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+//===== eAthena Script =======================================
+//= Quest NPCs related to Gonryun
+//===== By: ==================================================
+//= KarLaeda
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena 1
+//===== Description: =========================================
+//= Gonryun Broken Sword Quest
+//===== Additional Comments: =================================
+//=
+//============================================================
+
+
+gon_in.gat,17,93,5 script Chief#gnbs 775,{
+ mes "[SaYumMoon]";
+ if (BaseLevel <= 50) {
+ mes "hmm...";
+ mes "Oh, Hi there~";
+ mes "I am SaYumMoon, a chief of";
+ mes "this village.";
+ mes "Welcome to Kunlun.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Well, to tell you about this village..";
+ mes "We weren't that much associated with ";
+ mes "other villages.";
+ mes "Nevertheless, through the village named";
+ mes "Alberta, we allowed people to visit";
+ mes "here. It all happened lately.";
+ next;
+ mes "[SaYumMoon]";
+ mes "I feel that this town has been";
+ mes "isolated for too long.";
+ mes "Therefore, people in this town";
+ mes "are not yet so friendly with";
+ mes "visitors yet.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Moreover, thieves are having";
+ mes "fun in this town lately.";
+ mes "Well, you've come to visit this";
+ mes "town.. Enjoy your stay.";
+ close;
+ }
+ if (b_sword == 0) {
+ set b_sword,1;
+ mes "hmm...";
+ mes "Oh, Hi there~";
+ mes "I am SaYumMoon, a chief of";
+ mes "this village.";
+ mes "Welcome to Kunlun.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Well, to tell you about this village..";
+ mes "We weren't that much associated with ";
+ mes "other villages.";
+ mes "Nevertheless, through the village named";
+ mes "Alberta, we allowed people to visit";
+ mes "here. It all happened lately.";
+ next;
+ mes "[SaYumMoon]";
+ mes "I feel that this town has been";
+ mes "isolated for too long.";
+ mes "Therefore, people in this town";
+ mes "are not yet so friendly with";
+ mes "visitors yet.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Moreover, thieves are having";
+ mes "fun in this town lately.";
+ mes "Well, you've come to visit this";
+ mes "town.. Enjoy your stay.";
+ close;
+ }
+ if (b_sword < 18) {
+ switch (b_sword) {
+ case 1:
+ mes "Umm....";
+ mes "Oh, Hi there~";
+ mes "I am SaYumMoon, a chief of";
+ mes "this village.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Welcome to Kunlun.";
+ mes "I feel that this village has been";
+ mes "isolated for too long";
+ mes "unlike other villages.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Nevertheless, through the village named";
+ mes "Alberta, we allowed people to visit";
+ mes "here. It all happened lately.";
+ mes "Since our village has been";
+ next;
+ mes "[SaYumMoon]";
+ mes "isolated for long time,";
+ mes "people in this town";
+ mes "are not yet so friendly with";
+ mes "visitors yet.";
+ mes "Moreover, thieves are having";
+ next;
+ mes "[SaYumMoon]";
+ mes "fun in this town lately.";
+ mes "Well, you've come to visit this";
+ mes "town.. Enjoy your stay.";
+ break;
+ case 2:
+ mes "Oh, it's you~";
+ mes "How do you like it here so far?";
+ mes "Like you've noticed,";
+ mes "village is not so peaceful huh?";
+ next;
+ if(select("It's alright.:I heard that something was stolen..") == 1){
+ mes "[SaYumMoon]";
+ mes "Good...";
+ mes "Well, watch out for robbery.";
+ mes "And..don't act suspicious";
+ mes "in the village.";
+ close;
+ }
+ mes "[SaYumMoon]";
+ mes "hmm..you heard of it?";
+ mes "It was just last night when robbery";
+ mes "occurred. The rumor was true..";
+ mes "Lots of thieves are out there in the village.";
+ next;
+ switch(select("......:What was stolen?:Anyone with injuries?")){
+ case 1:
+ mes "[SaYumMoon]";
+ mes "Can't believe it really happened.";
+ mes "If you see anyone suspicious,";
+ mes "please let me know.";
+ set b_sword,3;
+ break;
+ case 2:
+ mes "[SaYumMoon]";
+ mes "um.....";
+ mes "that is....";
+ mes "just an ordinary sword.";
+ mes "But to us, it's a family treasure";
+ mes "from generation to generation.";
+ next;
+ mes "[SaYumMoon]";
+ mes "I must find this sword";
+ mes "no mattter what!";
+ mes "...but I can't go find it just";
+ mes "by myself. I am too busy.";
+ next;
+ mes "[SaYumMoon]";
+ mes "You know how busy it is to be a";
+ mes "chief of village.";
+ mes "This is a big trouble...hmm...";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1){
+ mes "[SaYumMoon]";
+ mes "um..thank you.";
+ mes "Perhaps you find a sword, ";
+ mes "please let me know.";
+ set b_sword,11;
+ } else {
+ mes "[SaYumMoon]";
+ mes "Oh~ Are you serious??";
+ mes "People in the village are";
+ mes "now very sensitive cause of";
+ mes "thieves. It is so difficult to ask";
+ mes "them for a help. If you would help";
+ mes "me to find a sword. I'll pay for that for sure.";
+ set b_sword,3;
+ }
+ break;
+ case 3:
+ mes "[SaYumMoon]";
+ mes "Fortunately, no one's hurt.";
+ mes "But we lost something valuable.";
+ mes "It's a family treasure";
+ mes "which came from generation";
+ mes "to generation.";
+ next;
+ mes "[SaYumMoon]";
+ mes "I must find this sword";
+ mes "no mattter what!";
+ mes "...but I can't go find it just";
+ mes "by myself. I am too busy.";
+ next;
+ mes "[SaYumMoon]";
+ mes "You know how busy it is to be a";
+ mes "chief of village.";
+ mes "This is a big trouble...hmm...";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1){
+ mes "[SaYumMoon]";
+ mes "um..thank you.";
+ mes "Perhaps you find a sword, ";
+ mes "please let me know.";
+ set b_sword,11;
+ } else {
+ mes "[SaYumMoon]";
+ mes "Oh~ Are you serious??";
+ mes "People in the village are";
+ mes "now very sensitive cause of";
+ mes "thieves. It is so difficult to ask";
+ mes "them for a help. If you would help";
+ mes "me to find a sword. I'll pay for that for sure.";
+ set b_sword,3;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "Haven't found it yet?";
+ mes "No rush. Take it easy.";
+ mes "You have to take care of";
+ mes "youself first before";
+ mes "doing other's favors.";
+ break;
+ case 4:
+ mes "Haven't found it yet?";
+ mes "No rush. Take it easy.";
+ mes "You have to take care of";
+ mes "youself first before";
+ mes "doing other's favors.";
+ break;
+ case 5:
+ mes "Haven't found it yet?";
+ mes "No rush. Take it easy.";
+ mes "You have to take care of";
+ mes "youself first before";
+ mes "doing other's favors.";
+ break;
+ case 6:
+ mes "Oh, you found a traces?";
+ mes "You're doing a good work.";
+ mes "This is my family remedies.";
+ mes "It might help you.";
+ set b_sword,7;
+ getitem 504,3; // White_Potion
+ break;
+ case 7:
+ mes "Thief is in an injury.";
+ mes "He probably is not";
+ mes "far away from here.";
+ break;
+ case 8:
+ mes "Oh, my sword...";
+ mes "..it's broken?";
+ mes "Unbelievable~";
+ mes "How could this happen..";
+ mes "Would you also look for";
+ mes "the other parts please?";
+ break;
+ case 9:
+ mes "hmm...";
+ mes "..my sword... in pieces..";
+ mes "I beg you please. Find it for me.";
+ mes "You'll get something in return.";
+ break;
+ case 10:
+ mes "Oh~~";
+ mes "You've found the pieces for me~";
+ mes "I knew you would've make it.";
+ mes "But they are broken into pieces.";
+ mes "What should I do...";
+ next;
+ mes "[SaYumMoon]";
+ mes "If it's ok with you,";
+ mes "Would you repair my sword for me?";
+ mes "I'm sure I'll pay for that.";
+ next;
+ if (select("No way.:Alright.") == 1) {
+ mes "[SaYumMoon]";
+ mes "Well, yes.. you've been such a";
+ mes "nice person. I appreciate for";
+ mes "your hard work.";
+ mes "It would be better if you help me";
+ mes "to repair the sword for me though..";
+ mes "nono.. I am not enforcing you..";
+ next;
+ mes "[SaYumMoon]";
+ mes "I'll find someway to repair it.";
+ mes "Without your help, I could've done";
+ mes "nothing. This is not a big present";
+ mes "but please take it.";
+ set b_sword,15;
+ getitem 603,1; // Old_Blue_Box
+ next;
+ mes "[SaYumMoon]";
+ mes "If you get any informations or";
+ mes "traces about that damn thief,";
+ mes "please let me know.";
+ mes "I got my sword back but there's";
+ mes "no way I can forgive that thief.";
+ mes "Have a nice travel.";
+ } else {
+ mes "[SaYumMoon]";
+ mes "Wow..you are so nice.";
+ mes "I am owing you a big favor.";
+ mes "I have no idea how this sword";
+ mes "broke into pieces.";
+ mes "I believe you have to find famous";
+ mes "blacksmith to repair it.";
+ next;
+ mes "[SaYumMoon]";
+ mes "Like you know already, this is";
+ mes "a family treasure for me.";
+ mes "oh.. one more thing..";
+ next;
+ mes "[SaYumMoon]";
+ mes "There's a guy named ^555555Choahk^000000";
+ mes "in the village. He has been to many";
+ mes "places all around the world.";
+ mes "He probably has the informations";
+ mes "you need. Go find him first.";
+ next;
+ mes "[SaYumMoon]";
+ mes "and.. this is not a big gift";
+ mes "but please take it..";
+ mes "here...";
+ set b_sword,14;
+ getitem 603,1; // Old_Blue_Box
+ }
+ break;
+ case 11:
+ mes "The village is not in a good";
+ mes "mood at this moment, but still";
+ mes "lots of things to look around.";
+ break;
+ case 12:
+ mes "hmm.. no traces? no marks?... nothing?";
+ mes "ok.. well, thanks for help anyways.";
+ mes "umm....";
+ next;
+ mes "[SaYumMoon]";
+ mes "Here..take this.";
+ mes "Have a good time.";
+ set b_sword,13;
+ getitem 504,1; // White_Potion
+ break;
+ case 13:
+ mes "Everything going well?";
+ mes "The village is not in a good mood.";
+ mes "Take care of yourself.";
+ break;
+ case 14:
+ mes "I appreciate what you are doing.";
+ mes "You make me feel comfortable.";
+ mes "Village seems it's turning back";
+ mes "to old times too. huhu";
+ break;
+ case 15:
+ mes "I appreciate what you are doing.";
+ mes "You make me feel comfortable.";
+ mes "Village seems it's turning back";
+ mes "to old times too. huhu";
+ break;
+ case 16:
+ mes "I appreciate what you are doing.";
+ mes "You make me feel comfortable.";
+ mes "Village seems it's turning back";
+ mes "to old times too. huhu";
+ break;
+ case 17:
+ mes "I appreciate what you are doing.";
+ mes "You make me feel comfortable.";
+ mes "Village seems it's turning back";
+ mes "to old times too. huhu";
+ break;
+ }
+ } else if (b_sword < 32) {
+ mes "I appreciate what you are doing.";
+ mes "You make me feel comfortable.";
+ mes "Village seems it's turning back";
+ mes "to old times too. huhu";
+ mes "and please repair my";
+ mes "sword for me.";
+ next;
+ mes "[SaYumMoon]";
+ mes "You've done so many things for me.";
+ mes "I feel sorry about asking you";
+ mes "more to do.";
+ } else if (b_sword == 32) {
+ if (countitem(1123) < 1) { // Haedonggum
+ mes "um.....";
+ mes "Not yet huh?";
+ mes "You'll repair it for me right?";
+ mes "I'll be waiting.";
+ } else {
+ mes "oh.. it's you.";
+ mes "............";
+ mes "Is that my sword?";
+ mes "Wow you have done it.";
+ mes "Good work!";
+ next;
+ mes "[SaYumMoon]";
+ mes "Hmm..If you have a similar sword I have,";
+ mes "please leave it somewhere else and come back.";
+ mes "Just in case that you give me a wrong one...";
+ next;
+ if(select("Wait for sec:Here it is.") == 1 || countitem(1123) < 1){
+ mes "[SaYumMoon]";
+ mes "Ok, go ahead.";
+ mes "Don't leave mine!!";
+ mes "haha..";
+ close;
+ }
+ mes "[SaYumMoon]";
+ mes "This is a small gift for you.";
+ mes "Please take it.";
+ mes "Thanks for a job well done!";
+ delitem 1123,1; // Haedonggum
+ set b_sword,33;
+ getitem 2404,1; // Shoes_
+ next;
+ mes "[SaYumMoon]";
+ mes "Many thanks for your trouble.";
+ mes "Now I don't feel shame to";
+ mes "ancestors anymore.";
+ mes "huhuh...";
+ mes "Have a good time.";
+ }
+ } else {
+ mes "Oh, it's you.";
+ mes "Once again, thank you.";
+ mes "Enjoy your stay in";
+ mes "our village.";
+ mes "huhuh..";
+ }
+ close;
+}
+
+gon_in.gat,152,35,4 script Hostess#gnbs 702,{
+ mes "[MaYumBang]";
+ if (b_sword < 1) {
+ mes "Oh.. you're new here right?";
+ mes "Came from out of town?";
+ mes "It's easy to see many people from";
+ mes "out of town these days.";
+ mes "It made people in the village busy.";
+ next;
+ mes "[MaYumBang]";
+ mes "Oops, what am I saying..";
+ mes "Wants some wine?";
+ next;
+ if (select("Yes, please:No, it's ok.") == 1) {
+ mes "[MaYumBang]";
+ mes "Oooops.. oh no...";
+ mes "Many customers came by earlier and";
+ mes "we are out of wine..";
+ mes "Customers are growing larger.";
+ mes "It is also a trouble..";
+ } else {
+ mes "[MaYumBang]";
+ mes "Well, have fun in the village.";
+ mes "Stop by sometimes.";
+ }
+ } else if (b_sword < 3) {
+ mes "You know what?";
+ mes "Chief's house was robbed last night.";
+ mes "I can't believe this happened.";
+ mes "Thieves are hanging around the";
+ mes "village these days.";
+ next;
+ mes "[MaYumBang]";
+ mes "How anxious it is..";
+ mes "It could also happen to my shop.";
+ mes "I should watch out.";
+ mes "oh..what am I saying to you..";
+ mes "Enjoy your time in my shop..hoho.";
+ if (b_sword == 1) set b_sword,2;
+ } else if (b_sword == 3) {
+ mes "Oh, it's you again.";
+ mes "I heard that you decided to";
+ mes "help our chief.";
+ mes "Please get him for us.";
+ mes "How anxious it is..";
+ next;
+ mes "[MaYumBang]";
+ mes "Do you see that guy over there";
+ mes "leaning on the table?";
+ mes "He seems to know about last night's";
+ mes "happenings.";
+ mes "He has been drinking all night long.";
+ set b_sword,4;
+ } else if (b_sword > 3 && b_sword < 11) {
+ mes "Hello there.";
+ mes "Feel something strange in the village huh?";
+ mes "It's all because of the thieves.";
+ mes "And it makes my business worse.";
+ mes "peeew...";
+ } else if (b_sword == 11 || b_sword == 12) {
+ mes "Feel something strange in the village huh?";
+ mes "Hope the thief to get caught in short time.";
+ mes "...";
+ } else {
+ mes "You caught him?";
+ mes "Wow, how brave you are.";
+ mes "I should get ready to run the";
+ mes "shop again. I need to order";
+ mes "some wine first.";
+ next;
+ mes "[MaYumBang]";
+ mes "SulBoong drank all the wine in the shop.";
+ mes "I did not refill the wine since there";
+ mes "aren't any customers...hoho.";
+ mes "Stop by next time.";
+ mes "I'll have a wine ready.";
+ }
+ close;
+}
+
+gon_in.gat,165,16,4 script Man in hangover#gnbs 748,{
+ mes "[SulBoong]";
+ if (b_sword < 4) {
+ mes "Ahhh.. my stomach.. my head..";
+ mes "Shouldn't drink so much..";
+ mes "Ehhhh....";
+ emotion e_swt2;
+ } else if (b_sword == 4) {
+ if (countitem(506) < 1) { // Green_Potion
+ mes "Ehhh....";
+ mes "Can somebody bring me a potion?";
+ mes "Ehhh....";
+ close;
+ }
+ mes "Ehhh..my stomach..";
+ mes "I need something..";
+ mes "Ehhh..";
+ mes "uh..hey you.. could you give me one of";
+ mes "your ^00FF00Green_Potion^000000 to me?";
+ mes "I got a mad stomach.";
+ next;
+ if (select("No.:Ok, here.") == 1 || countitem(506) < 1) {
+ mes "[SulBoong]";
+ mes "Ehh...";
+ mes "Are you sure?";
+ next;
+ if (select("Sorry, I don't have one.:Ok, here it is.") == 1 || countitem(506) < 1) {
+ mes "[SulBoong]";
+ mes "Wooo..";
+ mes "Go away man..";
+ set b_sword,12;
+ close;
+ }
+ delitem 506,1; // Green_Potion
+ set b_sword,5;
+ mes "[SulBoong]";
+ mes "Oh.. thanks.";
+ mes "I thought you're teasing me.";
+ mes "I feel much better now.";
+ mes "By the way.. You got any questions?";
+ next;
+ if (select("About thief.:Nothing.") == 1){
+ mes "[SulBoong]";
+ mes "Ah~ a thief..";
+ mes "hmm.. let me see..";
+ mes "I went out for walk in the middle";
+ mes "of night while I was drinking.";
+ mes "And I heard something noisy.";
+ next;
+ mes "[SulBoong]";
+ mes "I looked around and found that";
+ mes "area near chief's house was brighter";
+ mes "than any other area. It was strange.";
+ mes "So I kept watching at it and";
+ mes "all of a sudden, I saw something moving";
+ mes "on the roof of houses.";
+ next;
+ mes "[SulBoong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark outside.";
+ mes "I have no idea whether it was a man or a cat or..";
+ mes "don't know what it was.. huhu..";
+ set b_sword,6;
+ } else {
+ mes "[SulBoong]";
+ mes "Ok, then, good bye..";
+ mes "Don't be a drinker like me.";
+ mes "Unless you want to suffer from a hangovers.";
+ mes "huhu..";
+ }
+ } else {
+ delitem 506,1; // Green_Potion
+ set b_sword,5;
+ emotion e_thx;
+ mes "[SulBoong]";
+ mes "Thank you.";
+ mes "heew.. feel much better now.";
+ mes "hmm.. you seem like you got";
+ mes "something to ask me.";
+ next;
+ switch(select("About thief..:How much have you been drinking?:Nothing..")){
+ case 1:
+ mes "[SulBoong]";
+ mes "Ah~ a thief..hmm...";
+ mes "I went out for walk in the middle";
+ mes "of night while I was drinking.";
+ mes "And I heard something noisy.";
+ mes "I looked around and found that";
+ mes "area near chief's house was brighter";
+ next;
+ mes "[SulBoong]";
+ mes "than any other area. It was strange.";
+ mes "So I kept watching at it and";
+ mes "all of a sudden, I saw something moving";
+ mes "on the roof of houses.";
+ mes "It disappeared in a second.";
+ next;
+ if (select("Where to?:Probably a cat.") == 1) {
+ mes "[SulBoong]";
+ mes "Umm?";
+ mes "Well..let me see..";
+ mes "It came from... and head to...um...";
+ mes "bla bla..";
+ next;
+ mes "He was mumbling for awhile";
+ mes "......";
+ next;
+ mes "[SulBoong]";
+ mes "Ah ha~ right...";
+ mes "A shrine.. yes..thief was heading to";
+ mes "a shrine and disappeared.";
+ mes "I'm not sure if it was a human or";
+ mes "an animal...but little big creature.";
+ mes "wonder what it was..";
+ set b_sword,6;
+ next;
+ mes "[SulBoong]";
+ mes "Anything else I can help?";
+ mes "Thanks for the potion.";
+ next;
+ switch(select("Thanks for the information.:Stop drinking too much.:Ok, bye")){
+ case 1:
+ mes "[SulBoong]";
+ mes "I'll see you later then.";
+ mes "I am always here drinking..huhu";
+ break;
+ case 2:
+ mes "[SulBoong]";
+ mes "hmm..";
+ mes "Don't mind me.";
+ break;
+ case 3:
+ mes "[SulBoong]";
+ mes "Alrighty.";
+ mes "Come again whenever you find";
+ mes "any other questions.";
+ break;
+ }
+ } else {
+ mes "[SulBoong]";
+ mes "Yeah..maybe.";
+ mes "It was so dark outside and I was drunk.";
+ mes "I can't remember it clearly.";
+ mes "Anyways it was bigger than a cat for sure.";
+ }
+ break;
+ case 2:
+ mes "[SulBoong]";
+ mes "Ah..um....I..I am not sure.";
+ mes "When I woke up, There were so many";
+ mes "empty bottles around me.";
+ mes ".....";
+ next;
+ mes "^00FF00.......";
+ mes "Without a specific reason, he seemed to be very respectable.^000000";
+ break;
+ case 3:
+ mes "[SulBoong]";
+ mes "alright then.";
+ mes "Hope you don't ever drink like me";
+ mes "in the future.";
+ mes "You'll suffer for long time if you do.";
+ mes "You know what hangover is right?";
+ break;
+ }
+ }
+ } else if (b_sword == 5) {
+ mes "Oh, it's you.";
+ mes "Thanks for the portion last time.";
+ mes "What are you up to?";
+ mes "Got any question for me?";
+ next;
+ if (select("About a thief last night...:Nope, just passing by..") == 1){
+ mes "[SulBoong]";
+ mes "Ah~ a thief..";
+ mes "hmm.. let me see..";
+ mes "I went out for walk in the middle";
+ mes "of night while I was drinking.";
+ mes "And I heard something noisy.";
+ mes "I looked around and found that";
+ next;
+ mes "[SulBoong]";
+ mes "area near chief's house was brighter";
+ mes "than any other area. It was strange.";
+ mes "So I kept watching at it and";
+ mes "all of a sudden, I saw something moving";
+ mes "on the roof of houses.";
+ next;
+ mes "[SulBoong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark outside.";
+ mes "I have no idea whether it was a man or a cat or..";
+ mes "don't know what it was.. huhu..";
+ set b_sword,6;
+ } else {
+ mes "[SulBoong]";
+ mes "alright then.";
+ mes "Hope you don't ever drink like me";
+ mes "in the future.";
+ mes "bye.";
+ }
+ } else if (b_sword < 11) {
+ mes "Well, do your job well.";
+ mes "To keep the peace in our village,";
+ mes "we need to take chief's worries out.";
+ } else if (b_sword <14) {
+ switch (b_sword) {
+ case 11:
+ mes "Ahhh.. my stomach.. my head..";
+ mes "Shouldn't drink so much..";
+ mes "Ehhhh....";
+ emotion e_swt2;
+ break;
+ case 12:
+ mes "Ehhhh..go away.";
+ mes "You're a man with no mercy.";
+ mes "ehhh...";
+ emotion e_pif;
+ break;
+ case 13:
+ mes "Ehhhh..go away.";
+ mes "You're such a coldhearted man.";
+ mes "ehhh...";
+ emotion e_pif;
+ break;
+ }
+ } else {
+ mes "Wahahaha.";
+ mes "So..you found a chief's belongging's?";
+ mes "I knew you could've done it.";
+ mes "You're brave enough to do anything.";
+ mes "Wahahaha.";
+ }
+ close;
+}
+
+gon_dun01.gat,148,156,0 script start01#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace1-"+rand(1,5)+"::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,201,25,0 script trace1-1#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
+ end;
+
+ OnTimer10000:
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01.gat,2,1,0 script timer1-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-1::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,202,25,0 script #getitem1-1 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-1";
+ donpcevent "timer1-1::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem1-1";
+ end;
+}
+
+gon_dun01.gat,190,160,0 script trace1-2#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
+ end;
+
+ OnTimer100000:
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01.gat,3,1,0 script timer1-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-2::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,190,159,0 script #getitem1-2 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-2";
+ donpcevent "timer1-2::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem1-2";
+ end;
+}
+
+gon_dun01.gat,163,53,0 script trace1-3#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
+ end;
+
+ OnTimer90000:
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01.gat,4,1,0 script timer1-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-3::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,164,53,0 script #getitem1-3 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-3";
+ donpcevent "timer1-3::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem1-3";
+ end;
+}
+
+gon_dun01.gat,133,183,0 script trace1-4#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
+ end;
+
+ OnTimer150000:
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01.gat,5,1,0 script timer1-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-4::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,134,183,0 script #getitem1-4 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-4";
+ donpcevent "timer1-4::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem1-4";
+ end;
+}
+
+gon_dun01.gat,139,257,0 script trace1-5#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
+ end;
+
+ OnTimer170000:
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01.gat,6,1,0 script timer1-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-5::OnCommandOn";
+ end;
+}
+
+gon_dun01.gat,140,257,0 script #getitem1-5 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-5";
+ donpcevent "timer1-5::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem1-5";
+ end;
+}
+
+gon_dun02.gat,1,1,0 script start02#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace2-"+rand(1,6)+"::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,65,168,0 script trace2-1#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
+ end;
+
+ OnTimer80000:
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,2,1,0 script timer2-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-1::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,202,25,0 script #getitem2-1 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-1";
+ donpcevent "timer2-1::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-1";
+ end;
+}
+
+gon_dun02.gat,265,200,0 script trace2-2#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,3,1,0 script timer2-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-2::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,265,201,0 script #getitem2-2 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-2";
+ donpcevent "timer2-2::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-2";
+ end;
+}
+
+gon_dun02.gat,247,129,0 script trace2-3#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,4,1,0 script timer2-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-3::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,247,128,0 script #getitem2-3 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-3";
+ donpcevent "timer2-3::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-3";
+ end;
+}
+
+gon_dun02.gat,149,74,0 script trace2-4#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,5,1,0 script timer2-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-4::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,149,75,0 script #getitem2-4 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-4";
+ donpcevent "timer2-4::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-4";
+ end;
+}
+
+gon_dun02.gat,23,105,0 script trace2-5#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,6,1,0 script timer2-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-5::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,23,106,0 script #getitem2-5 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-5";
+ donpcevent "timer2-5::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-5";
+ end;
+}
+
+gon_dun02.gat,249,39,0 script trace2-6#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02.gat,7,1,0 script timer2-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-6::OnCommandOn";
+ end;
+}
+
+gon_dun02.gat,249,40,0 script #getitem2-6 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-6";
+ donpcevent "timer2-6::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem2-6";
+ end;
+}
+
+gon_dun03.gat,1,1,0 script start03#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace3-"+rand(1,7)+"::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,11,75,0 script trace3-1#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
+ end;
+
+ OnTimer200000:
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,2,1,0 script timer3-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-1::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,10,74,0 script #getitem3-1 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-1";
+ donpcevent "timer3-1::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-1";
+ end;
+}
+
+gon_dun03.gat,199,103,0 script trace3-2#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,3,1,0 script timer3-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-2::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,199,102,0 script #getitem3-2 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-2";
+ donpcevent "timer3-2::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-2";
+ end;
+}
+
+gon_dun03.gat,14,162,0 script trace3-3#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,4,1,0 script timer3-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-3::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,14,163,0 script #getitem3-3 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-3";
+ donpcevent "timer3-3::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-3";
+ end;
+}
+
+gon_dun03.gat,155,263,0 script trace3-4#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,5,1,0 script timer3-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-4::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,156,263,0 script #getitem3-4 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-4";
+ donpcevent "timer3-4::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-4";
+ end;
+}
+
+gon_dun03.gat,169,90,0 script trace3-5#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,6,1,0 script timer3-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-5::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,170,90,0 script #getitem3-5 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-5";
+ donpcevent "timer3-5::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-5";
+ end;
+}
+
+gon_dun03.gat,162,40,0 script trace3-6#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,7,1,0 script timer3-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-6::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,68,39,0 script #getitem3-6 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-6";
+ donpcevent "timer3-6::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-6";
+ end;
+}
+
+gon_dun03.gat,68,212,0 script trace3-7#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-7#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03.gat,6,1,0 script timer3-7 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-7";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-7::OnCommandOn";
+ end;
+}
+
+gon_dun03.gat,68,213,0 script #getitem3-7 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ mes "You put all the pieces on the ground";
+ mes "and assembled them. Seems like you've found ";
+ mes "all pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-7";
+ donpcevent "timer3-7::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+
+ OnCommandOff:
+ disablenpc "#getitem3-7";
+ end;
+}
+
+gon_in,18,27,5 script Madam#gnbs 771,{
+ mes "[SangHwaYeun]";
+ mes "hohohohoho~";
+ mes "Who might this be?";
+ mes "A vistor from out of town~";
+ mes "hohoho.";
+ next;
+ if (select("Hi, Madam~:Where's chief?") == 1) {
+ mes "[SangHwaYeun]";
+ mes "Hi, there~";
+ close;
+ }
+ mes "[SangHwaYeun]";
+ if (sex == 0) {
+ mes "Hoho, he's upstairs.";
+ mes "You're such a pretty lady.";
+ mes "Don't be too fascinated by";
+ mes "my husband. alright?";
+ mes "Hohoho~";
+ } else {
+ mes "He's upstairs.";
+ mes "You are such a handsome young man";
+ mes "But not better than my huhsband.";
+ mes "Hohoho..";
+ }
+ close;
+}
+
+gon_dun03,62,222,0 script Strange dead body#gnbs 111,{
+ if (b_sword < 7) {
+ mes "Here's a rotten dead body.";
+ mes "Seemed to be eaten by monsters.";
+ close;
+ }
+ if (b_sword > 6 && b_sword < 11) {
+ mes "There's a paper between the bones";
+ mes "of dead body.";
+ mes "Take a look?";
+ next;
+ if (select("Yes.:Leave.") == 1) {
+ mes "Paper is so worned out,";
+ mes "but there's a words on it.";
+ mes "It's written by a blood.";
+ mes "So difficult to see the letter.";
+ mes "Almost impossible to find out what's written.";
+ next;
+ mes "^FF0000Damn I can't...believe.. failed..";
+ mes "Sayum... I should've..";
+ mes "watchout...ehhh...but.. break";
+ mes "..pieces...and seprate..";
+ mes "I..with";
+ mes "this...^000000";
+ next;
+ mes "Paper was all blood-stained.";
+ mes "He probably couldn't make it any longer.";
+ } else {
+ mes "Felt something was missing.";
+ mes "Blood-stained dead body was";
+ mes "getting on my nerve";
+ mes "But I just decided to leave from here.";
+ }
+ } else if (b_sword == 11 || b_sword == 12) {
+ mes "Here's a ungly looking dead body.";
+ mes "I should just pass by.";
+ } else {
+ mes "A skeleton eaten by many monsters.";
+ mes "Felt pitable for awhile, but felt";
+ mes "bad when looking at it for";
+ mes "long time.";
+ }
+ close;
+}
+
+gonryun,139,142,7 script Girl##gnbs1 772,{
+ mes "[SaEunSo]";
+ if (b_sword < 12) {
+ mes "..........";
+ mes "I was happy looking at the visitors";
+ mes "from other villages, but because of";
+ mes "the thief, I feel terrible now'";
+ emotion e_dots;
+ } else {
+ mes "Hehe...";
+ mes "I am so happy now.";
+ mes "Lots of visitors are coming to our village..";
+ mes "found the stuff my father lost..";
+ mes "Hehe...";
+ mes "The guy who found the stuff for my";
+ mes "father.. I am sure he is a great man.";
+ }
+ close;
+}
+
+gonryun.gat,100,241,0 script Stranger#gnbs" 733,{
+ mes "[Choahk]";
+ if (b_sword < 14) {
+ mes "Hmm...";
+ mes "I'm pretty busy right now, come later.";
+ emotion e_dots;
+ } else if (b_sword < 17) {
+ switch (b_sword) {
+ case 14:
+ switch(nakha) {
+ case 0:
+ mes "Hmm...";
+ mes "What is it?";
+ mes "What do you want?";
+ mes "I don't like to get bothered.";
+ next;
+ if (select("Ask about blacksmith.:Are are you being so mean?") == 1){
+ mes "[Choahk]";
+ mes "Hum.....";
+ mes "so..you are the one who found";
+ mes "the sword huh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No..I'm just...") == 1){
+ mes "[Choahk]";
+ mes "well..";
+ mes "If you want some information";
+ mes "from me, come after helping one";
+ mes "person in the village who's in trouble right now.";
+ set b_sword,16;
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "I guess not...";
+ mes "Don't bother me anymore. I got bunch of things to do.";
+ }
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "Why do you care about other's";
+ mes "personality. It's none of your business.";
+ mes "Take a look at yourself first";
+ mes "before you say something like that.";
+ }
+ break;
+ case 1:
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now huh?";
+ mes "Why don't you go and take care of it first.";
+ mes "Once you start to help someone,";
+ mes "you're responsible to finsh that job well.";
+ set b_sword,16;
+ break;
+ case 2:
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now huh?";
+ mes "Why don't you go and take care of it first.";
+ mes "Once you start to help someone,";
+ mes "you're responsible to finsh that job well.";
+ set b_sword,16;
+ break;
+ case 3:
+ mes "Hmm...";
+ mes "What do you want??";
+ next;
+ if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
+ mes "[Choahk]";
+ mes "Hum.....";
+ mes "so..you are the one who found";
+ mes "the sword huh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No..I'm just...") == 1){
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "Since it's broke into pieces,";
+ mes "you should find someone to repair it.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "I guess not...";
+ mes "Don't bother me anymore.";
+ mes "I got bunch of things to do.";
+ }
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "Why do you care about other's";
+ mes "personality. It's none of your business.";
+ mes "Take a look at yourself first";
+ mes "before you say something like that.";
+ }
+ break;
+ case 4:
+ mes "Guess I was wasting my time.";
+ mes "If you make any promises,";
+ mes "it's your responsibility to";
+ mes "take care of it until it's completely done.";
+ next;
+ mes "[Choahk]";
+ mes "I don't like people who do not";
+ mes "keep the promises.";
+ mes "You'll not get any informations from me.";
+ mes "Don't ever bother me again.";
+ set b_sword,15;
+ break;
+ }
+ break;
+ case 15:
+ mes "Hmm...";
+ mes "I'm busy right now. Why don't come later.";
+ emotion e_dots;
+ break;
+ case 16:
+ switch(nakha){
+ case 0:
+ mes "Hmm......";
+ mes "You're not done with your";
+ mes "requirements yet.";
+ mes "I can't give you any information";
+ mes "until you finish your job.";
+ break;
+ case 1:
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you're responsible to finsh that job well.";
+ mes "Why don't you go and take care of it first.";
+ break;
+ case 2:
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you're responsible to finsh that job well.";
+ mes "Why don't you go and take care of it first.";
+ break;
+ case 3:
+ mes "Hmm......";
+ mes "What do you want?";
+ next;
+ if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
+ mes "[Choahk]";
+ mes "Hum.....";
+ mes "so..you are the one who found";
+ mes "the sword huh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly:No.. I'm just...") == 1) {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "Since it's broke into pieces,";
+ mes "you should find someone to repair it.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "I guess not...";
+ mes "Don't bother me anymore.";
+ mes "I got bunch of things to do.";
+ }
+ } else {
+ mes "[Choahk]";
+ mes "Hmm...";
+ mes "Why do you care about other's";
+ mes "personality. It's none of your business.";
+ mes "Take a look at yourself first";
+ mes "before you say something like that.";
+ }
+ break;
+ case 4:
+ mes "Guess I was wasting my time.";
+ mes "If you make any promises,";
+ mes "it's your responsibility to";
+ mes "take care of it until it's completely done.";
+ next;
+ mes "[Choahk]";
+ mes "I don't like people who do not";
+ mes "keep the promises.";
+ mes "You'll not get any informations from me.";
+ mes "Don't ever bother me again.";
+ set b_sword,15;
+ break;
+ }
+ break;
+ }
+ } else if (b_sword < 33) {
+ mes "Umm?";
+ mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
+ mes "You'll find famous blacksmith there.";
+ mes "He'll repair the sword for you.";
+ mes "I gave you all the informations";
+ mes "I have so far.";
+ next;
+ mes "[Choahk]";
+ mes "You are responsible to take care of the rest.";
+ } else {
+ mes "Hmm......";
+ mes "Helping people in trouble is";
+ mes "such a nice thing to do.";
+ mes "You are doing the right thing.";
+ }
+ close;
+}
+
+geffen_in.gat,71,112,2 script Blacksmith#SaYumMoon 731,{
+ mes "[Aumgarl]";
+ if (b_sword < 17) {
+ mes "Pew..hew....";
+ mes "My poor baby Lyroo..";
+ mes "hew....";
+ } else if (b_sword < 32) {
+ switch (b_sword) {
+ case 17:
+ mes "Pew..hew....";
+ mes "My poor baby Lyroo..";
+ mes "hew....";
+ next;
+ if (select("Sir...:...........") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm? Who're you?";
+ mes "Need something?";
+ mes "If not, please leave..";
+ next;
+ if (select("I came to repair the sword.:I heard you are famous blacksmith...") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm........";
+ mes "Sorry but, we're closed.";
+ mes "Come again next time.";
+ mes "Bye";
+ set b_sword,18;
+ } else {
+ mes "[Aumgarl]";
+ mes "Yes, I am a blacksmith,";
+ mes "but I don't think I am famous.";
+ mes "And unfortunately.. we are closed.";
+ }
+ } else {
+ mes "[Aumgarl]";
+ mes "Done with your business?";
+ mes "Then please leave.";
+ }
+ break;
+ case 18:
+ mes "Like I said...I am busy!";
+ mes "Come later.";
+ if (rand(1,8) == 7) {
+ set b_sword,19;
+ mes "What nerve you've got!";
+ }
+ close2;
+ warp "geffen.gat",173,169;
+ end;
+ case 19:
+ mes "Hmm....";
+ mes "Ahh....";
+ mes "What nerve you've got!";
+ mes "What do you want?";
+ next;
+ switch(select("I want to marry your granddaughter.:Your graddaughter is such a pretty girl.:I came to repair the sword.")){
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "Want my granddaughter all of a sudden?";
+ mes "Get the hell out of here!";
+ mes "Don't ever come back here!";
+ emotion e_pif;
+ break;
+ case 2:
+ mes "[Aumgarl]";
+ mes "You're damn right~";
+ mes "My granddaughter is so~ pretty.";
+ mes "Hahaha....";
+ mes ".....peew heew....";
+ next;
+ switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")){
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "Want my granddaughter all of a sudden?";
+ mes "Get the hell out of here!";
+ mes "Don't ever come back here!";
+ emotion e_pif;
+ break;
+ case 2:
+ mes "[Aumgarl]";
+ mes "...............";
+ mes "the sword?";
+ mes "I don't remember when was the";
+ mes "last time I touched a steel.";
+ mes "hmm...";
+ mes "let me see the sword.?";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm......";
+ mes "Umm.........";
+ mes "............";
+ next;
+ mes "^0000FFHe took a careful look at the pieces of sword for awhile.^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm.......";
+ mes "So this is the one huh?";
+ mes "Well.....";
+ mes "I am sorry, but this sword is not";
+ mes "something I can repair";
+ mes "at the moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "Why don't you go find";
+ mes "some other blacksmith.";
+ mes "I am sorry........";
+ break;
+ case 3:
+ mes "[Aumgarl]";
+ mes "Ah...............";
+ mes "this is not something I shall tell";
+ mes "others....but....";
+ mes "my granddaughter lyroo has";
+ mes "an incurable disease...";
+ next;
+ mes "[Aumgarl]";
+ mes "Not long after she was born,";
+ mes "her parents died by an accident.";
+ mes "Since from that day of an accident,";
+ mes "I took care of her.";
+ mes "hmm......";
+ next;
+ mes "[Aumgarl]";
+ mes "Ahh...........";
+ mes "and...moreover, she started to suffer";
+ mes "from an illness. I've met many famous";
+ mes "doctors all around the place but....";
+ mes "no one even found out the name of";
+ mes "a disease.";
+ next;
+ switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")){
+ case 1:
+ mes "[Aumgarl]";
+ mes "Ahh.......";
+ mes "I'll just have to take it";
+ mes "as our fate.";
+ mes "I just feel sorry for lyroo.";
+ mes ".............";
+ emotion e_dots;
+ break;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "What do you mean?";
+ mes "How're you going to make her happy?";
+ mes "I don't think it makes sense at all.";
+ mes "Umm......";
+ next;
+ switch(select( "I'll make her happy all the time.:I want to take her with me.:I will cure her.")){
+ case 1:
+ mes "[Aumgarl]";
+ mes "................";
+ mes "What are you talking about?";
+ mes "Make her happy all the time?";
+ mes "She is dying even at";
+ mes "this moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "I think you are out of";
+ mes "your mind!";
+ mes "Get out of here.";
+ break;
+ case 2:
+ mes "[Aumgarl]";
+ mes "................";
+ mes "You want to take her to where?";
+ mes "What are you gonna do?";
+ next;
+ if (select("I will cure her.:I am sorry.") == 1) {
+ mes "[Aumgarl]";
+ mes "It's useless talking about";
+ mes "it any longer. I don't think";
+ mes "there is anyone who can";
+ mes "cure my granddaughter.";
+ } else {
+ mes "[Aumgarl]";
+ mes "Ahh.......";
+ mes "I am not blaming you.";
+ mes "It's not your fault anyway.";
+ mes "........";
+ next;
+ if (select("...........:I'll wish for her recover.") == 1){
+ mes "[Aumgarl]";
+ mes "Ahh......";
+ mes "....I am sorry to ask you this but..";
+ mes "can you do me a favor?";
+ mes "Umm......";
+ next;
+ if (select("No.:Sure.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm....";
+ mes "Alright, I won't bother you..";
+ mes "bye...";
+ break;
+ }
+ mes "[Aumgarl]";
+ mes "It won't be easy but,";
+ mes "would you help me to find";
+ mes "any doctors... nono..anybody";
+ mes "who can cure Lyroo or";
+ next;
+ mes "[Aumgarl]";
+ mes "has any informations";
+ mes "about her unidentified illness?";
+ mes "please?";
+ mes "...peeew..";
+ next;
+ menu "Yes, Sir.",-;
+ mes "[Aumgarl]";
+ mes "Oh....";
+ mes "Thank you so much.";
+ mes "If Lyroo can get her health back,";
+ mes "I'll never forget";
+ mes "your help forever.";
+ next;
+ mes "[Aumgarl]";
+ mes "Thank you..";
+ mes "Thank you...";
+ set b_sword,20;
+ } else {
+ mes "[Aumgarl]";
+ mes "Well...thanks.";
+ mes "I'm going to try my best to";
+ mes "make her happy till the";
+ mes "last second.";
+ mes "Come by sometimes to say hi";
+ mes "to Lyroo.";
+ }
+ }
+ break;
+ case 3:
+ mes "[Aumgarl]";
+ mes ".............";
+ mes "How're you going to cure";
+ mes "my granddaughter?";
+ mes "You don't look like";
+ mes "a doctor to me.";
+ next;
+ switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")){
+ case 1:
+ mes "[Aumgarl]";
+ mes "Hoo.......";
+ mes "Do I look like a fool to you?";
+ mes "I hate people who lie";
+ emotion e_pif;
+ close2;
+ warp "geffen.gat",173,169;
+ end;
+ case 2:
+ mes "[Aumgarl]";
+ mes "A famous doctor?";
+ mes "I've met all kinds of";
+ mes "doctors around.";
+ mes "I probably have met that";
+ mes "doctor already.";
+ break;
+ case 3:
+ mes "[Aumgarl]";
+ mes "................";
+ mes "You want to cure her";
+ mes "no matter what?";
+ mes "How're going to do that?";
+ mes "What if it turns worse?";
+ mes "Huh?";
+ next;
+ mes "[Aumgarl]";
+ mes "No more of your bragging.";
+ mes "Please go away.";
+ break;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Aumgarl]";
+ mes ".................";
+ mes "Thanks for your concern..";
+ mes "but you're a stranger to us.";
+ mes "I can't let you do that.";
+ mes "Thanks anyways.";
+ break;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Aumgarl]";
+ mes ".........";
+ mes "Umm........";
+ mes "I'm sorry but";
+ mes "I am so exhausted.";
+ mes "Can't help you..";
+ break;
+ }
+ break;
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ mes "Ahh........";
+ mes "Go to place where it's";
+ mes "crowd of people.";
+ mes "And you'll get some informations.";
+ mes "I'm counting on you.";
+ break;
+ case 24:
+ case 25:
+ case 26:
+ mes "Ahh....";
+ mes "Lyroo is upstairs.";
+ mes "She's in pain.";
+ mes "Don't talk to her too long.";
+ break;
+ case 27:
+ mes "Oh....";
+ mes "Thank you...";
+ mes "I never thought you'll";
+ mes "help me.";
+ mes "Go ahead see Lyroo.";
+ break;
+ case 28:
+ mes "Thank you so much...";
+ mes "Without your help...";
+ emotion e_sob;
+ mes "it was meaningless.";
+ next;
+ mes "[Aumgarl]";
+ mes "Alright....";
+ mes "Is there anything I can";
+ mes "do for you?";
+ mes "I want to return your favor somehow.";
+ next;
+ if (select("No..I don't need anything.:Would you repair the sword for me?") == 1) {
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Well..";
+ mes "Whenever you have a favor to ask,";
+ mes "come and find me.";
+ mes "I'll try my best to help you.";
+ set b_sword,29;
+ } else {
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me the sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FF Showed the pieces of broken sword";
+ mes "to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for awhile..^000000";
+ next;
+ mes "................";
+ mes "............";
+ mes "........";
+ mes "......";
+ next;
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "Well.....";
+ mes "It's not possible to get into";
+ mes "work right away.";
+ mes "I need some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, we need";
+ mes "some materials.";
+ mes "Since Lyroo is upstairs in pain.";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "so....would you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you too much to do.";
+ next;
+ if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1){
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ } else {
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you.";
+ mes "I'm sure I'll repair it for you.";
+ mes "Now, listen carefully.";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF One Anvil";
+ mes "2 Oridecon Stones";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Quite alot huh?";
+ mes "They are necessities";
+ mes "We need them to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ }
+ }
+ break;
+ case 29:
+ mes "Oh~ It's you.";
+ mes "Got any favor to ask?";
+ mes "I'll do my best";
+ mes "to help you.";
+ next;
+ if (select("Maybe next time..:Please repair this sword for me.") == 1) {
+ mes "[Aumgarl]";
+ mes "Well..";
+ mes "Whenever you have a favor to ask,";
+ mes "come and find me.";
+ } else {
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me the sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FF Showed the pieces of broken sword";
+ mes "to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for awhile..^000000";
+ next;
+ mes "................";
+ mes "............";
+ mes "........";
+ mes "......";
+ next;
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "Well.....";
+ mes "It's not possible to get into";
+ mes "work right away.";
+ mes "I need some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, we need";
+ mes "some materials.";
+ mes "Since Lyroo is upstairs in pain.";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "so....would you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you too much to do.";
+ next;
+ if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ } else {
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you.";
+ mes "I'm sure I'll repair it for you.";
+ mes "Now, listen carefully.";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF1 Anvil";
+ mes "2 Oridecon Stones";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Quite alot huh?";
+ mes "They are necessities";
+ mes "We need them to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ }
+ }
+ break;
+ case 30:
+ if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
+ mes "Oh~~ good, you got them all.";
+ mes "Alright, come back later,";
+ mes "I'll have it repaired.";
+ delitem 986,1; // Anvil
+ delitem 756,2; // Oridecon_Stone
+ delitem 7110,5; // Vroken_Sword
+ delitem 999,2; // Steel
+ delitem 1005,1; // Hammer_Of_Blacksmith
+ delitem 1000,2; // Star_Crumb
+ delitem 7098,5; // Live_Coal
+ set b_sword,31;
+ } else {
+ mes "Hmm.....";
+ mes "Not ready yet?";
+ mes "Materials you need are...";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF1 Anvil";
+ mes "2 Oridecon Stones";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Wrote them down?";
+ mes "I'm almost ready for other materials.";
+ }
+ break;
+ case 31:
+ if (rand(1,5) == 2) {
+ mes "Hey, you're back.";
+ mes "Here it is.";
+ mes "This sword is a great one";
+ mes "for sure. I've noticed at";
+ mes "the first sight.";
+ mes "huhu.....";
+ next;
+ mes "[Aumgarl]";
+ mes "I haven't seen this kind of";
+ mes "great sword for a long";
+ mes "time in my life.";
+ mes "I envy you...";
+ mes "Huhuhu......";
+ next;
+ mes "'You received repaired";
+ mes "'^FF0000SaYumMoon's sword^000000'.";
+ set b_sword,32;
+ getitem 1123,1; // Haedonggum
+ } else {
+ mes "Umm.. it's not done yet.";
+ mes "Would you give me little";
+ mes "more time? It takes longer";
+ mes "than I thought. sorry.";
+ }
+ break;
+ }
+ } else {
+ mes "Thank you...";
+ mes "You've been a great help";
+ mes "to us.";
+ mes "Hope my work had";
+ mes "helped you.";
+ }
+ close;
+}
+
+geffen_in.gat,106,106,7 script Girl#gnbs2 716,{
+ mes "[Lyroo]";
+ if (b_sword < 20) {
+ mes "Ah...Ah....";
+ mes "Ah...Hi.......";
+ next;
+ mes "^0000FFThis girl seemed to be in serious pain.^000000";
+ close;
+ } else if (b_sword < 24) {
+ mes "Aaa....Aaa....";
+ mes "you...you....";
+ mes "you are the....one...";
+ mes "who will....cure....";
+ mes "...me? Aa....";
+ next;
+ mes "[Lyroo]";
+ mes "..tha... thank you....";
+ next;
+ mes "^0000FFBetter stop talking to her and";
+ mes "rush to find a way to cure her.^000000";
+ close;
+ } else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
+ mes "Ahh...ahh....";
+ if (sex == 0) {
+ mes "It's ..you.. pretty...sister..";
+ } else {
+ mes "It's ..you.. handsome...brother..";
+ }
+ mes "ah he he....";
+ next;
+ if (select("Ask about her health condition.:Talk to her for a while.") == 1){
+ mes "[Lyroo]";
+ if (rand(1,4) == 3) {
+ mes "uh....umm...?";
+ mes "umm... I...";
+ mes "I can't talk...too long..";
+ mes "so.. listen....carefully..please...";
+ next;
+ mes "[Lyroo]";
+ mes "^0030FFMy body..repeatedly turns cold and hot...";
+ mes "....no sweating on my body...";
+ mes "..and get paralyzed ...quite often..and..";
+ mes "my heart beats ...irregularly.^000000";
+ next;
+ mes "[Lyroo]";
+ mes "Ahh...Ahh.";
+ mes "...........";
+ } else {
+ mes "I...am...so...";
+ mes "...tired.";
+ mes ".............";
+ }
+ } else {
+ mes "[Lyroo]";
+ mes "Ahh........";
+ mes "I..want to ...talk to...you..";
+ mes "but.... sorry....";
+ }
+ next;
+ mes "^0000FFshe seems to have fallen asleeep.^000000";
+ close;
+ } else if (b_sword == 27) {
+ mes "uh...umm?";
+ if (sex == 0) {
+ mes "Ah....It's you pretty sister...";
+ } else {
+ mes "Ah....It's you handsome brother...";
+ }
+ if (countitem(606) > 0) {
+ mes "uh?..what is that you have?";
+ next;
+ if (select("It's nothing.:It's your medicine.") == 1 || countitem(606) < 1){
+ mes "[Lyroo]";
+ mes "umm......";
+ mes "ok....";
+ mes "...........";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Ah!";
+ mes "you found the medicine~";
+ mes "Ah..hehe...";
+ delitem 606,1; // Aloebera
+ next;
+ mes "^0000FFYou gave her a medicine you";
+ mes "received from Cylrnel.";
+ mes "After taking a medicine, Lyroo";
+ mes "fell in asleep.^000000";
+ set b_sword,28;
+ }
+ close;
+ } else {
+ mes "ehehe...";
+ if (sex == 0) {
+ mes "Thank you my pretty sister.";
+ } else {
+ mes "Thank you my handsome brother.";
+ }
+ mes "I'll have my health back";
+ mes "and be a strong girl. hehe";
+ close;
+ }
+}
+
+prontera.gat,275,86,2 script Young man#SaYumMoon" 97,{
+ mes "[Neil]";
+ if (b_sword < 20) {
+ mes "It's so good to be helathy.";
+ mes "If you stay in hospital laying";
+ mes "down on the bed all day long,";
+ mes "It'll make you feel depressed.";
+ next;
+ mes "[Neil]";
+ mes "Take care of your health";
+ mes "all the time.";
+ mes "Health is the best of all.";
+ } else {
+ mes "Not long ago, I was in hospital";
+ mes "laying down on the bed for";
+ mes "quite a long time.";
+ mes "And I met this ^FF5000doctor from Yuno^000000.";
+ mes "She helped me to recover in no time.";
+ mes "Yet, I can't run around though.";
+ next;
+ mes "[Neil]";
+ mes "However, I can't believe I got";
+ mes "my health back. It's like a";
+ mes "miracle. Hope I can be someone like";
+ mes "her who can cure others.";
+ if (b_sword == 20) set b_sword,21;
+ }
+ close;
+}
+
+yuno,208,164,4 script Active little girl#gnbs 101,{
+ mes "[Hisa]";
+ if (b_sword < 21) {
+ mes "Ahhmm.....";
+ mes "This town is so boring.";
+ mes "No events, no festivals..";
+ mes "and all the people stay in";
+ mes "their home studying this and that.";
+ close;
+ }
+ mes "But still, there's one person";
+ mes "I respect. Her name is ^FF5500Cylrnel^000000.";
+ mes "She is an expert in medical treatment.";
+ mes "Moreover, whenever someone becomes";
+ mes "sick in the town, she comes right";
+ mes "away to cure that person..";
+ next;
+ mes "[Hisa]";
+ mes "She tells me lots of stories";
+ mes "she experienced. It's so";
+ mes "interesting to hear them.";
+ mes "She also made jorney round the";
+ mes "world.... Ah ha.....";
+ next;
+ mes "[Hisa]";
+ mes "She's probably at her home.";
+ mes "She came back from a trip.";
+ mes "haha......";
+ if (b_sword == 21) set b_sword,22;
+ if (rand(1,2) == 2) {
+ next;
+ mes "[Hisa]";
+ mes "Ah~!";
+ mes "She's also known as an";
+ mes "fickle woman.";
+ mes "Better watch out. haha..";
+ }
+ close;
+}
+
+yuno_in01,99,101,4 script Doctor#gnbs 744,{
+ if (b_sword < 23) {
+ mes "[??????]";
+ mes "I have no idea who you are";
+ mes "but would you mind to leave me alone?";
+ mes "I am really busy right now.";
+ } else if (b_sword < 27) {
+ mes "[Cylrnel]";
+ switch (b_sword) {
+ case 23:
+ mes "How can I help you?";
+ mes "If it's not urgent, please";
+ mes "come back next time.";
+ next;
+ mes "[Cylrnel]";
+ if (rand(1,4) == 2) {
+ mes "...............";
+ mes "Need to ask me something?";
+ next;
+ if (select("You're so beautiful.:Do you like traveling?") == 1) {
+ mes "[Cylrnel]";
+ if (rand(1,4) == 4) {
+ mes "..excuse me?";
+ mes "Ah ha ha~";
+ mes "You're a funny guy.";
+ mes "Trying to work on me?";
+ mes "Ah ha ha ha.";
+ next;
+ if (select("Yes, I fell in love in first sight.:I have a favor to ask.") == 1) {
+ mes "[Cylrnel]";
+ if (rand(1,3) == 3) {
+ mes "Ahhaha...Ahahaha...";
+ mes "Ah..I'm sorry..";
+ mes "I haven't seen a guy like you";
+ mes "for a long time.";
+ next;
+ mes "[Cylrnel]";
+ mes "It makes me laugh..haha.";
+ mes "Guess what?";
+ mes "I know you're not here";
+ mes "to work on me.";
+ mes "What business do you have?";
+ next;
+ menu "Well, actually...",-;
+ mes "^FF0000Told Cylrnel about Lyroo.";
+ mes "And also about favor of blacksmith, Aumgarl.^000000";
+ next;
+ mes "[Cylrnel]";
+ if (rand(1,3) == 2) {
+ mes "Um.....";
+ mes "that's what happened..";
+ mes "Oh, well..";
+ mes "I need exact symptoms of a girl.";
+ mes "Go find exact symptoms first";
+ mes "and come back again.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without exact symptoms,";
+ mes "I can't make any diagnose.";
+ set b_sword,24;
+ } else {
+ mes "Umm.......";
+ mes "Quite a long story..";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "but, it's hard to believe you.";
+ mes "Why don't you find some other doctor?";
+ }
+ } else {
+ mes "Ah!";
+ mes "I never thought someone";
+ mes "like you still exist.";
+ mes "I am sorry but, I am";
+ mes "tired with this crap.";
+ }
+ } else {
+ mes "[Cylrnel]";
+ if (rand(1,3) == 3) {
+ mes "Huhu...";
+ mes "well...";
+ mes "Let me hear your story.";
+ next;
+ menu "Actually...",-;
+ mes "^FF0000Told Cylrnel about Lyroo.";
+ mes "And also about favor of blacksmith, Aumgarl.^000000";
+ next;
+ mes "[Cylrnel]";
+ if (rand(1,3) == 1) {
+ mes "Um.....";
+ mes "that's what happened..";
+ mes "Oh, well..";
+ mes "I need exact symptoms of a girl.";
+ mes "Go find exact symptoms first";
+ mes "and come back again.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without exact symptoms,";
+ mes "I can't make any diagnose.";
+ set b_sword,24;
+ } else {
+ mes "Umm.......";
+ mes "Quite a long story..";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "but, it's hard to believe you.";
+ mes "Why don't you find some other doctor?";
+ }
+ } else {
+ mes "Huhu..";
+ mes "Well...";
+ mes "You're no differ with";
+ mes "any other guys around.";
+ mes "I don't have any bussiness";
+ mes "with you. please leave.";
+ close2;
+ warp "yuno.gat",246,143;
+ end;
+ }
+ }
+ } else {
+ mes "Ahhaha..";
+ mes "You're a funny guy.";
+ mes "But, that doesn't";
+ mes "work on me.";
+ }
+ } else {
+ mes "[Cylrnel]";
+ mes "Hmm.. Yes.. but,";
+ mes "if you don't have ";
+ mes "any business to take care,";
+ mes "please leave, I'm pretty busy right now.";
+ }
+ } else {
+ mes "I am sorry, I don't have a time to waste.";
+ }
+ break;
+ case 24:
+ mes "Oh..";
+ mes "you're back..";
+ mes "Did you find the right symptoms?";
+ mes "I wanted to go with you, but";
+ mes "I been really busy.";
+ next;
+ if(select("Not yet...:Yes, Here.") == 1){
+ mes "[Cylrnel]";
+ mes "You're still here?";
+ mes "Go right away!";
+ mes "She's in serious pain.";
+ mes "Her body could be paralyzed";
+ mes "in any minute!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "What a relief..";
+ mes "You're earlier than I thought.";
+ mes "I'll ask you some questions about";
+ mes "her condition. Answer correctly.";
+ next;
+ mes "[Cylrnel]";
+ mes "First, How was her body temperature?";
+ set @sick,0;
+ next;
+ setarray .sick1$[1],"Very hot.","Very cold.","Normal.","Turns hot and cold repeatedly.";
+ set @sick1,select(.sick1$[1],.sick1$[2],.sick1$[3],.sick1$[4]);
+ if (@sick1 == 4) set @sick,@sick+1;
+ mes "[Cylrnel]";
+ mes "Ok.";
+ mes "Now, about physiological condition.";
+ next;
+ setarray .sick2$[1],"No sweating at all.","Sweating all over the body.","Runny nose.","No tears, sweats at all.";
+ set @sick2,select(.sick2$[1],.sick2$[2],.sick2$[3],.sick2$[4]);
+ if (@sick2 == 1) set @sick,@sick+1;
+ mes "[Cylrnel]";
+ mes "Next, tell me about";
+ mes "her body condition.";
+ next;
+ setarray .sick3$[1],"Nothing particular.","Become paralyzed often.","Muscles became so soft.","Muscles became so hard.";
+ set @sick3,select(.sick3$[1],.sick3$[2],.sick3$[3],.sick3$[4]);
+ if (@sick3 == 2) set @sick,@sick+1;
+ mes "[Cylrnel]";
+ mes "How about an internal organs?";
+ next;
+ setarray .sick4$[1],"Stomach hurts like it's been stabbed by a knife.","Head hurts like it's been smashed by a hammer.","Heart beats irregularly.","Has difficulty in breathing.";
+ set @sick4,select(.sick4$[1],.sick4$[2],.sick4$[3],.sick4$[4]);
+ if (@sick4 == 3) set @sick,@sick+1;
+ mes "[Cylrnel]";
+ mes "Hmm.. alright.";
+ mes "Let me check this.";
+ mes "so the symptoms are";
+ mes "..............";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF0000"+.sick1$[@sick1]+"";
+ mes ""+.sick2$[@sick2]+"";
+ mes ""+.sick3$[@sick3]+"";
+ mes ""+.sick4$[@sick4]+"^000000";
+ mes "right?";
+ next;
+ if(select("No..not exactly..:Yes, I am sure.") == 1){
+ mes "[Cylrnel]";
+ mes "Then, go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "You're sure about";
+ mes "this, right?";
+ mes "If they're wrong symptoms, I can't be responsible.";
+ next;
+ if(select("Well..let me go and recheck it.:I'm sure.") == 1){
+ mes "[Cylrnel]";
+ mes "Then, go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "Aright. I'll trust you.";
+ mes "Now, go get these ingredients.";
+ mes "Get them as fast as possible.";
+ mes "Alright?";
+ next;
+ if (@sick == 4) {
+ mes "[Cylrnel]";
+ mes "^FF00002 Seeds of Yggdrasil";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Starsands Of Witch";
+ mes "5 Burning Hearts";
+ mes "5 Ice pieces";
+ set b_sword,26;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Seeds of Yggdrasil";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Starsands Of Witch";
+ mes "5 Burning Hearts";
+ mes "5 Ice pieces";
+ next;
+ } else {
+ mes "[Cylrnel]";
+ mes "^FF00001 Seed of Yggdrasil";
+ mes "1 Aloe";
+ mes "5 Starsands Of Witch";
+ mes "3 Burning Hearts";
+ mes "3 Ice pieces";
+ set b_sword,25;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Seed of Yggdrasil";
+ mes "1 Aloe";
+ mes "5 Starsands Of Witch";
+ mes "3 Burning Hearts";
+ mes "3 Ice pieces";
+ next;
+ }
+ mes "[Cylrnel]";
+ mes "Get them as fast as possible.";
+ mes "There isn't much time for Lyroo.";
+ break;
+ case 25:
+ if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 4 && countitem(7097) > 2 && countitem(7066) > 2) {
+ mes "Hmm....";
+ mes "Good. you got them all.";
+ mes "Let me see..";
+ mes ".............";
+ delitem 608,1; // Seed_Of_Yggdrasil
+ delitem 704,1; // Aloe
+ delitem 1061,5; // Starsand_Of_Witch
+ delitem 7097,3; // Burning_Heart
+ delitem 7066,3; // Ice_Piece
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "............";
+ mes "What!?!?";
+ mes ".....";
+ mes "Hey you....";
+ mes "You gave me a wrong information.";
+ set b_sword,24;
+ next;
+ mes "[Cylrnel]";
+ mes "I made the mecine according";
+ mes "to the symptoms you told me.";
+ mes "But, it became strange medicine!";
+ mes "Bring me the exact symptoms!";
+ close2;
+ warp "yuno.gat",246,143;
+ end;
+ } else {
+ mes "...........";
+ mes "Hey~ you don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away.";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Seed of Yggdrasil";
+ mes "1 Aloe";
+ mes "5 Starsands Of Witch";
+ mes "3 Burning Hearts";
+ mes "3 Ice pieces";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Now, hurry!.";
+ close2;
+ warp "yuno.gat",246,143;
+ end;
+ }
+ break;
+ case 26:
+ if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
+ mes "Hmm....";
+ mes "Good. you got them all.";
+ mes "Let me see..";
+ mes ".............";
+ delitem 608,2; // Seed_Of_Yggdrasil
+ delitem 704,3; // Aloe
+ delitem 748,1; // Witherless_Rose
+ delitem 1061,10; // Starsand_Of_Witch
+ delitem 7097,5; // Burning_Heart
+ delitem 7066,5; // Ice_Piece
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "Here~!";
+ mes "It's done.";
+ mes "I don't think this medicine would";
+ mes "cure her disease completely. However,";
+ mes "it will alleviate her from the pain.";
+ next;
+ mes "[Cylrnel]";
+ mes "It wasn't easy to make this medicine.";
+ mes "Here, take this with you.";
+ mes "Take care then..";
+ set b_sword,27;
+ getitem 606,1; // Aloebera
+ } else {
+ mes "...........";
+ mes "Hey~ you don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away.";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Seeds of Yggdrasil";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Starsands Of Witch";
+ mes "5 Burning Hearts";
+ mes "5 Ice pieces";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Go get them as fast as possible.";
+ close;
+ warp "yuno.gat",246,143;
+ end;
+ }
+ break;
+ }
+ } else {
+ mes "[Cylrnel]";
+ mes "Huhu...";
+ mes "How is she doing?";
+ mes "Getting better?.";
+ mes "By taking that medicine, she'll";
+ mes "recover fast.";
+ next;
+ mes "[Cylrnel]";
+ mes "Tell her to come to me";
+ mes "sometimes to get a medical.";
+ mes "treatment. Walking from her";
+ mes "house to here would be a good";
+ mes "exercise too. Name of her disease";
+ mes "is called '^FF0000Amarhade^000000'.";
+ next;
+ mes "[Cylrnel]";
+ mes "It's a rare disease that";
+ mes "it's not even well known";
+ mes "to medical institution.";
+ mes "Likewise, exact treatment";
+ mes "has not maden yet.";
+ next;
+ mes "[Cylrnel]";
+ mes "..but I found the something..";
+ mes "and it's a.....secret. haha.";
+// Emotion "Doctor" ET_DELIGHT
+ emotion e_ho;
+ }
+ close;
+}
+
+yuno_in01.gat,104,94,0 script go away#gnbs 139,2,1{
+ if (b_sword < 22) {
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out!^000000";
+ close2;
+ warp "yuno.gat",246,143;
+ end;
+ } else if (b_sword == 22) {
+ if (rand(1,10) == 10) {
+ mes "[??????]";
+ mes "I am very busy right now. please leave.";
+ set b_sword,23;
+ close;
+ } else {
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out!^000000";
+ close2;
+ warp "yuno.gat",246,143;
+ end;
+ }
+ } else {
+ mes "[Cylrnel]";
+ mes "Who are you?";
+ close;
+ }
+}