "Even if I am dead, I cannot give it up!";
- next;
- mes "[Reyghema]";
- mes "Hey you, thank you for letting me have my memory back!";
- mes "You need to do me another favor!";
- mes "Bring me some items, I need to forge a weapon.";
- mes "Once I make one, I will give it to you in return for your favor.";
- next;
- mes "[Reyghema]";
- mes "Reyghema, breathe deeply first...phew~.";
- mes "Give me a second!";
- set lv4_weapon, 33;
- close;
-
-
-LV4_34:
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_34_BASE_MAT;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_34_BASE_MAT;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_34_BASE_MAT;
- if(countitem($@LV4_Gold) < 20) goto LV4_34_BASE_MAT;
-
- mes "[Reyghema]";
- mes "Oh...you brought everything I need!";
- mes "You are a reliable person unlike you appear.";
- mes "But here is the thing...";
- mes "There are some more materials I need...";
- mes "But I cannot think of any of them...my memory";
- mes "is unclear...arrrrph...";
- next;
- mes "[Reyghema]";
- mes "I need to think about that a little longer.";
- mes "I know that I really need those materials...awwww....";
- mes "Do you have any idea to bring my memory back?";
- mes "At the same time, rest assured that the materials";
- mes "you brought will be used for my creation. So let me keep them for you.";
-
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
- if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
- delitem $@LV4_Hammer_Of_Blacksmith, 2;
- delitem $@LV4_Emperium_Anvil, 1;
- delitem $@LV4_Illusion_Flower, 1;
- delitem $@LV4_Gold, 20;
- set lv4_weapon, 35;
- close;
-
-LV4_33:
-LV4_34_BASE_MAT:
- switch( lv4_weapon ) {
- case 33:
+ if ((lv4_weapon < 31) || (lv4_weapon > 39)) {
+ mes "[Reyghema]";
+ mes "Hey...";
+ mes "It feels like you came";
+ mes "here to finish something.";
+ mes "Yeah, there's a complete difference between someone who's aimless and someone with a purpose.";
+ next;
+ mes "[Reyghema]";
+ mes "I almost feel sorry for you though, if you have business to finish in a place like Niflheim.";
+ close;
+ }
+ if ((lv4_weapon == 38) || (lv4_weapon == 39)) {
+ mes "[Reyghema]";
+ mes "...";
+ mes "...Finally.";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Reyghema]";
+ mes "I did it!";
+ mes "I died trying to make this,";
+ mes "but I finally finished it!";
+ if (lv4_weapon == 38) {
+ mes "This is... Berserk!";
+ getitem 1814,1; //Berserk
+ }
+ else {
+ mes "This is... Tjungkuletti!";
+ getitem 1416,1; //Tjungkuletti
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Reyghema]";
+ mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
+ next;
mes "[Reyghema]";
- mes "Okay. You don't need any other explaination, do you?";
- mes "I will tell you what I need";
- mes "so please do not forget those materials.";
- break;
- case 34:
+ mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
+ next;
+ mes "[Reyghema]";
+ mes "If you ever get the chance, come back and help me remember my";
+ mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
+ close;
+ }
+ else {
+ mes "[Reyghema]";
+ mes "I did it!";
+ mes "I died trying to make this,";
+ mes "but I finally finished it!";
+ if (lv4_weapon == 38) {
+ mes "This is... the Rudra Bow!";
+ getitem 1720,1; //Bow_Of_Rudra
+ }
+ else {
+ mes "This is... Brocca! Weee~ I made it!";
+ getitem 1415,1; //Skewer
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Reyghema]";
+ mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
+ next;
+ mes "[Reyghema]";
+ mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
+ next;
mes "[Reyghema]";
- mes "I will tell you the list of materials I need again.";
- mes "I think I need a lot of materials...so";
- mes "write them down if you need.";
- break;
+ mes "If you ever get the chance, come back and help me remember my";
+ mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
+ close;
}
+ }
+ if (((lv4_weapon == 36) && (countitem(7292) > 29) && (countitem(7293) > 29) && (countitem(7289) > 29)) || ((lv4_weapon == 37) && (countitem(7297) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29))) {
+ mes "[Reyghema]";
+ mes "Wait...";
+ mes "The stuff that you have. Those are things I'll need for my creation! Let me take a look...";
next;
mes "[Reyghema]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
- mes "...wait...are they all...or do I need more?!";
- if(lv4_weapon == 33) next;
- if(lv4_weapon == 33) mes "[Reyghema]";
- if(lv4_weapon == 33) mes "Ah...I think need something more...it's very important...";
- if(lv4_weapon == 33) mes "But I cannot remember what more I need....!";
- if(lv4_weapon == 33) mes "Bah...this is so frustrating.";
- set lv4_weapon, 34;
- close;
-
-
-LV4_36:
-LV4_37:
- if(countitem(LV4_Gem1) < 30) goto LV4_36_NOGEM;
- if(countitem(LV4_Gem2) < 30) goto LV4_36_NOGEM;
- if(countitem(LV4_Gem3) < 30) goto LV4_36_NOGEM;
- mes "[Reyghema]";
- mes "...Um? The items that you brought to me seem";
- mes "to be good materials for my creation...";
- mes "Give them to me, I shall try first!";
- next;
- mes "[Reyghema]";
- mes "Oh...I was right! How did you";
- mes "know these are materials I need?";
- mes "Great, give me a moment!";
- next;
- mes "[Reyghema]";
- mes "...wait, I must test your luck first.";
- mes "Since I am not sure about the result,";
- mes "we should place trust in luck for the result of my creation.";
- mes "You must have good luck...";
- next;
- mes "[Reyghema]";
- mes "We are going to play 'Rock, Paper, Scissors'.";
- mes "You must win at least 2 out of 3 times.";
- mes "If you fail, you must leave a large amount";
- mes "of one material you have brought.";
- mes "It is for driving away your bad luck.";
- next;
- mes "[Reyghema]";
- mes "I will give you a piece of paper.";
- mes "You will write down one among 'Rock, Paper, or Scissors'.";
- mes "I will do the same at the same time.";
- mes "We will then compare each other's paper.";
- next;
-
- set @shobu, 0;
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@i == 2) mes "[Reyghema]";
- if(@i == 2) mes "Let's play the second one!";
- if(@i == 3) mes "[Reyghema]";
- if(@i == 3) mes "This will be the last one!";
- if(@i == 3) mes "Let's compare after this.";
- set @npchand[@i], rand(1, 3);
- switch( select( "Scissors", "Rock", "Paper" ) ) {
- case 1:
- set @myhand[@i], 1;
- if(@npchand[@i] == 3) set @shobu, @shobu + 1;
- break;
- case 2:
- set @myhand[@i], 2;
- if(@npchand[@i] == 1) set @shobu, @shobu + 1;
- break;
- case 3:
- set @myhand[@i], 3;
- if(@npchand[@i] == 2) set @shobu, @shobu + 1;
- break;
- }
- }
-
- if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
-
- if(@shobu > 1) goto LV4_36_WIN;
-
- switch ( rand(1 ,3) ) {
- case 1:
- delitem LV4_Gem1, 30;
- break;
- case 2:
- delitem LV4_Gem2, 30;
- break;
- case 3:
- delitem LV4_Gem3, 30;
- break;
- }
- goto LV4_36_RESULT;
-
-LV4_36_WIN:
- delitem LV4_Gem1, 30;
- delitem LV4_Gem2, 30;
- delitem LV4_Gem3, 30;
- set lv4_weapon, lv4_weapon + 2;
- goto LV4_36_RESULT;
-
-LV4_36_RESULT:
- mes "[Reyghema]";
- mes "Okay...I played in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@npchand[@i] == 1) mes "Scissors";
- if(@npchand[@i] == 2) mes "Rock";
- if(@npchand[@i] == 3) mes "Paper";
+ mes "Yes, this is perfect!";
+ mes "But how did you know exactly what materials I needed? Oh, it doesn't matter, I guess.";
+ next;
+ mes "[Reyghema]";
+ mes "Now it's time for the hardest,";
+ mes "or easiest, part. It's time to test your luck. We can't go through with this if your luck is too weak.";
+ next;
+ mes "[Reyghema]";
+ mes "Alright, we're going to play '^660000Rock, Paper, Scissors^000000.' You've gotta win 2 out of 3 for us to go ahead with the forging.";
+ next;
+ mes "[Reyghema]";
+ mes "If your luck is bad and you lose, we'll need to dump a bunch of one of the ores your brought to get rid of your bad luck. That's how it works.";
+ next;
+ mes "[Reyghema]";
+ mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start.";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Reyghema]";
+ mes "Okay, now let's";
+ mes "try this again.";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Reyghema]";
+ mes "Last time.";
+ mes "Write down 'Rock,'";
+ mes "'Paper' or 'Scissors.'";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 36) {
+ delitem 7292,30; //Muscovite
+ delitem 7293,30; //Rose_Quartz
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7297,30; //Biotite
+ delitem 7291,30; //Agate
+ delitem 7295,30; //Citrine
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 36) {
+ delitem 7292,30; //Muscovite
+ }
+ else {
+ delitem 7297,30; //Biotite
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 36) {
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7291,30; //Agate
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 36) {
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7295,30; //Citrine
+ }
+ }
+ }
+ mes "[Reyghema]";
+ mes "Alright, now";
+ mes "I wrote down...";
+ if (.@npchand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand1 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Reyghema]";
+ mes "You wrote down...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Reyghema]";
+ mes "Nice. You won " + .@shobu + " times. Your luck is really good, so now we're finally finished with this nonsense.";
+ next;
+ mes "[Reyghema]";
+ mes "Give me some time to get some things ready. Hand me the ores";
+ mes "now, and talk to me a little later, alright?";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Reyghema]";
+ mes "Damn...";
+ mes "I should be happy I won, but that just means your luck is bad and";
+ mes "we need to do this again.";
+ next;
+ mes "[Reyghema]";
+ mes "I'm sorry, but I'll need to take a bunch of one of your ores to get rid of your bad luck. Come back with all of the ore we'll need so we can test your luck again, alright?";
+ close;
+ }
}
-
- next;
- mes "[Reyghema]";
- mes "You did in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@myhand[@i] == 1) mes "Scissors";
- if(@myhand[@i] == 2) mes "Rock";
- if(@myhand[@i] == 3) mes "Paper";
+ if ((lv4_weapon == 35) || (lv4_weapon == 36) || (lv4_weapon == 37)) {
+ mes "[Reyghema]";
+ mes "Arrrgh!";
+ mes "I still can't";
+ mes "remember what";
+ mes "I need yet! I swear,";
+ mes "this is killing me!";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reyghema]";
+ mes "Damn.";
+ mes "Damn, damn, damn!";
+ mes "'Killing me?!' I'm already dead!";
+ close;
}
-
- next;
-
- if(@shobu > 1) goto LV4_36_SAY_WIN;
-
- mes "[Reyghema]";
- mes "Well well well...you lost the game.";
- mes "Ah~ you were close though...";
- mes "We must drive away bad luck.";
- next;
- mes "[Reyghema]";
- mes "Okay, I will wait here,";
- mes "go bring me the materials again...";
- close;
-
-LV4_36_SAY_WIN:
- mes "[Reyghema]";
- mes "Let's see...";
- mes "You won total " + @shobu + " times.";
- mes "Ah~ you must be really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Reyghema]";
- mes "I am going to keep my promise.";
- mes "But I need some time to prepare.";
- mes "Give me the materials now and I will talk to you later.";
- close;
-
-LV4_35:
-LV4_36_NOGEM:
+ if ((lv4_weapon == 34) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
mes "[Reyghema]";
- mes "Not yet! I have not remembered it yet! Awwww...";
- mes "This is killing me...";
- mes "Oh, wait...I died already...";
- mes "God damn it!";
- close;
-
-
-LV4_38:
-LV4_39:
- mes "[Reyghema]";
- mes "..................";
- next;
- mes "[Reyghema]";
- mes "...YES! It's a success!";
- mes "I created the weapon that got me killed last time!";
- mes "Look at this...haha! I died while making this!";
- mes "... The name of the weapon is...";
-
- switch( rand(1, 2) ) {
- case 1:
- if(lv4_weapon == 38) mes "Berserk! Weee~ Weee~ I made it!";
- if(lv4_weapon == 38) getitem 1814 ,1; // 1814,Berserk
- if(lv4_weapon == 39) mes "Tjungkuletti! Weee~ I made it!";
- if(lv4_weapon == 39) getitem 1416, 1; // 1416,Tjungkuletti
- break;
- case 2:
- if(lv4_weapon == 38) mes "Rudra's Bow! Weee~ I made it!";
- if(lv4_weapon == 38) getitem 1720, 1; // 1720,Bow_of_Rudra
- if(lv4_weapon == 39) mes "Brocca!";
- if(lv4_weapon == 39) getitem 1415, 1; // 1415,Skewer
+ mes "Good work, you've brought everything I asked for. However, there's been a bit of a snafu in the plans...";
+ next;
+ mes "[Reyghema]";
+ mes "The original plan was that I'd remember everything else I need once you came back with this stuff. But I didn't.";
+ next;
+ mes "[Reyghema]";
+ mes "Just give me some time to think about it some more. For now, let";
+ mes "me hold on to the things you've brought. You've got my word that I'll be using these to make a weapon for you.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,35;
+ close;
+ }
+ if (lv4_weapon == 34) {
+ mes "[Reyghema]";
+ mes "I better remind";
+ mes "you what things I'll";
+ mes "be needing. If you need";
+ mes "to, write it all down.";
+ next;
+ mes "[Reyghema]";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower";
+ mes "and 20 Gold...";
+ next;
+ mes "[Reyghema]";
+ mes "There were a few more critically important things, but I can't seem to recall them right now...";
+ close;
+ }
+ if (lv4_weapon == 33) {
+ mes "[Reyghema]";
+ mes "Alright, you're back. I remember most of the things I'll be needing. Go ahead and note this down.";
+ next;
+ mes "[Reyghema]";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower";
+ mes "and 20 Gold...";
+ next;
+ mes "[Reyghema]";
+ mes "There were a few other";
+ mes "important things, but I can't seem to remember what they were. Hopefully, by the time you come back with the items I'll know by then.";
+ next;
+ mes "[Reyghema]";
+ mes "For now, just go and bring back the things I asked for. The sooner, the better. Hurry, I don't know how long my memories will last...";
+ set lv4_weapon,34;
+ close;
+ }
+ if (lv4_weapon == 32) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ input .@input$;
+ if (.@input$ == "Live without regret.") {
+ mes "[Reyghema]";
+ mes "...";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ mes ".......";
+ mes "Enjoy your youth.";
+ mes "Live without regret.";
+ next;
+ mes "[Reyghema]";
+ mes "Of course...";
+ mes "My father, Bill Thayer used to say that all the time! That's right!";
+ next;
+ mes "[Reyghema]";
+ mes "Hey you, thanks for refreshing my memory. It's all coming back to me. I used to be a weaponsmith, but I regret never finishing my final project...";
+ next;
+ mes "[Reyghema]";
+ mes "You just gotta help me realize";
+ mes "my final goal. Even if I am dead,";
+ mes "I really wanna complete the experiment that got me killed.";
+ next;
+ mes "[Reyghema]";
+ mes "All you need to do for now is bring me the things I need. I don't think I'll be able to gather much, being here in Niflheim and all.";
+ next;
+ mes "[Reyghema]";
+ mes "Come back a little later.";
+ mes "By then, I should remember what kinds of things I'll need.";
+ set lv4_weapon,33;
+ close;
+ }
+ else {
+ mes "[Reyghema]";
+ mes "What...?";
+ mes "You playin' games";
+ mes "with me or what?";
+ mes "Get outta my face~";
+ close;
+ }
+ }
+ if (lv4_weapon == 31) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ close;
}
-
- set lv4_weapon, 0;
- next;
- mes "[Reyghema]";
- mes "...*sigh*.";
- next;
mes "[Reyghema]";
- mes "Happiness lasts too short...";
- mes "As I am a dead man, I think I am not allowed";
- mes "to keep the memory of past....";
- mes "My memory is fading again...";
+ mes "Damn it...";
+ mes "I didn't want to die!";
next;
mes "[Reyghema]";
- mes "But thank you for letting me achieve";
- mes "my long-cherished desire.";
- mes "If we meet again, please let me";
- mes "retrieve my memory of past again.";
- mes "So I can try forging another weapon.";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
next;
mes "[Reyghema]";
- mes "Farewell, adventurer.";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Reyghema]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ set lv4_weapon,31;
+ close;
+ case 2:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ close;
+ }
}
-//--------------------------------------------------
-// Hein, creates Excalibur, Schweisersabel, Dragon Slayer and Edge
-//--------------------------------------------------
-
-niflheim,187,280,3 script Hein 795,{
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- You are currently overweight. -";
- mes "- Please lose some weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
- mes "[Hein]";
- mes "You should care about other people";
- mes "more than yourself...";
- mes "You are quite weak for an adventurer.";
- close;
-
-
-LV4_LEVEL_PASS:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon < 40) goto LV4_39;
- if(lv4_weapon == 40) goto LV4_40;
- if(lv4_weapon == 41) goto LV4_41;
- if(lv4_weapon == 42) goto LV4_42;
- if(lv4_weapon == 43) goto LV4_43;
- if(lv4_weapon == 44) goto LV4_44;
- if(lv4_weapon == 45) goto LV4_45;
- if(lv4_weapon == 46) goto LV4_46;
- if(lv4_weapon == 47) goto LV4_47;
- if(lv4_weapon == 48) goto LV4_48;
- if(lv4_weapon > 48) goto LV4_49;
- end; // shouldn't be here
-
-
-LV4_0:
-LV4_40:
- mes "[Hein]";
- mes "Ah...are you going to ask me something?";
- mes "However, I am not accepting money";
- mes "from my client. Because.";
- mes "It brings me bad luck to...";
- mes "...whaat? What did I just say?";
- mes "Awww....I am confused.";
- next;
-
- if(lv4_weapon == 0) goto LV4_0_ASK;
-
- mes "[Hein]";
- mes "Why did I speak of money?";
- mes "I am a dead man and dead people";
- mes "do not need money...arf!";
- mes "My head is hurting...I guess that";
- mes "a dead man can have a headache!";
- close;
-
-LV4_0_ASK:
- switch( select( "Show interest.", "Igonore him." ) ) {
+niflheim,187,280,3 script Hein#lv4 795,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
case 1:
mes "[Hein]";
- mes "Why did I speak of money?";
- mes "I am a dead man and dead people";
- mes "do not need money...arf!";
- mes "My head is hurting...I guess that";
- mes "a dead man can have a headache!";
- set lv4_weapon, 40;
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ set lv4_weapon,40;
close;
- break;
case 2:
- mes "- Because you decided to ignore him, -";
- mes "- you are no longer able to hear him. -";
+ mes "[Hein]";
+ mes "Nuts! Why can't I remember";
+ mes "the rest of that saying?!";
close;
- break;
+ }
}
- end;
-
-
-LV4_39:
-LV4_49:
- mes "[Hein]";
- mes "I feel something different from you.";
- mes "Did you come here with a purpose?";
- mes "I am envious of you...";
- close;
-
-
-LV4_41:
- mes "[Hein]";
- mes "Ah...are you going to ask me something?";
- mes "However, I am not accepting money";
- mes "from my client. Because.";
- mes "It brings me bad luck to...";
- next;
- set @dap3$, "to forge a good weapon.";
- input @answer3$;
- if(@answer3$ == @dap3$) goto LV4_41_CORRECT;
- mes "[Hein]";
- mes "...? What are you talking about?";
- mes "What was I going to say?";
- mes "Arf....my head is hurting...!";
- close;
-
-LV4_41_CORRECT:
- mes "[Hein]";
- mes "That's right! It's bad luck!";
- mes "Creating weapons is betting! And I am...I am?";
- mes "Oh right...I forgot that. Yes, I am dead.";
- mes "Ahahahahaha.";
- set lv4_weapon, 42;
- next;
- mes "[Hein]";
- mes "Well, I must be a lucky dead man";
- mes "for remembering my past!";
- mes "Hahahahaha!";
- next;
- mes "[Hein]";
- mes "Perhaps God wants me to";
- mes "continue my research...?";
- mes "wait, let me ask you a favor.";
- next;
- mes "[Hein]";
- mes "Can you bring me some materials";
- mes "that I need for my research?";
- mes "If I succeed in the research,";
- mes "I will give you the result in return.";
- next;
- mes "[Hein]";
- mes "You can take your time to think of my offer.";
- mes "Please talk to me later.";
- close;
-
-
-LV4_43:
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_43_BASE_MAT;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_43_BASE_MAT;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_43_BASE_MAT;
- if(countitem($@LV4_Gold) < 20) goto LV4_43_BASE_MAT;
-
- mes "[Hein]";
- mes "Oh, you have brought the materials I asked.";
- mes "Here's the thing. I cannot remember what I need other than those...";
- mes "Aww....I need some more time to think of them...";
- next;
- mes "[Hein]";
- mes "Please try to search what I need...if you can.";
- mes "Of course, it will not be an easy job for you";
- mes "to do so...but I know you have a body to move with your will...";
- mes "It is still better than being a ghost like me...";
- next;
- mes "[Hein]";
- mes "Please give me all the materials you have brought.";
- mes "I will keep them for you.";
-
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
- if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
- delitem $@LV4_Hammer_Of_Blacksmith, 2;
- delitem $@LV4_Emperium_Anvil, 1;
- delitem $@LV4_Illusion_Flower, 1;
- delitem $@LV4_Gold, 20;
- set lv4_weapon, 44;
- close;
-
-LV4_42:
-LV4_43_BASE_MAT:
- switch( lv4_weapon ) {
- case 42:
+ if ((lv4_weapon < 40) || (lv4_weapon > 48)) {
+ mes "[Hein]";
+ mes "Mm? I can tell you've here because you've got something to do. It's weird enough to see a living being here, and weirder still to see one who's here for a good reason.";
+ next;
+ mes "[Hein]";
+ mes "Do me a favor";
+ mes "and stay alive.";
+ mes "Take it from me,";
+ mes "there's no pleasure";
+ mes "at all in being dead.";
+ close;
+ }
+ if ((lv4_weapon == 47) || (lv4_weapon == 48)) {
+ mes "[Hein]";
+ mes "You're here!";
+ mes "I just finished my work!";
+ mes "You want to see it, don't you?";
+ mes "Now, take a deep breath...";
+ next;
+ if (rand(1,2) == 1) {
mes "[Hein]";
- mes "I will take you speaking to me again";
- mes "as the approval of my request.";
- mes "Thank you so much.";
+ mes "Haha~!";
+ mes "This is great!";
+ mes "Finally, my life's";
+ mes "work is complete!";
+ mes "This weapon's name";
+ if (lv4_weapon == 47) {
+ mes "is Edge!";
+ getitem 1132,1; //Edge
+ }
+ else {
+ mes "is Dragon Slayer!";
+ getitem 1166,1; //Dragon_Slayer
+ }
+ set lv4_weapon,0;
next;
+ }
+ else {
mes "[Hein]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
- mes "Most likely they are the ones I need.";
+ mes "Haha~!";
+ mes "This is great!";
+ mes "Finally, my life's";
+ mes "work is complete!";
+ mes "This weapon's name";
+ if (lv4_weapon == 47) {
+ mes "is Excalibur!";
+ getitem 1137,1; //Excalibur
+ }
+ else {
+ mes "is Schweizersabel!";
+ getitem 1167,1; //Schweizersabel
+ }
+ set lv4_weapon,0;
next;
+ }
+ mes "[Hein]";
+ mes "Well...";
+ mes "It looks like this is goodbye for now. I can already feel my memory getting hazier. Haha, being dead is definitely not good.";
+ next;
+ mes "[Hein]";
+ mes "Thank you for your help. If you come back and help me retrieve";
+ mes "my memories again, I'll try to help you as well. So long, adventurer...";
+ close;
+ }
+ if (((lv4_weapon == 45) && (countitem(7294) > 29) && (countitem(7297) > 29) && (countitem(7293) > 29)) || ((lv4_weapon == 46) && (countitem(7295) > 29) && (countitem(7296) > 29) && (countitem(7290) > 29))) {
+ mes "[Hein]";
+ mes "Mm...?";
+ mes "The stuff you brought seems to be just what I need to finish my work. Let me have a look at them...";
+ next;
+ mes "[Hein]";
+ mes "Wow...";
+ mes "How did you know the materials";
+ mes "I needed? It's almost too good to be true! Alright, we're that much closer to finishing my life's work!";
+ next;
+ mes "[Hein]";
+ mes "Oh, that's right. Skill alone isn't enough to create this. We'll also need your luck. First of all, we need to test if your luck is good today.";
+ next;
+ mes "[Hein]";
+ mes "We're going to play '^660000Rock, Paper, Scissors^000000.' If you win at least 2 out of 3, we'll go ahead and start crafting this thing!";
+ next;
+ mes "[Hein]";
+ mes "But if you fail in this game, I'll have to expel your negative luck by throwing out a lot of one of the ores you've brought along.";
+ next;
+ mes "[Hein]";
+ mes "Here's a piece of paper.";
+ mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Hein]";
+ mes "Okay, let's play";
+ mes "the second round!";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Hein]";
+ mes "Okay...";
+ mes "Last round.";
+ mes "After this, we";
+ mes "compare our results.";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ set .@aekddam,rand(1,3);
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ if (.@shobu > 1) {
+ if (lv4_weapon == 45) {
+ delitem 7294,30; //Turquoise
+ delitem 7297,30; //Biotite
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7295,30; //Citrine
+ delitem 7296,30; //Pyroxene
+ delitem 7290,30; //Phlogopite
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 45) {
+ delitem 7294,30; //Turquoise
+ }
+ else {
+ delitem 7295,30; //Citrine
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 45) {
+ delitem 7297,30; //Biotite
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 45) {
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ }
+ mes "[Hein]";
+ mes "Ready? This is";
+ mes "what I wrote down...";
+ if (.@npchand == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Hein]";
+ mes "You wrote down";
+ mes "these answers in";
+ mes "this order...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
mes "[Hein]";
- mes "And I do need 3 more things...";
- mes "but I have a hard time remembering what they are.";
- mes "That means that my memory of the past is not";
- mes "absolutely back.";
+ mes "Let's see...";
+ mes "You won " + shobu + " times.";
+ mes "You're really good at game!";
+ mes "Yes, your luck is at its highest!";
next;
mes "[Hein]";
- mes "*sigh*...I am so sorry to ask of you this...";
- mes "but please search for what those 3 things are.";
- mes "In the meantime, I will try to remember them.";
- mes "Thank you.";
- set lv4_weapon, 43;
- break;
- case 43:
+ mes "As promised, I will craft a weapon for you. Give me the materials now, and come back when I'm finished preparing.";
+ close;
+ }
+ else if (.@shobu < 2) {
mes "[Hein]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
- mes "Most likely they are the ones I need.";
- break;
+ mes "Well, you lost.";
+ mes "I'm sorry, but we";
+ mes "need to expel the";
+ mes "misfortune around you";
+ mes "with the ore you've brought...";
+ next;
+ mes "[Hein]";
+ mes "Okay, I'll wait here.";
+ mes "Come back with the materials";
+ mes "I need and we'll try this again.";
+ close;
}
+ }
+ if ((lv4_weapon == 44) || (lv4_weapon == 45) || (lv4_weapon == 46)) {
+ mes "[Hein]";
+ mes "Would you give me more time to remember the materials? I can't seem to focus very well. It might have to do with the fact that I'm dead...";
+ next;
+ mes "[Hein]";
+ mes "I had a much better memory when I was alive I'm sure. My father would quiz me on this stuff all the time...";
close;
-
-
-LV4_45:
-LV4_46:
- if(countitem(LV4_Gem1) < 30) goto LV4_45_NOGEM;
- if(countitem(LV4_Gem2) < 30) goto LV4_45_NOGEM;
- if(countitem(LV4_Gem3) < 30) goto LV4_45_NOGEM;
- mes "[Hein]";
- mes "...Um? The items that you brought to me seem";
- mes "to be good materials for my creation...";
- mes "Give them to me, I shall try first!";
- next;
- mes "[Hein]";
- mes "Oh...I was right! How did you";
- mes "know these are materials I need?";
- mes "Great, give me a moment!";
- next;
- mes "[Hein]";
- mes "...Wait, I must test your luck first.";
- mes "Since I am not sure about the result,";
- mes "we should trust to luck for the result of my creation.";
- mes "You must have good luck...";
- next;
- mes "[Hein]";
- mes "We are going to play 'Rock, Paper, Scissors'.";
- mes "You must win at least 2 out of 3 times.";
- mes "If you fail, you must leave a large amount";
- mes "of one material you have brought.";
- mes "It is for driving away your bad luck.";
- next;
- mes "[Hein]";
- mes "I will give you a piece of paper.";
- mes "You will write down one among 'Rock, Paper, or Scissors'.";
- mes "I will do the same at the same time.";
- mes "We will then compare each other's paper at the end.";
- next;
-
- set @shobu, 0;
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@i == 2) mes "[Hein]";
- if(@i == 2) mes "Let's play the second one!";
- if(@i == 3) mes "[Hein]";
- if(@i == 3) mes "This will be the last one!";
- if(@i == 3) mes "Let's compare after this.";
- set @npchand[@i], rand(1, 3);
- switch( select( "Scissors", "Rock", "Paper" ) ) {
- case 1:
- set @myhand[@i], 1;
- if(@npchand[@i] == 3) set @shobu, @shobu + 1;
- break;
- case 2:
- set @myhand[@i], 2;
- if(@npchand[@i] == 1) set @shobu, @shobu + 1;
- break;
- case 3:
- set @myhand[@i], 3;
- if(@npchand[@i] == 2) set @shobu, @shobu + 1;
- break;
- }
- }
-
- if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
-
- if(@shobu > 1) goto LV4_45_WIN;
-
- switch ( rand(1 ,3) ) {
- case 1:
- delitem LV4_Gem1, 30;
- break;
- case 2:
- delitem LV4_Gem2, 30;
- break;
- case 3:
- delitem LV4_Gem3, 30;
- break;
- }
- goto LV4_45_RESULT;
-
-LV4_45_WIN:
- delitem LV4_Gem1, 30;
- delitem LV4_Gem2, 30;
- delitem LV4_Gem3, 30;
- set lv4_weapon, lv4_weapon + 2;
- goto LV4_45_RESULT;
-
-LV4_45_RESULT:
- mes "[Hein]";
- mes "Okay...I played in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@npchand[@i] == 1) mes "Scissors";
- if(@npchand[@i] == 2) mes "Rock";
- if(@npchand[@i] == 3) mes "Paper";
}
-
- next;
- mes "[Hein]";
- mes "You did in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@myhand[@i] == 1) mes "Scissors";
- if(@myhand[@i] == 2) mes "Rock";
- if(@myhand[@i] == 3) mes "Paper";
+ if ((lv4_weapon == 43) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Hein]";
+ mes "Hey, you brought everything I asked for already. You must be ready to get started!";
+ next;
+ mes "[Hein]";
+ mes "Sadly, we can't begin until";
+ mes "I remember the rest of the things we need. I can't for the life of me remember the most important materials...";
+ next;
+ mes "[Hein]";
+ mes "Well, for now, let me keep the things you've brought to me. I promise that I'll use this stuff to make you a good weapon once everything is ready.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,44;
+ close;
}
-
- next;
-
- if(@shobu > 1) goto LV4_45_SAY_WIN;
-
- mes "[Hein]";
- mes "Well well well...you lost the game.";
- mes "Ah~ you were close though...";
- mes "We must drive away bad luck.";
- next;
- mes "[Hein]";
- mes "Okay, I will wait here,";
- mes "go bring me the materials again...";
- close;
-
-LV4_45_SAY_WIN:
- mes "[Hein]";
- mes "Let's see...";
- mes "You won total " + @shobu + " times.";
- mes "Ah~ you must be really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Hein]";
- mes "I am going to keep my promise.";
- mes "But I need some time to prepare.";
- mes "Give me the materials now and I will talk to you later.";
- close;
-
-LV4_44:
-LV4_45_NOGEM:
+ if (lv4_weapon == 43) {
mes "[Hein]";
- mes "I am sorry but please give me more time to remember the materials...";
- mes "I had really good memory when I was alive...";
- mes "So I could even recite them right after I woke up...";
- close;
-
-
-LV4_47:
-LV4_48:
- mes "[Hein]";
- mes "Oh, yes. I just finished the work.";
- mes "Do you want to know the result? Okay...";
- mes "Breathe deeply...before we check.";
- mes "The result is...";
- next;
- mes "[Hein]";
- mes "a Big Success! This is great!";
- mes "I have not labored in vain!";
- mes "Let's see the weapon...it is...";
-
- switch( rand(1, 2) ) {
- case 1:
- if(lv4_weapon == 47) mes "Edge.";
- if(lv4_weapon == 47) getitem 1132 ,1; // 1132,Edge
- if(lv4_weapon == 48) mes "Dragon Slayer.";
- if(lv4_weapon == 48) getitem 1166, 1; // 1166,Dragon_Slayer
- break;
- case 2:
- if(lv4_weapon == 47) mes "Excalibur.";
- if(lv4_weapon == 47) getitem 1137, 1; // 1137,Excalibur
- if(lv4_weapon == 48) mes "Schweizersabel.";
- if(lv4_weapon == 48) getitem 1167, 1; // 1167,Schweizersabel
+ mes "For sure I'll need";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Emperium Anvil,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Hein]";
+ mes "So for now,";
+ mes "go ahead and";
+ mes "bring that stuff";
+ mes "to me, please.";
+ close;
+ }
+ if (lv4_weapon == 42) {
+ mes "[Hein]";
+ mes "I take it that you";
+ mes "really want me to make";
+ mes "you a weapon. For a former";
+ mes "weaponsmith like me, that in";
+ mes "itself is a great compliment.";
+ next;
+ mes "[Hein]";
+ mes "Alright, I'll need...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Hein]";
+ mes "There were 3 other things,";
+ mes "but I'm not too sure what they were. I guess a bunch of memories from my life are still missing.";
+ next;
+ mes "[Hein]";
+ mes "^333333*Sigh*^000000 I'm sorry to ask this of you, but would you please go out and figure out what those things are? I'm sure you can find some clue in the land of the living.";
+ next;
+ mes "[Hein]";
+ mes "While you do that, I'll try my best to remember what else I need to make this weapon.";
+ set lv4_weapon,43;
+ close;
+ }
+ if (lv4_weapon == 41) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ input .@input$;
+ if (.@input$ == "It brings bad luck.") {
+ mes "[Hein]";
+ mes "That's right!";
+ mes "And you need luck when you're creating high quality weapons!";
+ next;
+ mes "[Hein]";
+ mes "Oh... crap.";
+ mes "I'm a dead man.";
+ mes "I just realized.";
+ mes "Or remembered.";
+ mes "Perhaps I'm brain";
+ mes "dead too, huh?";
+ set lv4_weapon,42;
+ next;
+ mes "[Hein]";
+ mes "Well, I must be a lucky dead man for remembering some of my past, right? Hahahaha!";
+ next;
+ mes "[Hein]";
+ mes "Right, I died while trying to finish my weapon research. Maybe this is fate's way of allowing me to finish my uncompleted work?";
+ next;
+ mes "[Hein]";
+ mes "Hey, let me ask you a favor. Would you bring the materials I need to finish my research? If I succeed, the finished product is yours to keep. All yours!";
+ next;
+ mes "[Hein]";
+ mes "Take your time";
+ mes "and think about it.";
+ mes "It can't be that bad";
+ mes "of a deal... Right?";
+ close;
+ }
+ else {
+ mes "[Hein]";
+ mes "Wha...?";
+ mes "What are you talking about?";
+ mes "What was I going to say?";
+ mes "Oww... My head hurts!";
+ close;
+ }
+ }
+ if (lv4_weapon == 40) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ mes "[Hein]";
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ close;
}
-
- set lv4_weapon, 0;
- next;
mes "[Hein]";
- mes "Well...this is it.";
- mes "I feel my memory is fading again...";
- mes "Hahaha...being dead is not good.";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
next;
mes "[Hein]";
- mes "Thank you for your help. And if you have";
- mes "a chance to visit Nifflheim again,";
- mes "please come back and retrieve my memory once more...";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
next;
- mes "[Hein]";
- mes "Aaahhhh! I don't think I will";
- mes "remember you next time...";
- mes "Take care, adventurer...father, I made it...";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Hein]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Hein]";
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ set lv4_weapon,40;
+ close;
+ case 2:
+ mes "[Hein]";
+ mes "Nuts! Why can't I remember";
+ mes "the rest of that saying?!";
+ close;
+ }
}
-//--------------------------------------------------
-// Waltboughst, creates Byeollungum, Exorciser(excercise), Combat Knife and Grand Cross
-//--------------------------------------------------
-
-niflheim,331,72,3 script Waltboughst 795,{
- set @NowWeight, MaxWeight - Weight;
- if (@NowWeight >= 3000) goto LV4_NOT_OW;
- mes "- Wait a minute! -";
- mes "- You are currently overweight. -";
- mes "- Please lose some weight -";
- mes "- and try again. -";
- close;
-
-
-LV4_NOT_OW:
- if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
- mes "[Waltboughst]";
- mes "...Hah!";
- close;
-
-
-LV4_LEVEL_PASS:
- if(lv4_weapon == 0) goto LV4_0;
- if(lv4_weapon < 49) goto LV4_48;
- if(lv4_weapon == 49) goto LV4_49;
- if(lv4_weapon == 50) goto LV4_50;
- if(lv4_weapon == 51) goto LV4_51;
- if(lv4_weapon == 52) goto LV4_52;
- if(lv4_weapon == 53) goto LV4_53;
- if(lv4_weapon == 54) goto LV4_54;
- if(lv4_weapon == 55) goto LV4_55;
- if(lv4_weapon == 56) goto LV4_56;
- if(lv4_weapon == 57) goto LV4_57;
- if(lv4_weapon > 57) goto LV4_58;
- end; // shouldn't be here
-
-
-LV4_0:
-LV4_49:
- mes "[Waltboughst]";
- mes "Ah~ it is so frustrating to be a dead man.";
- mes "Because I cannot do anything without a body.";
- mes "You know what my father used to say?";
- mes "Trying best does not always";
- mes "result in a success.";
- mes "However...errr?";
- next;
-
- if(lv4_weapon == 0) goto LV4_0_ASK;
-
- mes "[Waltboughst]";
- mes "...What was my father's";
- mes "quote? Why am I stuck in";
- mes "here after death? Hey, you";
- mes "Do you know anything about";
- mes "Waltboughst when he was";
- mes "alive?";
- close;
-
-LV4_0_ASK:
- switch( select( "Show interest.", "Igonore him." ) ) {
+niflheim,331,72,3 script Waltboughst#lv4 795,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Waltboughst]";
+ mes "Hah...!";
+ mes "A living person!";
+ mes "But not for long!";
+ next;
+ mes "[Waltboughst]";
+ mes "I hope you came here with some strong allies. Judging from your strength, there's no way you'll survive in this kind of place on";
+ mes "your own, you know.";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
case 1:
mes "[Waltboughst]";
- mes "...what did he say afterwards?";
- mes "Speaking of which, why am I";
- mes "so anxious to do something?";
- mes "I am a dead man, and a dead man is not supposed to do anything!";
- mes "Hey, do you know anything about me when I was alive?";
- set lv4_weapon, 49;
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ set lv4_weapon,49;
close;
- break;
case 2:
- mes "- Because you decided to ignore him, -";
- mes "- you are no longer able to hear him. -";
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
close;
- break;
+ }
}
- end;
-
-
-LV4_48:
-LV4_58:
- mes "[Waltboughst]";
- mes "I feel something different about you.";
- mes "Did you come here with a purpose?";
- mes "I am envious of you...";
- close;
-
-
-LV4_50:
- mes "[Waltboughst]";
- mes "Ah~ it is so frustrating to be a dead man.";
- mes "Because I cannot do anything without a body.";
- mes "You know what my father used to say?";
- mes "Trying best does not always";
- mes "result in a success.";
- mes "However...";
- next;
- set @dap4$, "All the successful men in the history tried their best!";
- input @answer4$;
- if(@answer4$ == @dap4$) goto LV4_50_CORRECT;
- mes "[Waltboughst]";
- mes "...What? What did you just say?";
- mes "Hmmm.";
- close;
-
-LV4_50_CORRECT:
- mes "[Waltboughst]";
- mes "Yes! That was it!";
- mes "Since I am dead, I cannot even try!";
- mes "Eh...?! Ah!";
- mes "I see, I see now.";
- mes "I must have been killed by some kind of accident!";
- set lv4_weapon, 51;
- next;
- mes "[Waltboughst]";
- mes "Okay, I am not going to end this way.";
- mes "Hey, you were meant to meet me!";
- mes "You got to do me a favor, now!";
- next;
- mes "[Waltboughst]";
- mes "I will give you the result of my research";
- mes "in return! All I want is to compete my research,";
- mes "not the result.";
- next;
- mes "[Waltboughst]";
- mes "Well, give me some time to remember";
- mes "what I need for my research.";
- mes "I will talk to you later.";
- close;
-
-
-LV4_52:
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_52_BASE_MAT;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_52_BASE_MAT;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_52_BASE_MAT;
- if(countitem($@LV4_Gold) < 20) goto LV4_52_BASE_MAT;
-
- mes "[Waltboughst]";
- mes "Oh...you brought everything I need!";
- mes "You were quick this time...I am still having";
- mes "a hard time remembering what I need other than those.";
- mes "This is not good, this is not good at all.";
- next;
- mes "[Waltboughst]";
- mes "Anyways, I will keep those materials for you.";
- mes "And give me some more times to";
- mes "remember what I need...arph!";
-
- if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
- if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
- if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
- if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
- delitem $@LV4_Hammer_Of_Blacksmith, 2;
- delitem $@LV4_Emperium_Anvil, 1;
- delitem $@LV4_Illusion_Flower, 1;
- delitem $@LV4_Gold, 20;
- set lv4_weapon, 53;
- close;
-
-LV4_51:
-LV4_52_BASE_MAT:
- switch( lv4_weapon ) {
- case 51:
+ if ((lv4_weapon < 49) || (lv4_weapon > 57)) {
+ mes "[Waltboughst]";
+ mes "It doesn't look like you're just wandering around. You're here for something specific, aren't you? But what does the realm of the dead have to offer the living?";
+ close;
+ }
+ if ((lv4_weapon == 56) || (lv4_weapon == 57)) {
+ mes "[Waltboughst]";
+ mes "Take a look at this!";
+ mes "In just a short time, I made something with the materials you've given me. You're curious what the result is, aren't you?";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Waltboughst]";
+ mes "Waltboughst never fails!";
+ if (lv4_weapon == 56) {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Byeollungum!";
+ getitem 1140,1; //Byeorrun_Gum
+ }
+ else {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Exorcise!";
+ getitem 1233,1; //Exercise
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Waltboughst]";
+ mes "I'm a genius!";
+ mes "Hahahahahahahaha!";
+ mes "I succeeded where my brothers";
+ mes "could not! Mwahahahaha ha ha ...ha?";
+ next;
+ mes "[Waltboughst]";
+ mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
+ next;
+ mes "[Waltboughst]";
+ mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
+ next;
+ mes "[Waltboughst]";
+ mes "Yes...";
+ mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
+ close;
+ }
+ else {
+ mes "[Waltboughst]";
+ mes "Waltboughst never fails!";
+ if (lv4_weapon == 56) {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Combat Knife!";
+ getitem 1228,1; //Combat_Knife
+ }
+ else {
+ mes "With my skill and your luck, there was zero probability for failure. Behold...Grand Cross!!";
+ getitem 1528,1; //Grand_Cross
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Waltboughst]";
+ mes "I'm a genius!";
+ mes "Hahahahahahahaha!";
+ mes "I succeeded where my brothers";
+ mes "could not! Mwahahahaha ha ha ...ha?";
+ next;
+ mes "[Waltboughst]";
+ mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
+ next;
mes "[Waltboughst]";
- mes "Umm, you came back so early.";
- mes "I just remembered the materials.";
+ mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
next;
mes "[Waltboughst]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
+ mes "Yes...";
+ mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
+ close;
+ }
+ }
+ if (((lv4_weapon == 54) && (countitem(7292) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29)) || ((lv4_weapon == 55) && (countitem(7296) > 29) && (countitem(7294) > 29) && (countitem(7290) > 29))) {
+ mes "[Waltboughst]";
+ mes "Wait, what's that you're holding?";
+ mes "I think those are the exact things we need for me to make you a weapon...";
+ next;
+ mes "[Waltboughst]";
+ mes "Yes...!";
+ mes "This is perfect.";
+ mes "It looks like I'll";
+ mes "be able to start work";
+ mes "on this really soon.";
+ next;
+ mes "[Waltboughst]";
+ mes "Now we need to test your luck. And to do that, we need to play '^660000Rock, Paper, Scissors^000000.' I'm serious about this...";
+ next;
+ mes "[Waltboughst]";
+ mes "If your luck is strong today, there'll be less risk of failing the weapon creation process. You need to win 2 out of 3 times for us to begin.";
+ next;
+ mes "[Waltboughst]";
+ mes "But if you lose...";
+ mes "We'll need to expel your bad luck by getting rid of a good amount of one of the ores you brought.";
+ next;
+ mes "[Waltboughst]";
+ mes "Take this piece of paper.";
+ mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Waltboughst]";
+ mes "Alright...";
+ mes "Now, let's play";
+ mes "a second time.";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Waltboughst]";
+ mes "One last time.";
+ mes "After this, we";
+ mes "compare results";
+ mes "and check your luck.";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 54) {
+ delitem 7292,30; //Muscovite
+ delitem 7295,30; //Citrine
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ delitem 7294,30; //Turquoise
+ delitem 7290,30; //Phlogopite
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 54) {
+ delitem 7292,30; //Muscovite
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 54) {
+ delitem 7295,30; //Citrine
+ }
+ else {
+ delitem 7294,30; //Turquoise
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 54) {
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ }
+ mes "[Waltboughst]";
+ mes "Okay...";
+ mes "I wrote down...";
+ if (.@npchand == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Waltboughst]";
+ mes "Now, you wrote...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Waltboughst]";
+ mes "Excellent. You won " + shobu + " times,";
+ mes "so your luck must be really high.";
+ mes "That means we can begin~!";
next;
mes "[Waltboughst]";
- mes "I do need some other items...but I need some time";
- mes "to remember those. Oh well,";
- mes "we have enough time, so let me think of them.";
- set lv4_weapon, 52;
- break;
- case 52:
+ mes "Leave the ores here and give";
+ mes "me some time to complete my preparations. Come back later, and I should be finished.";
+ close;
+ }
+ else if (.@shobu < 2) {
mes "[Waltboughst]";
- mes "I need 2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
- mes "Most likey they will be the ones I need...";
- break;
+ mes "You lost...";
+ mes "I'm sorry, but we";
+ mes "need to repel the bad";
+ mes "luck by throwing away";
+ mes "some of your ores...";
+ next;
+ mes "[Waltboughst]";
+ mes "Gather the required ores again,";
+ mes "and come back to me so we can test your luck. I'll be waiting right here.";
+ close;
}
+ }
+ if ((lv4_weapon == 53) || (lv4_weapon == 54) || (lv4_weapon == 55)) {
+ mes "[Waltboughst]";
+ mes "Why can't I remember...?!";
+ mes "A good weaponsmith is supposed";
+ mes "to know these things by heart!";
+ mes "When I was alive, I had no such recall problems...";
+ next;
+ mes "[Waltboughst]";
+ mes "If Father were";
+ mes "to see me now, I'm";
+ mes "sure he'd be ashamed...";
close;
-
-
-LV4_54:
-LV4_55:
- if(countitem(LV4_Gem1) < 30) goto LV4_54_NOGEM;
- if(countitem(LV4_Gem2) < 30) goto LV4_54_NOGEM;
- if(countitem(LV4_Gem3) < 30) goto LV4_54_NOGEM;
- mes "[Waltboughst]";
- mes "...Um? The items that you brought to me seem";
- mes "to be good materials for my creation...";
- mes "Give them to me, I shall try first!";
- next;
- mes "[Waltboughst]";
- mes "Oh...I was right! How did you";
- mes "know these are materials I need?";
- mes "Great, give me a moment!";
- next;
- mes "[Waltboughst]";
- mes "...wait, I must test your luck first.";
- mes "Since I am not sure about the result,";
- mes "we should trust to luck for the result of my creation.";
- mes "You must have good luck...";
- next;
- mes "[Waltboughst]";
- mes "We are going to play 'Rock, Paper, Scissors'.";
- mes "You must win at least 2 out of 3 times.";
- mes "If you fail, you must leave a large amount";
- mes "of one material you have brought.";
- mes "It is for driving away your bad luck.";
- next;
- mes "[Waltboughst]";
- mes "I will give you a piece of paper.";
- mes "You will write down one among 'Rock, Paper, or Scissors'.";
- mes "I will do the same at the same time.";
- mes "We will then compare each other's paper at the end.";
- next;
-
- set @shobu, 0;
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@i == 2) mes "[Waltboughst]";
- if(@i == 2) mes "Let's play the second one!";
- if(@i == 3) mes "[Waltboughst]";
- if(@i == 3) mes "This will be the last one!";
- if(@i == 3) mes "Let's compare after this.";
- set @npchand[@i], rand(1, 3);
- switch( select( "Scissors", "Rock", "Paper" ) ) {
- case 1:
- set @myhand[@i], 1;
- if(@npchand[@i] == 3) set @shobu, @shobu + 1;
- break;
- case 2:
- set @myhand[@i], 2;
- if(@npchand[@i] == 1) set @shobu, @shobu + 1;
- break;
- case 3:
- set @myhand[@i], 3;
- if(@npchand[@i] == 2) set @shobu, @shobu + 1;
- break;
- }
- }
-
- if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
- if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
-
- if(@shobu > 1) goto LV4_54_WIN;
-
- switch ( rand(1 ,3) ) {
- case 1:
- delitem LV4_Gem1, 30;
- break;
- case 2:
- delitem LV4_Gem2, 30;
- break;
- case 3:
- delitem LV4_Gem3, 30;
- break;
- }
- goto LV4_54_RESULT;
-
-LV4_54_WIN:
- delitem LV4_Gem1, 30;
- delitem LV4_Gem2, 30;
- delitem LV4_Gem3, 30;
- set lv4_weapon, lv4_weapon + 2;
- goto LV4_54_RESULT;
-
-LV4_54_RESULT:
- mes "[Waltboughst]";
- mes "Okay...I played in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@npchand[@i] == 1) mes "Scissors";
- if(@npchand[@i] == 2) mes "Rock";
- if(@npchand[@i] == 3) mes "Paper";
}
-
- next;
- mes "[Waltboughst]";
- mes "You did in the order of...";
-
- for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
- if(@myhand[@i] == 1) mes "Scissors";
- if(@myhand[@i] == 2) mes "Rock";
- if(@myhand[@i] == 3) mes "Paper";
+ if ((lv4_weapon == 52) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Waltboughst]";
+ mes "You brought everything I needed already? That's great, but somehow, I can't still remember the other materials I need...";
+ next;
+ mes "[Waltboughst]";
+ mes "Tell you what. Let me hold on to these things, and I promise you that I'll use them to create a weapon for you. In the meantime, we need to figure out the rest of the necessary materials...";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,53;
+ close;
}
-
- next;
-
- if(@shobu > 1) goto LV4_54_SAY_WIN;
-
- mes "[Waltboughst]";
- mes "Well well well...you lost the game.";
- mes "Ah~ you were close though...";
- mes "We must drive away bad luck.";
- next;
- mes "[Waltboughst]";
- mes "Okay, I will wait here,";
- mes "go bring me the materials again...";
- close;
-
-LV4_54_SAY_WIN:
- mes "[Waltboughst]";
- mes "Let's see...";
- mes "You won total " + @shobu + " times.";
- mes "Ah~ you must be really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Waltboughst]";
- mes "I am going to keep my promise.";
- mes "But I need some time to prepare.";
- mes "Give me the materials now and I will talk to you later.";
- close;
-
-LV4_53:
-LV4_54_NOGEM:
- mes "[Waltboughst]";
- mes "Arph...I haven't remembered them yet.";
- mes "Awww....this is a problem.";
- mes "I must think of them as soon as possible...";
- close;
-
-
-LV4_56:
-LV4_57:
- mes "[Waltboughst]";
- mes "Hehe, I made something with the materials";
- mes "in this short time! Wanna see?";
- mes "Aren't you wondering about the result?";
- mes "Hmmm....let's see...";
- next;
- mes "[Waltboughst]";
- mes "Waltboughst never fails!";
- mes "Besides you had good luck,";
- mes "so it resulted in a perfect success!";
- mes "You got a nice weapon here, it is...";
-
- switch( rand(1, 2) ) {
- case 1:
- if(lv4_weapon == 56) mes "Byeollungum!";
- if(lv4_weapon == 56) getitem 1140 ,1; // 1140,Byeollungum
- if(lv4_weapon == 57) mes "Exorciser!";
- if(lv4_weapon == 57) getitem 1233, 1; // 1233,Exercise
- break;
- case 2:
- if(lv4_weapon == 56) mes "Combat Knife!";
- if(lv4_weapon == 56) getitem 1228, 1; // 1228,Combat_Knife
- if(lv4_weapon == 57) mes "Grand Cross!!";
- if(lv4_weapon == 57) getitem 1528, 1; // 1528,Grand_Cross
+ if (lv4_weapon == 52) {
+ mes "[Waltboughst]";
+ mes "For now, bring";
+ mes "the basic things...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ close;
+ }
+ if (lv4_weapon == 51) {
+ mes "[Waltboughst]";
+ mes "I just remembered some of the most basic materials we need for me to make a weapon for you.";
+ next;
+ mes "[Waltboughst]";
+ mes "For now, bring";
+ mes "the basic things...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Waltboughst]";
+ mes "There were a few other necessary materials, but I need some time to focus and remember what they were.";
+ set lv4_weapon,52;
+ close;
+ }
+ if (lv4_weapon == 50) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ input .@input$;
+ if (.@input$ == "But that's no excuse!") {
+ mes "[Waltboughst]";
+ mes "Yes! That was it!";
+ mes "But that's no excuse!";
+ mes "Every successful man in";
+ mes "history has tried his best!";
+ set lv4_weapon,51;
+ next;
+ mes "[Waltboughst]";
+ mes "I remember now...";
+ mes "I got myself killed trying to make some kind of special weapon.";
+ mes "Heh heh, but not this time!";
+ next;
+ mes "[Waltboughst]";
+ mes "We must have been fated to meet. Yes, adventurers of great strength and men of genius naturally attract each other.";
+ next;
+ mes "[Waltboughst]";
+ mes "Lend me your power.";
+ mes "Help me complete the experiment";
+ mes "I left unfinished in life, and I will let you keep the finished product. All I wish to do is complete my life's work.";
+ next;
+ mes "[Waltboughst]";
+ mes "It seems that being deceased has impaired my rententive faculties. Give me some time to remember the things I'll need to conduct my experiment. We shall talk later.";
+ close;
+ }
+ else {
+ mes "[Waltboughst]";
+ mes "What...?";
+ mes "No, no. That";
+ mes "wasn't it at all...";
+ mes "Hmmm.";
+ close;
+ }
+ }
+ if (lv4_weapon == 49) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ close;
}
-
- set lv4_weapon, 0;
- next;
- mes "[Waltboughst]";
- mes "I am genius! Hahahaha!";
- mes "I made it when my brothers could not!";
- mes "Muhahahahahaha!";
- mes "Eh...err? Arrr...phhh?";
- next;
- mes "[Waltboughst]";
- mes "Damn...I must try too hard.";
- mes "My memory is fading again...";
- mes "Oh well, somehow I proved";
- mes "that I am a genius even after I died.";
- next;
mes "[Waltboughst]";
- mes "If you want me to display my genius again,";
- mes "come retrieve my memory again.";
- mes "And thank you!";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
next;
mes "[Waltboughst]";
- mes "Ah...my memory's dying again...";
- mes "Farewell~ I don't think I will remember you";
- mes "but I hope you will remember me as Waltboughst";
- mes "the genius in the age!";
- close;
-
-
-
-//--------------------------------------------------
-//Hack Attempt
-//--------------------------------------------------
-LV4_HACK:
- mes "[Waltboughst]";
- mes "Hmm. There seems to be a bit of problem.";
- set lv4_weapon, 0;
- logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
- close;
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ set lv4_weapon,49;
+ close;
+ case 2:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ close;
+ }
}
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
index 1c758b664..1171e9c5a 100644
--- a/npc/quests/quests_13_1.txt
+++ b/npc/quests/quests_13_1.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 1.6
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -32,6 +32,7 @@
//= Cat Hand Agents no longer ignore you with 300+ points.
//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
+//= 1.6 Fixed check in cat hand agent.
//============================================================
// Onward to the New World
@@ -8945,7 +8946,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
mes "40 or more Cat Trading Points.";
mes "Please remember, you can't come back easily once you move to Midgard.";
next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 49)) {
+ if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) {
switch(select("Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -8961,7 +8962,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
break;
}
}
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 59)) {
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -8987,7 +8988,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
break;
}
}
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 69)) {
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -9023,7 +9024,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
break;
}
}
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 79)) {
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -9069,7 +9070,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
break;
}
}
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 89)) {
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
@@ -9125,7 +9126,7 @@ mid_camp,62,125,4 script Cat Hand Agent 421,{
break;
}
}
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 99)) {
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt
index b5010bdf9..a3f3d8f4e 100644
--- a/npc/quests/quests_13_2.txt
+++ b/npc/quests/quests_13_2.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.0
+//= 2.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -37,6 +37,7 @@
//= 2.0 Added missing global var check in Yggdrasil Dungeon
//= floor 2 puzzle. Fixed a typo. Commented out untranslated
//= line. [Gepard]
+//= 2.1 Fixed Myterious Rock 31, and Cart Hand Agents.
//============================================================
// Cat Hand Addition.
@@ -161,7 +162,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
mes "[Cat Hand Agent]";
mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 49)) {
+ if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
switch(select("Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -178,7 +179,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
close;
}
}
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 59)) {
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -206,7 +207,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
close;
}
}
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 69)) {
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -245,7 +246,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
close;
}
}
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 79)) {
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -295,7 +296,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
close;
}
}
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 89)) {
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
@@ -356,7 +357,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
close;
}
}
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 99)) {
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
@@ -1138,7 +1139,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
mes "[Cat Hand Agent]";
mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 49)) {
+ if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
switch(select("Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -1155,7 +1156,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
close;
}
}
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 59)) {
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
case 1:
if (Zeny >= 5500) {
@@ -1183,7 +1184,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
close;
}
}
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 69)) {
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -1222,7 +1223,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
close;
}
}
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 79)) {
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
case 1:
if (Zeny >= 5025) {
@@ -1272,7 +1273,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
close;
}
}
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 89)) {
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
@@ -1333,7 +1334,7 @@ man_fild02,132,47,4 script Cat Hand Agent#man 421,{
close;
}
}
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 99)) {
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
case 1:
if (Zeny >= 4765) {
@@ -2015,7 +2016,7 @@ man_fild02,146,81,0 script Mysterious Rock#31 844,{
else if (.@rhea_ran == 16) {
getitem 993,1; //Yellow_Live
}
- else if (.@rhea_ran > 17) {
+ else if (.@rhea_ran == 17) {
getitem 6080,1; //Manuk_Coin
}
else if (.@rhea_ran > 18) {
diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt
index f8b42a938..aac15ec8a 100644
--- a/npc/quests/quests_hugel.txt
+++ b/npc/quests/quests_hugel.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= MasterOfMuppets & SinSloth
//===== Current Version: =====================================
-//= 1.9
+//= 2.0
//===== Compatible With: =====================================
//= eAthena
//===== Description: =========================================
@@ -22,6 +22,7 @@
//= 1.7 Corrected locations of warpinside#1. (DarkValmir) [L0ne_W0lf]
//= 1.8 Added missing checkweight. [L0ne_W0lf]
//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//= 2.0 Commented a break out to fix a script hang.
//============================================================
//-------------------------------------------------------------------------
@@ -9030,7 +9031,8 @@ hu_in01,14,11,4 script Laura 70,{
case 2:
break;
}
- break;
+ // Allow fall-through into the next case statment as this is a minor bug in aegis.
+ //break;
case 2:
mes "[Laura]";