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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Evera
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Niflheim
-//================= Description ===========================================
-//= Piano Key Ouest
-//= - Escape from Niflheim
-//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
-//= Message Delivery Quest
-//= - Deliver a message to Erious' departed wife.
-//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Piano Quest :: nif_ryu ================================
-niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{
- if (nif_piano) nif_piano = 0;
- mes "[Alreg]";
- mes "Me like meat, muheh.";
- mes "You! Look tempting.";
- next;
- mes "[Alreg]";
- mes "Me want to taste you.";
- next;
- mes "^FF3355*Crunch* Crunch*^000000";
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- percentheal -60,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "NooOOoOOoOoO~!";
- next;
- mes "[Alreg]";
- mes "It long time since I had meat";
- mes "so... so good. You taste";
- mes "good. Alreg give you this";
- mes "for payback. Present!";
- mes "*Burrrp*";
- nif_esc = rand(1,2);
- getitem Piano_Keyboard,1;
- close;
- }
- percentheal -30,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ow~! What are you";
- mes "trying to do, kill me?!";
- next;
- mes "[Alreg]";
- mes "Hm? Oh, no no no.";
- mes "Me am trying to eat you.";
- close;
-}
-
-nif_in,105,81,3 script Crayu#nif 4_M_NFDEADMAN2,{
- mes "[Crayu]";
- mes "Living one...";
- mes "Listen to this song...";
- mes "It's been sung by many for a";
- mes "long time, but nobody knows";
- mes "when it was made or who wrote it.";
- next;
- mes "[Crayu]";
- mes "^FF00001. Mountain sunset to the west";
- mes "^FF00002. Where the purple dusk falls ";
- mes "^FF00003. Surrounded by beautiful melody";
- mes "^FF00004. You become the key that ignores its master^000000";
- next;
- if (nif_esc == 1 || nif_esc == 4) {
- mes "[Crayu]";
- mes "Okay, wait! Here's a test for you!";
- switch(rand(1,4)) {
- case 1:
- .@songline$ = "Mountain sunset to the west";
- mes "Write down the first line of the song.";
- break;
- case 2:
- .@songline$ = "Where the purple dusk falls";
- mes "Write down the second line of the song.";
- break;
- case 3:
- .@songline$ = "Surrounded by beautiful melody";
- mes "Write down the third line of the song.";
- break;
- case 4:
- .@songline$ = "You become the key that ignores its master";
- mes "Write down the fourth line of the song.";
- break;
- }
- next;
- input .@input$;
- if (.@input$ == .@songline$) {
- mes "[Crayu]";
- mes "Excellent...!";
- mes "So you've been listening~!";
- mes "That makes you one of my";
- mes "favorite guests. Here's a";
- mes "little reward for you.";
- next;
- if (nif_esc == 1) nif_esc = 3;
- else nif_esc = 6;
- getitem Piano_Keyboard,1;
- mes "[Crayu]";
- mes "Lastly, I hope you will show your";
- mes "respect to other Bards, just as";
- mes "you have done for me.";
- close;
- }
- else {
- mes "[Crayu]";
- mes "*Sigh*... If you had only";
- mes "listened to me, it would";
- mes "have been easy to answer.";
- mes "Try to remember the line";
- mes "and try again!";
- close;
- }
- }
- next;
- mes "[Crayu]";
- mes "I wonder what the lyrics mean...";
- mes "They seem quite profound...";
- mes "I have the feeling that this song";
- mes "carries some secret.";
- close;
-}
-
-nif_in,31,20,3 script Kuzkahina#nif 4_M_NFDEADMAN2,{
- if (nif_esc == 2 || nif_esc == 3) {
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- next;
- mes "[Kuzkahina]";
- mes "Hey you! Make yourself useful";
- mes "and throw this away when you leave.";
- nif_esc += 2;
- getitem Piano_Keyboard,1;
- next;
- mes "[Kuzkahina]";
- mes "Gosh, what's with this store?";
- mes "How did I end up hiring such useless employees...?";
- mes "*mumble mumble*";
- mes "*mumble mumble*";
- close;
- }
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- close;
-}
-
-niflheim,208,103,1 script #Graveyard1 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes", "No") == 1) {
- if (nif_esc < 10)
- nif_esc += 2;
- else if (nif_esc == 10)
- nif_esc = 11;
- getitem Piano_Keyboard,1;
- }
- close;
- }
- end;
-}
-
-niflheim,169,71,1 script #Graveyard2 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 6 || nif_esc == 9) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes", "No") == 1) {
- nif_esc += 2;
- getitem Piano_Keyboard,1;
- }
- close;
- }
- end;
-}
-
-nif_in,115,181,0 script #Piano HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- mes "^3355FFYou see a big, heavy piano.";
- mes "You get the feeling that";
- mes "its music would sound magnificient.^000000";
- next;
- mes "^3355FFAs you examine the piano,";
- mes "you find that 7 keys";
- mes "are missing in the";
- mes "middle of the keyboard.";
- mes "If you had all the keys,";
- mes "you could play music...^000000";
- close;
- }
- if (nif_esc == 11 && countitem(Piano_Keyboard) > 5) {
- nif_esc = 12;
- delitem Piano_Keyboard,6;
- mes "^3355FFYou took the keys you've found";
- mes "and inserted them into";
- mes "each empty space.^000000";
- next;
- mes "^3355FFBut then you realize";
- mes "that you're missing the last";
- mes "key for the space on the far";
- mes "left of the keyboard...^000000";
- close;
- }
- end;
-}
-
-nif_in,114,181,0 script #Piano3 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
- mes "^3355FFAs you bend towards";
- mes "the final empty key space";
- mes "to take a better look at it...^000000";
- next;
- soundeffect "complete.wav",0;
- next;
- if (nif_esc == 12) {
- MISC_QUEST |= 32;
- nif_piano = 0;
- }
- mes "^3355FFYou begin to feel dizzy and";
- mes "your body feels as if it were";
- mes "floating in air. Then, your";
- mes "vision starts to blur...^000000";
- close2;
- warp "nif_in",179,163;
- end;
- }
- end;
-}
-
-nif_in,188,168,3 script Witch#nif 4_F_NFDEADMGCIAN,{
- mes "[Kirkena]";
- mes "Huh? ...You're alive, aren't you?";
- mes "I'm not sure how more of you are";
- mes "able to get here and I don't";
- mes "know your reasons for coming,";
- mes "but this place is dangerous for";
- mes "the living.";
- next;
- mes "[Kirkena]";
- mes "I am sending you back";
- mes "outside of this town.";
- mes "If you can help it, you";
- mes "better not come back to";
- mes "this place.";
- close2;
- warp "umbala",138,208;
- end;
-}
-
-//== Message Delivery Quest :: nif_npc_lackee ==============
-prt_in,161,20,3 script Erious#nif 4_F_03,{
- if (MISC_QUEST & 16384) {
- mes "[Erious]";
- mes "I wish you safety from harm";
- mes "in your journeys, adventurer.";
- close;
- }
- if (nif_revive == 0) {
- mes "[Erious]";
- mes "*Sob*Sob*";
- mes "*Cries* Wahhh...!";
- mes "Elly, how could you";
- mes "leave me this way...";
- emotion e_sob;
- next;
- if (select("Comfort him.", "Neglect him.") == 1) {
- mes "[Erious]";
- mes "Ah, thank you for your kindness.";
- mes "*Sob* My wife died while I was on";
- mes "a trip. I'm so sorry that I";
- mes "couldn't be with her when";
- mes "the end came...";
- next;
- mes "[Erious]";
- mes "I wish I could talk to my Elly,";
- mes "although I know it's too late now.";
- mes "*Cries* But... there is one last";
- mes "hope that I have. My absolute";
- mes "final chance...";
- next;
- mes "[Erious]";
- mes "I was told that somewhere";
- mes "in this world, there exists a town";
- mes "where the dead reside. I might be";
- mes "able to meet my wife there, but";
- mes "I cannot leave my children here";
- mes "without me. *Cries*";
- next;
- if (select("I can deliver your message to her.", "I am so sorry to hear that.") == 1) {
- mes "[Erious]";
- mes "Oh, can you?";
- mes "Thank you so much for your";
- mes "generosity. If you can do";
- mes "this for me, I would be";
- mes "greatly indebted to you.";
- next;
- mes "[Erious]";
- mes "You're an adventurer, aren't you?";
- mes "If your journeys take you to that";
- mes "town of the dead, and if you";
- mes "happen to meet her by chance...";
- next;
- mes "[Erious]";
- mes "Please send Elly a message for me,";
- mes "let her know that what happened";
- mes "a month ago was all my fault.";
- mes "Thank you for your help,";
- mes "and please take care.";
- nif_revive = 1;
- setquest 11038;
- close;
- }
- mes "[Erious]";
- mes "*Cries* Is there no way that I";
- mes "can see her again? If I could";
- mes "talk to her at least once more,";
- mes "even if it's the last time,";
- mes "I would do anything...";
- close;
- }
- mes "[Erious]";
- mes "*Cries* Eeeeelllllyyyy~~~~!";
- mes "I never thought that would be";
- mes "the last time we would see";
- mes "each other...";
- mes "*Sob*...";
- close;
- }
- else if (nif_revive == 1) {
- mes "[Erious]";
- mes "This place I was told about...";
- mes "The town of the dead...";
- mes "From what I remember, it was";
- mes "located near some rest area.";
- next;
- mes "[Erious]";
- mes "All day and night, it's filled";
- mes "with never ending screams of";
- mes "agony and despair. I hope that";
- mes "this will be helpful in your search.";
- close;
- }
- else if (nif_revive == 5 || nif_revive == 6) {
- mes "[Erious]";
- mes "Oh my! You really found the town,";
- mes "have you? I really appreciate that";
- mes "you've endured all this hardship";
- mes "for me... Um...So in the end...";
- mes "Were you able to meet my Elly?";
- next;
- if (select("Yes.", "Sorry, I couldn't.") == 1) {
- if (nif_revive == 6 && countitem(Mementos) > 0) {
- mes "[Erious]";
- mes "Are you serious? What did she say?";
- mes "Did she say she will forgive me?";
- next;
- select("Yes. And she gave me...this.");
- delitem Mementos,1;
- mes "[Erious]";
- mes "Ah...In this box were the gifts";
- mes "I gave her when we started";
- mes "seeing each other. She had a";
- mes "serious illness even before we";
- mes "met, so I promised her that I";
- mes "would cure her illness...";
- next;
- mes "[Erious]";
- mes "That's why I went on that trip...";
- mes "to find a cure or medicine";
- mes "for her... But my efforts turned";
- mes "out to be a good for nothing.";
- mes "...................";
- mes ".........";
- next;
- mes "[Erious]";
- mes "Anyway, I appreciate your";
- mes "generousity. I want to pay";
- mes "you back for all the trouble";
- mes "I caused you, but I only have";
- mes "the medicine I found for her";
- mes "illness during this trip.";
- next;
- mes "[Erious]";
- mes "I hope you will take this medicine";
- mes "as a token of my gratitute.";
- next;
- if (checkweight(Leaf_Of_Yggdrasil,26)) {
- MISC_QUEST |= 16384;
- nif_revive = 0;
- completequest 11043;
- getitem Yggdrasilberry,2;
- getitem Seed_Of_Yggdrasil,2;
- getitem Leaf_Of_Yggdrasil,10;
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "in your adventures.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- else if (nif_revive == 6 && countitem(Mementos) < 1) {
- mes "[Erious]";
- mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
- close;
- }
- mes "[Erious]";
- mes "I guess you misunderstood";
- mes "something or you're trying";
- mes "to scam a man in grief.";
- close;
- }
- if (nif_revive == 5) {
- mes "[Erious]";
- mes "I see...you have failed to find";
- mes "her... However, I also understand";
- mes "that fulfilling my request may";
- mes "be impossible...";
- next;
- mes "[Erious]";
- mes "You've really gone out of your way";
- mes "to help me, so I want to give you";
- mes "something as a token of my";
- mes "gratitute.";
- next;
- if (checkweight(Leaf_Of_Yggdrasil,10)) {
- MISC_QUEST |= 16384;
- nif_revive = 0;
- completequest 11042;
- getitem Leaf_Of_Yggdrasil,10;
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "from harm in your journeys.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- mes "[Erious]";
- mes "I see...";
- mes "...Wait! Doesn't that belong";
- mes "to my wife, Elly? Why are you";
- mes "trying to cheat a grieving man...?";
- close;
- }
- end;
-}
-
-umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{
- if (nif_revive > 1 || MISC_QUEST & 16384) {
- mes "[Billik]";
- mes "Well, long time no see.";
- mes "If you have a chance in the";
- mes "future, let's meet in the";
- mes "town of the dead later.";
- mes "Hahahaha~";
- emotion e_no1;
- close;
- }
- if (nif_revive == 1) {
- mes "[Billik]";
- mes "The Town of the dead...";
- mes "It's a very dangerous place.";
- mes "Why would you want to go there?";
- next;
- if (select("I have to meet somebody there.", "It's a part of my adventure.") == 1) {
- mes "[Billik]";
- mes "Someone you have to meet there...";
- mes "Hmm... I suppose you wish to";
- mes "contact the dead...";
- mes "I can also see that you're";
- mes "determined to go.";
- next;
- mes "[Billik]";
- mes "*Sigh* Okay, if you really want to";
- mes "go, you must find a man named";
- mes "'Feylin.' It's very important to";
- mes "let him know that I introduced";
- mes "him to you.";
- next;
- mes "[Billik]";
- mes "He's not very trusting, but he";
- mes "likes roses a lot, so bring a rose";
- mes "for him. That way, he'll know for";
- mes "sure that I've sent you.";
- nif_revive = 2;
- changequest 11038,11039;
- next;
- mes "[Billik]";
- mes "The town of the dead is located";
- mes "north of this place. Remember, it";
- mes "is very dangerous to go there,";
- mes "even for well experienced";
- mes "adventurers, so...";
- mes "Be careful.";
- close;
- }
- mes "[Billik]";
- mes "Hahaha~ I guess you like adventure";
- mes "as much as I do. Although it's a";
- mes "very dangrous place, you will be";
- mes "paid back for your effort after";
- mes "you get there. But be careful.";
- close;
- }
- else if (nif_revive == 0) {
- mes "[Billik]";
- mes "What brings you here? I'm busy,";
- mes "leave if you don't have any business.";
- close;
- }
-}
-
-niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{
- if (nif_revive == 2) {
- mes "[Feylin]";
- mes "Poor "+ (Sex == SEX_MALE ? "guy" : "girl") +"...";
- mes "Dying at such a young age...";
- mes "I am always sorry to see the";
- mes "young pass away.";
- next;
- mes "[Feylin]";
- mes "............??";
- mes "Oh, I see you're not dead yet,";
- mes "are you? It's unbelievable to";
- mes "see another living person";
- mes "in this town.";
- next;
- mes "[Feylin]";
- mes "Are you coming to rescue someone,";
- mes "or do you have another purpose?";
- mes "If you came here to meet a";
- mes "deceased friend of yours, you've";
- mes "come to the wrong person.";
- next;
- mes "[Feylin]";
- mes "Nobody in Niffelheim can";
- mes "perform that kind of miracle...";
- next;
- mes "[Feylin]";
- mes "I can tell you have been through";
- mes "much hardship, but unfortunately,";
- mes "you came here for nothing. I hope";
- mes "you go back to where you came";
- mes "from before it's too late.";
- nif_revive = 3;
- changequest 11039,11040;
- close;
- }
- else if (nif_revive == 3) {
- mes "[Feylin]";
- mes "I've asked you to leave this";
- mes "town immediately. I'm sorry";
- mes "but I know nothing about what";
- mes "you are asking.";
- emotion e_an;
- next;
- if (select("But...", "I am sorry.") == 1) {
- mes "[Feylin]";
- mes "You must know something...";
- mes "Otherwise, you wouldn't be";
- mes "so stubborn. I am not sure";
- mes "who told you contacting the";
- mes "dead might be possible...";
- next;
- mes "[Feylin]";
- mes "But I surely wouldn't have told";
- mes "you. Besides, speaking about";
- mes "such things is taboo.";
- nif_revive = 4;
- changequest 11040,11041;
- close;
- }
- mes "[Feylin]";
- mes "Please consider leaving this";
- mes "place as soon as possible.";
- mes "Nobody should stay in";
- mes "Niflheim for too long.";
- close;
- }
- else if (nif_revive == 4) {
- if (countitem(Witherless_Rose) > 0) {
- mes "[Feylin]";
- mes "Huh, Billik must have sent you.";
- mes "Since I'm indebted to him, I";
- mes "suppose I will help you.";
- mes "But let me warn you.";
- mes "The price that I demand may be";
- mes "more that you expect...";
- next;
- if (select("I'm willing to do this.", "I don't think I can do this.") == 1) {
- if (BaseLevel > 79) {
- mes "[Feylin]";
- mes "Alright, but you must promise";
- mes "me that you will not let other";
- mes "people know what I am about";
- mes "to tell you.";
- next;
- mes "[Feylin]";
- mes "This sorcery requires great";
- mes "sacrifice. Needless to say, there";
- mes "is a chance that this spell may";
- mes "fail. I must also have";
- mes "10 Yggdrasil Leaf to cast this";
- mes "spell. Do you wish to continue?";
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Leaf_Of_Yggdrasil) > 9) {
- mes "[Feylin]";
- mes "I see. Then we shall begin.";
- mes "Woombahsokasabahah!";
- mes "Woombah woombah hoombabah!";
- mes "Yeeeeep!";
- next;
- .@nif_revive1 = rand(1,100);
- if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
- mes "[Feylin]";
- mes "...I am sorry.";
- mes "I have failed to summon";
- mes "who you wish to see. I am";
- mes "really sorry for this result.";
- emotion e_omg;
- delitem Witherless_Rose,1;
- delitem Leaf_Of_Yggdrasil,10;
- nif_revive = 5;
- changequest 11041,11042;
- percentheal -99,0;
- next;
- mes "[Feylin]";
- mes "Unfortunately, it may be";
- mes "impossible to summon the";
- mes "spirit of the person with";
- mes "whom you wished to speak...";
- close;
- }
- else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
- delitem Witherless_Rose,1;
- delitem Leaf_Of_Yggdrasil,10;
- percentheal -50,0;
- mes "[Feylin]";
- mes "..........";
- mes "..........";
- next;
- mes "[Elly]";
- mes "..........";
- mes ".....Umm...";
- mes "...Wasn't I just dead?";
- mes "Um, do I know you?";
- next;
- select("I brought a message from your husband.");
- mes "[Elly]";
- mes "Oh...I see...I'm sorry that I could not meet him before I died...";
- mes "So what is his message for me?";
- next;
- select("Forgive him for what happened a month ago.");
- mes "[Elly]";
- mes "*Sigh* He's such a nice husband...";
- mes "He pays such attention, even to";
- mes "the little things. Though, I";
- mes "should be the one apologizing";
- mes "to him...";
- next;
- mes "[Elly]";
- mes "Please give him this box, and tell";
- mes "him to forget about me. He should";
- mes "live the rest of his life happily";
- mes "with someone else. Oh, also let";
- mes "him know that I forgive him.";
- nif_revive = 6;
- changequest 11040,11043;
- getitem Mementos,1;
- next;
- mes "[Elly]";
- mes "I am glad to hear from my";
- mes "husband one more time. But I";
- mes "think I have to go now.";
- mes "Thank you for your trouble.";
- mes "Farewell...";
- next;
- mes "[Elly]";
- mes ".....................";
- mes "....................";
- next;
- mes "[Feylin]";
- mes "I guess you have accomplished what";
- mes "you wanted. Well then, be careful";
- mes "when you go back...";
- close;
- }
- }
- else {
- mes "[Feylin]";
- mes "If you don't have the";
- mes "items, we cannot proceed.";
- mes "Remember, I need 10 Yggdrasil";
- mes "Leaves to perform this spell.";
- mes "Please bring them as soon";
- mes "as possible.";
- close;
- }
- }
- mes "[Feylin]";
- mes "I hope you will bring the items";
- mes "first. But... I don't have the";
- mes "confidence to promise that";
- mes "this spell will cast successfully.";
- close;
- }
- mes "[Feylin]";
- mes "Hmm... You don't seem to have";
- mes "the strength to endure the";
- mes "casting of this spell. At";
- mes "your current strength, this";
- mes "spell will kill you.";
- mes "I cannot take that risk.";
- close;
- }
- mes "[Feylin]";
- mes "You made a good decision.";
- mes "It's not a good idea to perform";
- mes "this kind of sorcery in the";
- mes "first place because of the";
- mes "risks involved...";
- close;
- }
- mes "[Feylin]";
- mes "No matter how many times you ask";
- mes "me, I cannot help you. Please";
- mes "leave this place as soon as you can.";
- close;
- }
- mes "[Feylin]";
- mes "What makes you to come to such";
- mes "a dangerous town? Please leave";
- mes "this place as soon as you can.";
- close;
-}