diff options
Diffstat (limited to 'npc/re')
50 files changed, 3484 insertions, 768 deletions
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt index 9ef5b6df8..90130c3ab 100644 --- a/npc/re/cities/dicastes.txt +++ b/npc/re/cities/dicastes.txt @@ -4,6 +4,8 @@ //= Gennosuke Kouga, Muad_Dib //===== Current Version: ===================================== //= 1.3 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= [Official Conversion] //= El Dicastes Town Script @@ -24,7 +26,7 @@ dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{ mes "As long as we have him,"; mes "it will only be a matter of time before Sapha"; mes "will rule this land."; - close; + close; } mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"; mes "¡÷¡ø¡ñ ¡ü ¡ü"; @@ -47,7 +49,7 @@ dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{ next; mes "[Sentinel]"; mes "Hey, you are an outsider!"; - close; + close; } mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"; mes "¡ø¡ó¢² ¢¤ "; @@ -58,7 +60,7 @@ dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{ next; mes "[Sentinel]"; mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"; - close; + close; } dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{ @@ -67,7 +69,7 @@ dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{ mes "I permit your entry."; mes "But if you dare to cause trouble"; mes "you won't know what hit you. Beware!"; - close; + close; } mes "¡ø¡ô¡ü ¡ø ¡ó"; mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"; @@ -82,8 +84,8 @@ dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{ mes "if I keep up with my training every day."; close; } - mes "ø¡ô¡ü ¡¡ø¡ô¡ü ¡ø"; - mes "ô ¡ø"; + mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; + mes "¡ô ¡ø"; next; mes "Don't know what it means."; close; @@ -94,7 +96,7 @@ dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{ if (isequipped(2782)) { mes "I wonder if Ahat knows how"; mes "hard I am training."; - close; + close; } mes "¡ø¡ô¡ü ¡ø"; mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; @@ -125,10 +127,10 @@ dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{ mes "I heard this isn't training"; mes "equipment but a massager"; mes "for trainees like me."; - close; + close; } mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü ¡ø¡ ø¡ô¡ü ¡ø"; + mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; next; mes "Don't know what it means."; close; @@ -153,7 +155,7 @@ dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{ mes "[Waiting Galten]"; mes "Here is the Battle Station."; mes "We are all tensed up to be ready for action."; - close; + close; } mes "[¢²¡Ð¡û ¡ù ¡Ð]"; mes "¡ñ¡õ¡ü ¢£ ¡ó"; @@ -165,7 +167,7 @@ dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{ if (isequipped(2782)) { mes "[Waiting Galten]"; mes "Boring."; - close; + close; } mes "[¢²¡Ð¡û ¡ù ¡Ð]"; mes "¡ù¢¤¢±"; @@ -176,7 +178,7 @@ dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{ if (isequipped(2782)) { mes "[Waiting Galten]"; mes "Zzzzz..."; - close; + close; } mes "[¢²¡Ð¡û ¡ù ¡Ð]"; mes "¡ú¡ô"; @@ -187,7 +189,7 @@ dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{ if (isequipped(2782)) { mes "[Waiting Galten]"; mes "El Dicastes is the most peaceful place in this world as long as I am here."; - close; + close; } mes "[¢²¡Ð¡û ¡ù ¡Ð]"; mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"; @@ -198,7 +200,7 @@ dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{ if (isequipped(2782)) { mes "[Resting Galten]"; mes "Resting is always so sweet."; - close; + close; } mes "[¡õ¡ø¡ò ¡ü ¢¤]"; mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"; @@ -212,7 +214,7 @@ dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{ next; mes "[Resting Galten]"; mes "You say I don't look like I'm resting? But I'm already used to this."; - close; + close; } mes "[¡õ¡ø¡ò ¡ü ¢¤]"; mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"; @@ -228,7 +230,7 @@ dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{ if (isequipped(2782)) { mes "[Resting Piom]"; mes "Why is it so noisy when I'm trying to get rest?"; - close; + close; } mes "[¢£¡ù¡ò ¢¤ ¡ù]"; mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"; @@ -244,7 +246,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ if(select("Nope!:You first.") == 1) { mes "[Suspicious Piom]"; mes "Never mind."; - close; + close; } mes "[Suspicious Piom]"; mes "Oh, you do seem to know?"; @@ -256,11 +258,11 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "[Suspicious Piom]"; mes "I'm only a very curious"; mes "ordinary Piom."; - close; + close; } mes "[Suspicious Piom]"; mes "I am not going to say anything, either!"; - close; + close; } mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"; mes "¡õ ¢³¢²¡÷ ¡ó¡ó"; @@ -268,7 +270,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ if(select("Can't tell what it means:Is it a curse??") == 2) { mes "[Suspicious Piom]"; mes "Too bad."; - close; + close; } mes "[Suspicious Piom]"; mes "Be on your"; @@ -283,7 +285,7 @@ dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{ mes "information, you'd have better"; mes "luck with the Cat Merchant than wandering around here."; mes "But of course you'll have to pay the price."; - close; + close; } mes "¡þ¡õ¡ð ¢³ ¢³¡þ"; mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"; @@ -300,7 +302,7 @@ dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{ mes "I think the effects are weaker than before,"; mes "or is it just me?"; emotion e_what; - close; + close; } mes "¡ð¡Ð¡ú ¡ø ¢²"; mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"; @@ -325,7 +327,7 @@ dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{ emotion e_swt; mes "[Tired Piom]"; mes "I'll be rejected again, right?"; - close; + close; } mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"; mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"; @@ -362,7 +364,7 @@ dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{ mes "[Venknick]"; mes "Oh feels so refreshed."; mes "The refined Bradium was the best ever. Do you want to try some?"; - close; + close; } mes "[¡ó¡ò¡ð]"; mes "¡ù¡ó¢¤ ¢± ¢£"; @@ -406,7 +408,7 @@ dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{ mes "A sudden increase in Bradium production."; mes "Why?"; mes "I will have to get more factory lines running."; - close; + close; } mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"; mes "¡þ¡ó¡ö ¢²"; @@ -416,7 +418,7 @@ dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{ dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ if (isequipped(2782)) { - if (ep13_3_invite > 5) { + if (ep13_3_invite > 5) { mes "[Guide]"; mes "I'm Dior, your kind guide for El Dicastes."; mes "How can I help you?"; @@ -435,7 +437,7 @@ dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ mes "[Guide]"; mes "Oh, you didn't ask?"; mes "But since I'm Dior, the kind guide. He he."; - close; + close; } mes "- The guide looks at you with an alert expression. -"; close; @@ -463,14 +465,14 @@ dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{ mes "[Talkative Piom]"; - if (isequipped(2782)) { + if (isequipped(2782)) { mes "At my factory"; mes "we not only refine Bradium,"; mes "but we also produce various"; mes "tools for daily use."; mes "We manufacture war supplies"; mes "here too."; - close; + close; } mes "¡ü¡ù¢± ¢³"; mes "¡÷¡ø¡ï ¡þ ¡ó¡ó"; @@ -486,7 +488,7 @@ dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{ if (isequipped(2782)) { mes "You! We met in Manuk, didn't we?"; mes "I've come to pick up the weapon I ordered."; - close; + close; } mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"; mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"; @@ -501,7 +503,7 @@ dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{ mes "Saphas can live forever."; mes "Our childhood lasts 10 years,"; mes "which is short."; - close; + close; } mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"; mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"; @@ -525,7 +527,7 @@ dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{ mes "[Free Venknick]"; mes "The thing rolling around is a gem,"; mes "but why are you interested in it?"; - close; + close; } mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"; mes "¡ü¢³"; @@ -547,7 +549,7 @@ dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{ mes "Have you seen Ahat?"; emotion e_ho; mes "His popularity here in El Discastes is phenomenal!"; - close; + close; } mes "[Excited Piom]"; mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"; @@ -564,7 +566,7 @@ dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{ mes "We start by living together in common facilities after we are born."; mes "That is why all Saphas are like family."; mes "We never have any quarrels between classes."; - close; + close; } mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"; mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"; @@ -583,7 +585,7 @@ dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{ mes "I hope it doesn't come all"; mes "the way to the capital city here."; emotion e_dots; - close; + close; } mes "¢²¡ô¡þ ¡ù ¡õ¡Ð"; mes "¢³¡ô¡û ¡ú ¡ø"; @@ -608,7 +610,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "[Complaining Galten]"; mes "Then you don't know about the legend behind the statue?"; mes "Then, I don't know what to talk about with you."; - close; + close; } emotion e_gg,0,"Crazy Venknick#fihsing1"; mes "[Complaining Galten]"; @@ -643,7 +645,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) { mes "[Crazy Venknick]"; mes "Don't come back with regrets."; - close; + close; } if (Zeny < 5000) { mes "[Crazy Venknick]"; @@ -651,7 +653,6 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ mes "no legend to share with"; mes "the poor."; close; - close; } Zeny -= 5000; mes "[Crazy Venknick]"; @@ -674,7 +675,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ sc_start SC_BLIND,20000,0; next; mes "You feel outraged at being tricked."; - close; + close; } mes "[¡ö¡ú¡ù ¢³ ]"; mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø"; @@ -712,4 +713,4 @@ dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{ mes "¡ü¡ø¡ñ ¢£ "; mes "¡ö¡ï¢² ¡û ¡ö¡ó"; close; -}
\ No newline at end of file +} diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index ae5d8b48c..e8cfdb615 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -359,7 +359,7 @@ OnTouch: case 3: soundeffect "assassin_of_sunset.wav",0; break; - case 4: + case 4: emotion e_ho; emotion e_ho,0,"Wandering Minstrel#mal"; break; diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt index e5b6f4133..9feca9df7 100644 --- a/npc/re/guides/guides_dicastes.txt +++ b/npc/re/guides/guides_dicastes.txt @@ -84,7 +84,7 @@ dicastes01,181,191,5 script Traveler Ichack#info 4_M_SHADOWCHASER,2,2,{ close; } OnTouch: - if (ep13_3_invite == 6) + if (ep13_3_invite == 6) emotion e_gasp,0; end; } diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index de076489e..b995092a1 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -392,7 +392,7 @@ OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; OnEnable: - specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); + specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); initnpctimer; end; OnDisable: diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index f20a7e3b5..0a26dab9c 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -142,7 +142,7 @@ OnTouch: setquest 4229; warp "1@ma_c",35,57; end; - } + } case 2: mes "[Guard]"; mes "You must value your life."; diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt index c76fe2c46..0c32c73c6 100644 --- a/npc/re/instances/HazyForest.txt +++ b/npc/re/instances/HazyForest.txt @@ -111,8 +111,9 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ mes "but maybe you humans can."; mes "Good luck!"; close; - } else + } else { instance_destroy(.@instance); + } case 2: mes "[Laphine Soldier]"; mes "Well, you've made the right decision."; @@ -156,13 +157,13 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ mes "The world beyond the log tunnel looks dark and suffocating."; mes "Your instinct is screaming that this forest is dangerous."; close; - } else { + } else { if (checkquest(7211,PLAYTIME) == 2) erasequest 7211; if (checkquest(7211,PLAYTIME) == -1) setquest 7211; mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 warp "1@mist",89,29; close; - } + } } // Instance Scripts diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 33027e830..4be3133bc 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -480,7 +480,7 @@ OnTimer35000: end; OnTimer45000: donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk4"; - end; + end; OnTimer50000: donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk5"; end; @@ -517,7 +517,7 @@ OnTimer85000: hideonnpc instance_npcname("Khalitzburg Crusader#22"); set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; + set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; monster .@map$,145,59,"Abyss Knight",2470,1,.@label$; monster .@map$,154,59,"Abyss Knight",2470,1,.@label$; monster .@map$,145,69,"Abyss Knight",2470,1,.@label$; @@ -558,7 +558,7 @@ OnTimer88000: hideonnpc instance_npcname(".#ghinstance22"); set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; + set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; monster .@map$,145,54,"Khalitzburg",2471,1,.@label$; monster .@map$,154,54,"Khalitzburg",2471,1,.@label$; monster .@map$,145,64,"Khalitzburg",2471,1,.@label$; @@ -1771,7 +1771,7 @@ OnTalk1: } 2@gl_k,158,252,3 script Himmelmez#ghinstance4 4_F_HIMEL,4,4,{ - end; + end; OnInstanceInit: donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable"; end; diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt new file mode 100644 index 000000000..70cc81b8f --- /dev/null +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -0,0 +1,3296 @@ +//===== Hercules Script ======================================================== +//= Wolfchev's Laboratory +//===== By: ==================================================================== +//= Kisuka (1.0) +//===== Current Version: ======================================================= +//= 1.0.1 +//===== File Encoding ========================================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. +//===== Description: =========================================================== +//= Defeat Wolfchev's human experimentations. +//===== Additional Comments: =================================================== +//= 1.0.0 Initial Release. [Kisuka] +//= 1.0.1 Some Clean-Up and Fixes. [Euphy] +//============================================================================== + +1@lhz mapflag src4instance + +// Giacomo Girolam +//============================================================================== +lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + if (lhz_boss > 30) { + if (!lght_duk01) { + if (Sex) { + emotion e_pif, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "....a guy....?"; + next; + mes "[Giacomo Girolamo]"; + mes "Ah! Hey! Man!"; + next; + select("What's up?"); + emotion e_what, 1; + mes "[Giacomo Girolamo]"; + mes "Have you ever heard of horrific human experimentation committed in Rekenber Corporation whose head office is here in Lighthalzen?"; + next; + select("Whaaat?! human experimentation?"); + emotion e_omg, 1; + mes "[Giacomo Girolamo]"; + mes "Yea! human experimentation!!"; + mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber."; + next; + emotion e_swt2, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Well! and those rich people, seem to know something but they never mention that..."; + next; + mes "[Giacomo Girolamo]"; + mes "Ahh!! And this is a secret that just SOME PEOPLE know. I heard that from Rekenber Lab.,.. a person named...um...Wol...."; + next; + emotion e_hmm, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Anyway!! A scientist named Wolf.. something suddenly got sacked. and he must be related with this rumor, I think..."; + next; + select("You mean... Wolfchev?"); + emotion e_gasp, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Ohhhh?! yeah Wolfchev!! That's right, the name was Wolfchev.. The mad scientist.."; + next; + emotion e_ok, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "I suppose you can then understand the story faster... I am sure that he's involved in the rumor. I swear."; + next; + mes "[Giacomo Girolamo]"; + mes "By the way..what about you? Is there anything that you know about him?"; + next; + if(select("Pretend you know nothing.", "Tell him what you know.") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Not really. I've ever heard of his name, but I don't know anything about him.."; + next; + mes "[Giacomo Girolamo]"; + mes "Hm.... You sound suspicious, dude! huh?"; + next; + } else { + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "He happens to research into Human 'Homunculus' without telling that to Rekenber Corp., and there was a whistle-blower who reported to the corp. so he was fired."; + next; + emotion e_no1, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Oh! Man..! You seem to know pretty much! By any chance, are you concerned with Rekenber??"; + next; + emotion e_dots; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "... .... ..."; + next; + } + emotion e_hmm, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Don't worry. I didn't mean anything."; + next; + mes "[Giacomo Girolamo]"; + mes "Well! I am just curious only because some people in the slum and some adventurers were missing,"; + mes "and I heard that Rekenber was doing human experimentation with those missing people. Hope you don't get me wrong."; + next; + lght_duk01 = 1; + setquest 5109; + mes "Actually, it is not a funny rumor."; + mes "Should investigate the lab where the experiment was carried out."; + close; + } else { + emotion e_lv, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Oh! What a beautiful lady!!"; + next; + emotion e_what, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "How come a beauty is here, in a place with dangerous rumor?"; + next; + switch(select("Walking..", "To hang out..", "Shopping..")) { + case 1: + mes "[Giacomo Girolamo]"; + mes "Ahh.. Lady, you are so graceful even when you are just walking....."; + next; + break; + case 2: + mes "[Giacomo Girolamo]"; + mes "Lady. You are a dignified lady even if you hang out in this poor town..."; + next; + break; + case 3: + mes "[Giacomo Girolamo]"; + mes "Ahh.. Lady.. Shopping in the slum!!.. Are you a type who needs to look around every single shop?"; + next; + break; + } + } + select("... .... ... ...."); + mes "[Giacomo Girolamo]"; + mes "Well, how dare I ask you and be interested in what the lady does..."; + next; + emotion e_ok, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "I just hope that the lady gets out of this town with dangerous rumors.."; + next; + select("Dangerous rumors?"); + emotion e_what, 1; + mes "[Giacomo Girolamo]"; + mes "Ah... Lady may not have heard of the rumor."; + next; + mes "[Giacomo Girolamo]"; + mes "Recently, some people from this town, actually from the slum...and some adventurers are missing..."; + next; + mes "[Giacomo Girolamo]"; + mes "and then the rumor came up, since disappearance cases happen pretty often, that Rekenber is committing a horrible human experimentation in their secret lab."; + next; + select("Excuse me?! human experimentation?"); + emotion e_omg, 1; + mes "[Giacomo Girolamo]"; + mes "Yea! human experimentation!!"; + mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber."; + next; + mes "[Giacomo Girolamo]"; + mes "Well! the rich people either want to believe..I think.. Ah!! And couple of weeks ago. um. what's his name? Wolfchev??"; + next; + mes "[Giacomo Girolamo]"; + mes "Anyway!! that research got fired from the lab. I think he must be involved with this rumor."; + next; + mes "[Giacomo Girolamo]"; + mes "So, please, lady. Please don't be in a place like this and stay in safe ways."; + next; + lght_duk01 = 1; + setquest 5109; + mes "............ It seems a pretty serious matter."; + mes "Should investigate the lab where the experiment was carried out."; + close; + } else { + mes "[Giacomo Girolamo]"; + if (Sex) { + emotion e_paper, "Giacomo Girolamo#kiup2"; + mes "Take care yourself and don't disappear!"; + } else { + emotion e_lv2, "Giacomo Girolamo#kiup2"; + mes "Be careful, Lady."; + } + close; + } + } else { + if (Sex) { + emotion e_ho, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Only those beautiful ladies are the reason of my life~!"; + mes "I, Giacomo Girolamo Casanova de Seingalt am never interested in guys like you though!!"; + next; + emotion e_an, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "but I can listen to you...you wanna say anything to me?"; + next; + switch(select("No..?", "About ladies..", "You Womanizer!!", "Envy you...", "What's the rumor lately?")) { + case 1: + emotion e_hmm, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Hey you, get out of my way then.."; + close; + case 2: + emotion e_an, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "I don't feel like talking about my precious ladies making fun of them. You do it with your friends."; + close; + case 3: + mes "[Giacomo Girolamo]"; + mes "Hey.. Excuse me!!! but I'm not a 'Womanizer', I am just a person who adores ladies."; + next; + emotion e_ok, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Of course..... Yea... If I'm a womanizer, all the men on earth are too! I'm just Casanova. umhahahaha."; + close; + case 4: + emotion e_what, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Haa.. Do you....? not have any woman but your sister and mother around you?"; + next; + mes "[Giacomo Girolamo]"; + mes "... .... ..."; + next; + emotion e_swt2, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Oh...... sorry.. I got your point...."; + close; + case 5: + mes "[Giacomo Girolamo]"; + mes "You.. are not like how you seem? Interesting.."; + next; + mes "[Giacomo Girolamo]"; + mes "Yea, actually recently a lot of people from the slum and some wandering adventurers got disappeared. and I don't know why."; + next; + mes "[Giacomo Girolamo]"; + mes "You gotta be careful too.."; + close; + } + } else { + emotion e_what, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Hey, lady?"; + next; + mes "[Giacomo Girolamo]"; + switch(rand(1,10)) { + case 1: + mes "Wasn't it painful when you fell down from Heaven, my Angel?"; + next; + break; + case 2: + mes "You must be tired. Because you are always wandering my mind."; + next; + break; + case 3: + mes "Are you not tired of walking around in my dream last night?"; + next; + break; + case 4: + mes "Excuse me. But I think I lost my heart. Could you please borrow me yours?"; + next; + break; + case 5: + mes "Do you believe in love at first sight?? Or can we start again..?"; + next; + break; + case 6: + mes "I am so sorry but, can you kiss with a person who just met?? Noo? Ok then let me introduce myself."; + next; + break; + case 7: + mes "I'm so lost here since it's the first time. Can you let me know which is the way to your heart?"; + next; + break; + case 8: + mes "Give me a map please.. To get a way....I'm fallen in your eyes."; + next; + break; + case 9: + mes "Your eyes....I wanna be forever there."; + next; + break; + case 10: + mes "I promise that I will be your everything in any case, in any difficult situation."; + next; + break; + } + emotion e_lv2, "Giacomo Girolamo#kiup2"; + mes "[Giacomo Girolamo]"; + mes "Today is the first day we met, but I love you, Lady <3 "; + next; + mes "[Giacomo Girolamo]"; + mes "And I am telling you this because I'm just worried about you. You need to get out of this town which is full of disappearance cases."; + close; + } + } + + OnTouch: + if (!lght_duk01) + emotion (Sex ? e_pif : e_lv2), "Giacomo Girolamo#kiup2"; + end; +} + +// Weird Old Man (Rewards) +//============================================================================== +lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ + if ((MaxWeight - Weight) < 2800 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + mes "[Weird old man]"; + mes "Phew, those young people nowadays, are so rude and have no manners."; + next; + if(select("Ignore him", "Talk with him") == 1) { + mes "[Weird old man]"; + mes "You, Very bad young man!"; + close; + } + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Sir, Are you alright??"; + next; + mes "[Weird old man]"; + mes "....?? You are not like other young people. You have good manners! You know what happened to me..?"; + next; + switch(rand(1,2)) { + case 1: + mes "[Weird old man]"; + mes "I was on the way to visit my son who lives in Rune Midgarts. It's really far away, so I took the airplane, and.."; + next; + mes "[Weird old man]"; + mes "those young people...so noisy.... I was standing but non of them offered me a seat..and they were just talking in loud voices which bothered everyone."; + next; + mes "[Weird old man]"; + mes "I could lecture them if I were 10 years younger than now.."; + next; + mes "[Weird old man]"; + mes "Pffff.. Never like the time passing...."; + next; + mes "[Weird old man]"; + mes "So, you... what would you do??"; + next; + mes "[Weird old man]"; + mes "In an open, public place, you are supposed to stay quiet to the destination and offer your seat to the elderly and the infirm."; + next; + break; + case 2: + mes "[Weird old man]"; + mes "I was on the way to visit my son who lives in Rune Midgarts. It's really far away, so I took the airplane, and.."; + next; + mes "[Weird old man]"; + mes "those young people...so noisy.... I was standing but non of them offered me a seat..and they were just talking in loud voices which bothered everyone."; + next; + mes "[Weird old man]"; + mes "I could lecture them if I were 10 years younger than now.."; + next; + mes "[Weird old man]"; + mes "Pffff.. Never like the time passing...."; + next; + mes "[Weird old man]"; + mes "So, you... what would you do??"; + next; + mes "[Weird old man]"; + mes "In an open, public place, you are supposed to stay quiet to the destination and offer your seat to the elderly and the infirm. Right?"; + next; + mes "[Weird old man]"; + mes "Isn't that right?!"; + next; + switch(rand(1,2)) { + case 1: + mes "[Weird old man]"; + mes "Oh, and then! you know what...?"; + next; + mes "[Weird old man]"; + mes "Once I was walking in the town, and some boy were spitting on the street, and were bothering girls who were passing by...tut tut!"; + next; + mes "[Weird old man]"; + mes "The world is going to the dogs.. How will it be?? It was even a day time when they were doing it..tut tut."; + next; + switch(rand(1,2)) { + case 1: + mes "[Weird old man]"; + mes "Oh, and then! you know what...?"; + next; + break; + case 2: + mes "[Weird old man]"; + mes "Oh, and then! you know what...?"; + next; + mes "[Weird old man]"; + mes "Lately young people are not so patient!!!!"; + next; + mes "[Weird old man]"; + mes "That often, they say they will quit.. they say they can't more. How will they live all the lift with that kind of mentality..tut tut."; + next; + mes "[Weird old man]"; + mes "It's not easy to find a job, it is very difficult to be hired. But then they even cannot stand a week there, and leave the work already."; + next; + mes "[Weird old man]"; + mes "How impatient and irresponsible!!"; + next; + mes "[Weird old man]"; + mes "Oh, and then! you know what...?"; + next; + break; + } + case 2: + mes "[Weird old man]"; + mes "Oh, and then! you know what...?"; + next; + break; + } + } + mes "^E7A43DThe old man talked over and over again.^000000"; + next; + mes "[Weird old man]"; + mes "Hm......You are not like common young people, you seem pretty patient too. I like that!!!"; + next; + mes "[Weird old man]"; + mes "Now I am just an old, weak man but when I was young, I was a famous merchant in the town."; + next; + mes "[Weird old man]"; + mes "It's been a while since I stopped the business,"; + mes "but a former client of mine contacted me and asked me"; + next; + mes "[Weird old man]"; + mes "If I could get him some unknown objects named 'Will of Warrior', 'Thirst for Blood', 'Chill of the Dead'."; + next; + mes "[Weird old man]"; + mes "I liked your politeness which is not like most of young people, so if you get me those, I will dare to give you some stuffs that I consider as my treasures."; + next; + while(1) { + switch(select("When I gather them, I will come back", "Show me the armors", "Show me the weapons")) { + case 1: + mes "[Weird old man]"; + mes "OK, young man. See you later"; + close; + case 2: + mes "[Weird old man]"; + mes "So, you are interested in armors."; + next; + mes "[Weird old man]"; + mes "These are the armors I have."; + next; + for(.@i = 1; .@i < 8; .@i++) { + if(((.@i == 1 || .@i == 5) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 35)) || + ((.@i == 2 || .@i == 3) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 22)) || + ((.@i == 4 || .@i == 7) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) && (countitem(Goast_Chill) >= 400)) || + ((.@i == 6) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 30))) { + .@armor$[.@i] = "^0000FF"; + } else { + .@armor$[.@i] = "^FF0000"; + } + } + while(1) { + switch(select( + "Show me other items.", + ""+.@armor$[1]+"Giant Shield^000000", + ""+.@armor$[2]+"Acient Book of Geffenia-Water^000000", + ""+.@armor$[3]+"Bible of Promise(2nd Vol.)^000000", + ""+.@armor$[4]+"Salvage Cape^000000", + ""+.@armor$[5]+"Assassin's Handcuffs^000000", + ""+.@armor$[6]+"Green Operating Gown^000000", + ""+.@armor$[7]+"Ancient Gold Decoration^000000" + )) { + case 1: + mes "[Weird old man]"; + mes "Have a look."; + next; + .@break = 1; + break; + case 2: + mes "<<Giant Shield[1]>>"; + mes "Decrease 5% of Damage from Large Monsters, if Refine Lv is 9, decrease 5% more of the Damage."; + mes "Shield / Def 130 / Weight 280 / Required Lv 100 / Socket 1 / for 3rd Swordman Classes"; + callsub L_Reward, Giant_Shield, 100, 50, 35; + break; + case 3: + mes "<<Acient Book of Geffenia-Water[1]>>"; + mes "INT + 1, MDEF + 2. If Original INT point is 120, MATK + 10, MHP + 800."; + mes "When equipping with Lacryma Stick, the casting % from Storm Gust, Frost Misty and Jack frost will discount equivalent to 4 times Refine Lv."; + mes "Shield / Def 30 / Weight 100 / Required Lv 100 / Socket 1 / for Warlock"; + callsub L_Reward, Geffenia_Book_Water, 100, 50, 22; + break; + case 4: + mes "<<Bible of Promise(2nd Vol.)[1]>>"; + mes "MDEF + 5, Allow to use 'Odin's Power'(Lv 2). Increase 5% more for Heal skill."; + mes "Shield / Def 20 / Weight 50 / Required Lv 140 / Socket 1 / for Archbishop"; + callsub L_Reward, Bible_Of_Promise2, 100, 50, 22; + break; + case 5: + mes "<<Salvage Cape[0]>>"; + mes "Allow to use 'Cicada Skin Shed'(Lv 1). Cool time for this skill will be 30 seconds. When equiping it, SP consumption for using any skill will be doubled, When taking it off, SP - 1200."; + mes "Garment / Def 1 / Weight 40 / Required Lv 130 / Socket 0 / for Archbishop"; + callsub L_Reward, Salvage_Cape, 100, 50, 35; + break; + case 6: + mes "<<Assassin's Handcuffs[1]>>"; + mes "MSP + 20, CRI + 3. When equipping with Krishna, ATK + 50, ATK power from 'Sonic Blow' 50% increased, FLEE - 30. When equipping with Cakram CRI + 4, Critical ATK power 40% increased, MHP - 10%."; + mes "Accessory / Def 3 / Weight 40 / Required Lv 100 / Socket 1 / for Guillotine Cross"; + callsub L_Reward, Assassin_Handcuffs, 300, 300, 400; + break; + case 7: + mes "<<Green Operating Gown[1]>>"; + mes "DEX + 1, MSP + 30. Equipping with Scalpel will let to drop 'Immortal Heart', 'Alcohol' with a certain chance when hunting Human, Animal type monsters. Refine Lv affects the drop rate."; + mes "Armor / Def 66 / Weight 66 / Required Lv 100 / Socket 1 / for Generic"; + callsub L_Reward, Green_Operation_Coat, 100, 50, 30; + break; + case 8: + mes "<<Green Operating Gown[1]>>"; + mes "DEX + 1, MSP + 30. Equipping with Scalpel will let to drop 'Immortal Heart', 'Alcohol' with a certain chance when hunting Human, Animal type monsters. Refine Lv affects the drop rate."; + mes "Armor / Def 66 / Weight 66 / Required Lv 100 / Socket 1 / for Generic"; + callsub L_Reward, Ancient_Gold_Deco, 300, 300, 400; + break; + } + if(.@break) + break; + } + case 3: + mes "[Weird old man]"; + mes "So, you are interested in weapons."; + next; + mes "[Weird old man]"; + mes "These are the weapons I've got."; + next; + for(.@i = 1; .@i < 15; .@i++) { + if(((.@i == 1) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) && + (countitem(Goast_Chill) >= 10)) || + ((.@i == 2) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) && + (countitem(Goast_Chill) >= 85)) || + ((.@i == 3 || .@i == 4 || (.@i >= 8 && .@i < 11) || .@i >= 12) && (countitem(Will_Of_Warrior) >= 50) && + (countitem(Blood_Thirst) >= 100) && (countitem(Goast_Chill) >= 35)) || + ((.@i == 5 || .@i == 7 || .@i == 11) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) + && (countitem(Goast_Chill) >= 40)) || + ((.@i == 6) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) && + (countitem(Goast_Chill) >= 400))) { + .@weapon$[.@i] = "^0000FF"; + } else { + .@weapon$[.@i] = "^FF0000"; + } + } + while(1) { + switch(select( + "Show me other items.", + ""+.@weapon$[1]+"Agent Katar^000000", + ""+.@weapon$[2]+"Guillotine Katar^000000", + ""+.@weapon$[3]+"Ygnus Stale^000000", + ""+.@weapon$[4]+"End Sektura^000000", + ""+.@weapon$[5]+"Cannon Spear^000000", + ""+.@weapon$[6]+"Giant Lance^000000", + ""+.@weapon$[7]+"Chilly Spell Book^000000", + ""+.@weapon$[8]+"Recovery Light^000000", + ""+.@weapon$[9]+"Aztoe Nail^000000", + ""+.@weapon$[10]+"Scarletto Nail^000000", + ""+.@weapon$[11]+"Bloody Cross^000000", + ""+.@weapon$[12]+"Catapult^000000", + ""+.@weapon$[13]+"Big CrossBow^000000", + ""+.@weapon$[14]+"Creeper Bow^000000" + )) { + case 1: + mes "[Weird old man]"; + mes "Have a look."; + next; + .@break = 1; + break; + case 2: + mes "<<Agent Katar[1]>>"; + mes "Every 2 Original LUK points gets additional 1 HIT point"; + mes "Katar / ATK 170 / Weight 120 / Weapon Lv 3 / Required Lv 100 / Socket 1 / for Guillotine Cross"; + callsub L_Reward, Agent_Katar, 50, 100, 10; + break; + case 3: + mes "<<Guillotine Katar[1]>>"; + mes "DEX + 2. FLEE - 30. 50% more damage to Human monsters. Add 30% more damage for Cross Impact skill."; + mes "Katar / ATK 200 / Weight 150 / Weapon Lv 4 / Required Lv 140 / Socket 1 / for Guillotine Cross"; + callsub L_Reward, Guillotine_Katar, 50, 100, 85; + break; + case 4: + mes "<<Ygnus Stale[1]>>"; + // FIXME[Haru]: Anyone knows what ¹ßÈ means? + mes "When doing short distance attack, cast ¹ßÈ to the player and to the enemy with a certain chance."; + mes "Two-Handed Axe / ATK 250 / Weight 190 / Fire Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes"; + callsub L_Reward, Ygnus_Stale, 50, 100, 35; + break; + case 5: + mes "<<End Sektura[1]>>"; + mes "When doing short distance attack, cast Freezing to the player and to the enemy with a certain chance."; + mes "Two-Handed Axe / ATK 250 / Weight 190 / Water Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes"; + callsub L_Reward, End_Sektura, 50, 100, 35; + break; + case 6: + mes "<<Cannon Spear[1]>>"; + mes "MSP - 100, Increases 10% of Damage impacted with Cannon Spear, Additional ATK power of Cannon Spear equivalent to 3 times Refine Lv."; + mes "One-Handed Spear / ATK 180 / Weight 160 / Weapon Lv 4 / Required Lv 100 / Socket 1 / for Royal Guard"; + callsub L_Reward, Cannon_Spear, 50, 100, 40; + break; + case 7: + mes "<<Giant Lance[0]>>"; + mes "ASPD - 10, When it's taken off, the character gets SP - 600. 20 more seconds of Delay time exists before using back the Clashing Spiral. If the original STR points are 120, + ATK 300."; + mes "Two-Handed Lance / ATK 20 / Weight 2000 / Weapon Lv 4 / Required Lv 140 / Socket 0 / for Rune Knight"; + callsub L_Reward, Giant_Lance, 300, 300, 400; + break; + case 8: + mes "<<Chilly Spell Book[2]>>"; + mes "MATK + 160, DEX + 1. Increases ATK % of Cold Bolt, Diamond Dust equivalent to 3 times Refine Lv, also SP consumption from those skills increased equivalent to 5 times Refine Lv. Undestroyable."; + mes "Book / ATK 100 / Weight 100 / Water Property / Weapon Lv 4 / Required Lv 100 / Socket 2 / for Sorcerer"; + callsub L_Reward, Chilly_Spell_Book, 50, 100, 40; + break; + case 9: + mes "<<Recovery Light[1]>>"; + mes "MATK + 160. Depending on its Refine Lv, Heal Ability and SP consumption for the skill increased. Indestructible."; + mes "One-Handed Staff / ATK 30 / Weight 40 / Saint Property / Weapon Lv 4 / Required Lv 110 / Socket 1 / for Archbishop."; + callsub L_Reward, Recovery_Light, 50, 100, 35; + break; + case 10: + mes "<<Aztoe Nail[0]>>"; + mes "MATK + 80. For Physical Melee Attack, cast Freezing to the target with a certain chance. The chance is affected by Refine Lv."; + mes "Dagger / ATK 160 / Weight 50 / Wind Property / Weapon Lv 4 / Required Lv 110 / Socket 0 / for High Swordman/Merchant/Theif Classes"; + callsub L_Reward, Aztoe_Nail, 50, 100, 35; + break; + case 11: + mes "<<Scarletto Nail[0]>>"; + mes "MATK + 80. For Physical Melee Attack, cast Stone curse to the target with a certain chance. The chance is affected by Refine Lv."; + mes "Dagger / ATK 160 / Weight 50 / Fire Property / Weapon Lv 4 / Required Lv 110 / Socket 0 / for High Swordman/Merchant/Theif Classes"; + callsub L_Reward, Scarletto_Nail, 50, 100, 35; + break; + case 12: + mes "<<Bloody Cross[0]>>"; + mes "For Physical Melee Attack, autocast 'Hell Inferno'(Lv 1) with a certain chance. The chance is affected by Refine Lv."; + mes "Mace / ATK 170 / Weight 150 / Darkness Property / Weapon Lv 4 / Required Lv 100 / Socket 0 / for High Acolyte Classes"; + callsub L_Reward, Bloody_Cross, 50, 100, 40; + break; + case 13: + mes "<<Catapult[2]>>"; + mes "Increases ATK % of 'Triangle Shot' equivalent to 2 times Refine Lv, Also SP consumption from the skill increased."; + mes "Bow / ATK 150 / Weight 110 / Weapon Lv 4 / Required Lv 100 / Socket 2 / for Shadow Chaser"; + callsub L_Reward, Catapult, 50, 100, 35; + break; + case 14: + mes "<<Big CrossBow[2]>>"; + mes "Increases ATK % of 'Arrow Storm' equivalent to 5 times Refine Lv. Also SP consumption from the skill increased, If the Original AGI points are 120, ASPD + 1."; + mes "Bow / ATK 160 / Weight 90 / Weapon Lv 4 / Required Lv 110 / Socket 2 / for Ranger"; + callsub L_Reward, Big_CrossBow, 50, 100, 35; + break; + case 15: + mes "<<Creeper Bow[2]>>"; + mes "DEX + 1, For Physical Attack, auto-cast 'Fiber Lock'(Lv 1) with a certain chance."; + mes "Bow / ATK 150 / Weight 150 / Weapon Lv 3 / Required Lv 120 / Socket 2 / for 3rd Archer Classes"; + callsub L_Reward, Creeper_Bow, 50, 100, 35; + break; + } + if(.@break) + break; + } + } + } + + L_Reward: + next; + mes ""+getarg(1)+" Will of Warrior, "+getarg(2)+" Thirst for Blood, "+getarg(3)+" Chill of the Dead are needed for the exchange"; + next; + if(countitem(Will_Of_Warrior) >= getarg(1) && countitem(Blood_Thirst) >= getarg(2) && countitem(Goast_Chill) >= getarg(3)) { + if(select("Don't exchange", "Exchange") == 1) { + mes "[Weird old man]"; + mes "Okay.."; + close; + } + emotion e_swt2, "Weird old man#Bio4Reward"; + progressbar "FF00FF", 2; + delitem Will_Of_Warrior, getarg(1); + delitem Blood_Thirst, getarg(2); + delitem Goast_Chill, getarg(3); + getitem getarg(0), 1; + mes "[Weird old man]"; + mes "There you go. Visit me sometimes and we could talk."; + close; + } + return; +} + +// Sorcerer (Rewards) +//============================================================================== +lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ + if ((MaxWeight - Weight) < 1200 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + disable_items; + mes "[Pudding]"; + mes "... .... ..."; + next; + switch(select("Umba umba humbaa", "What are you doing here?", "Which are the equipments found so far?", "Here you are, Sir.")) { + case 1: + emotion e_an; + mes "[Pudding]"; + mes "Hey, excuse me, but I'm not from Umbala! You are so rude."; + close2; + enable_items; + end; + case 2: + mes "[Pudding]"; + mes "As you can see, I'm a training Sorcerer, and my name is Pudding."; + next; + select("....?"); + emotion e_an; + mes "[Pudding]"; + mes "... What's that face? I'm starting to feel unpleasant.."; + next; + emotion e_ok; + mes "[Pudding]"; + mes "Couple of days ago, while I was undergoing discipline, I felt a strange, bizzare tinge. So I followed that and it brought me here."; + next; + select("I see."); + mes "[Pudding]"; + mes "OK, let me continue. I am so bothered if you disturb me while I'm talking."; + next; + mes "[Pudding]"; + mes "And I entered to the laboratory here in order to investigate, and oh gosh! I found those monsters which were like doppelgangers from 'Geffen Dungeon'. It was full of them."; + next; + mes "[Pudding]"; + mes "From those monsters, I could find rare items like '^F2766EWill of Warrior^000000' '^952420Thirst for Blood^000000' '^88C6F7Chill of the Dead^000000' which you cannot find from any other place."; + next; + emotion e_what, "Sorcerer#Bio4Reward"; + mes "[Pudding]"; + mes "And after many hours of research on my own, I finally figured out a way to use those items. Do you wanna know?"; + next; + switch(select("Oh....pardon?!", "Of course, I really wanna know.")) { + case 1: + emotion e_omg, 1; + emotion e_an, "Sorcerer#Bio4Reward"; + mes "[Pudding]"; + mes "Oh my! You fell asleep after you asked me something? Well, anyway I feel lazy to explain again so I will just continue."; + next; + break; + case 2: + emotion e_heh, "Sorcerer#Bio4Reward"; + mes "[Pudding]"; + mes "Good, I am content that you are listening to my story carefully. Then I will keep explaining."; + next; + break; + } + mes "[Pudding]"; + mes "Those '^F2766EWill of Warrior^000000' and '^952420Thirst for Blood^000000'..... are aggresive but warm materials."; + next; + mes "[Pudding]"; + mes "So '^F2766EWill of Warrior^000000' can dwell a special power to the 4th slot of an equipment,"; + next; + mes "[Pudding]"; + mes "and '^952420Thirst for Blood^000000' can dwell a special power to the 3rd slot."; + next; + mes "[Pudding]"; + mes "Whereas!!!"; + mes "'^88C6F7Chill of the Dead^000000' is a cold type material."; + mes "which allows to return the power from '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000' so it let the equipment to be 'ZERO'."; + next; + mes "[Pudding]"; + mes "What do you say? Doesn't it sound interesting? But, there's a problem..."; + next; + mes "[Pudding]"; + mes "Since those materials can only be found from the monsters in the Lab., the special power also can be dwelt into certain equipments which can be obtained from the Lab."; + next; + select("So what's the conclusion?"); + emotion e_what, 1; + emotion e_an; + mes "[Pudding]"; + mes "Gee.. I told you not to cut while I talk, didn't I? Well, I will answer that becuase that's important."; + next; + mes "[Pudding]"; + mes "If you bring me 10 '^F2766EWill of Warrior^000000' or 10 '^952420Thirst for Blood^000000', I will dwell some power to certain equipments that you can find in the Lab.."; + next; + mes "[Pudding]"; + mes "And if you are not satisfied with the power you got, bring me 10 '^88C6F7Chill of the Dead^000000', and I will take off that power."; + next; + mes "[Pudding]"; + mes "WHat do you say? Having both options.....quite nice, huh?"; + next; + mes "[Pudding]"; + mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting."; + close2; + enable_items; + end; + case 3: + mes "[Pudding]"; + mes "Hm.... Equipment which are discovered so far are...."; + next; + mes "- checking -"; + mes "Pudding takes some paper out from a pocket."; + next; + mes "[Pudding]"; + mes "Let me see.. the equipments discovered until now are...."; + mes "6 Armors, 14 Weapons."; + next; + while(1) { + switch(select("Ok, I don't have to know more.", "6 Armors", "14 Weapons")) { + case 1: + mes "[Pudding]"; + mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting."; + close2; + enable_items; + end; + case 2: + mes "< Armor List >"; + mes "Giant Shield[1]"; + mes "Acient Book of Geffenia-Water[1]"; + mes "Bible of Promise(2nd Vol.)[1]"; + mes "Salvage Cape[0]"; + mes "Assassin's Handcuffs[1]"; + mes "Green Operating Gown[1]"; + mes "Ancient Gold Decoration[1]"; + next; + mes "[Pudding]"; + mes "So far these are the Armors discovered. Do you wanna see other things?"; + next; + break; + case 3: + mes "< Weapon List >"; + mes "Agent Katar[1]"; + mes "Guillotine Katar[1]"; + mes "Ygnus Stale[1]"; + mes "End Sektura[1]"; + mes "Cannon Spear[1]"; + mes "Giant Lance[0]"; + mes "Chilly Spell Book[2]"; + mes "Recovery Light[1]"; + mes "Aztoe Nail[0]"; + mes "Scarletto Nail[0]"; + mes "Bloody Cross[0]"; + mes "Catapult[2]"; + mes "Big CrossBow[2]"; + mes "Creeper Bow[2]"; + next; + mes "[Pudding]"; + mes "So far these are the Weapons discovered. Do you wanna see other things?"; + next; + break; + } + } + case 4: + emotion e_flash; + mes "[Pudding]"; + mes "Ohhhhh Have you brought them?"; + next; + break; + } + mes "[Pudding]"; + mes "OKAY! In which equipment you want to dwell the power?"; + next; + setarray .@parts[0], EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_LOW; + for(.@i = 0; .@i < 7; .@i++) { + if(!getequipisequiped(.@parts[.@i])) { + switch(.@i) { + case 0: + .@equipped$[.@i] = "^999999Armor-[Not equipped]^000000"; + break; + case 1: + .@equipped$[.@i] = "^999999Left Hand-[Not equipped]^000000"; + break; + case 2: + .@equipped$[.@i] = "^999999Right Hand-[Not equipped]^000000"; + break; + case 3: + .@equipped$[.@i] = "^999999Garment-[Not equipped]^000000"; + break; + case 4: + .@equipped$[.@i] = "^999999Accessory-[Not equipped]^000000"; + break; + case 5: + .@equipped$[.@i] = "^999999Accessory-[Not equipped]^000000"; + break; + case 6: + .@equipped$[.@i] = "^999999Helm-[Not equipped]^000000"; + break; + } + } else { + .@equipped$[.@i] = getequipname(.@parts[.@i]); + } + } + switch(select("I changed my mind.", .@equipped$[0], .@equipped$[1], .@equipped$[2], .@equipped$[3], .@equipped$[4], + .@equipped$[5], .@equipped$[6])) { + case 1: + mes "[Pudding]"; + mes "Well, I was looking forward to doing it, but I cannot help then."; + close2; + enable_items; + end; + case 2: + if(!getequipisequiped(EQI_ARMOR)) { + mes "[Pudding]"; + mes "Hey..Where is the armor?"; + close2; + enable_items; + end; + } + .@position = EQI_ARMOR; + break; + case 3: + if(!getequipisequiped(EQI_HAND_L)) { + mes "[Pudding]"; + mes "Well.. You are not equipping anything on the left hand."; + close2; + enable_items; + end; + } + .@position = EQI_HAND_L; + break; + case 4: + if(!getequipisequiped(EQI_HAND_R)) { + mes "[Pudding]"; + mes "Well.. You are not equipping anything on the right hand."; + close2; + enable_items; + end; + } + .@position = EQI_HAND_R; + break; + case 5: + if(!getequipisequiped(EQI_GARMENT)) { + mes "[Pudding]"; + mes "Um.... Where's your robe?"; + close2; + enable_items; + end; + } + .@position = EQI_GARMENT; + break; + case 6: + if(!getequipisequiped(EQI_ACC_L)) { + mes "[Pudding]"; + mes ".....Where's the accessory?"; + close2; + enable_items; + end; + } + .@position = EQI_ACC_L; + break; + case 7: + if(!getequipisequiped(EQI_ACC_R)) { + mes "[Pudding]"; + mes ".....Where's the accessory?"; + close2; + enable_items; + end; + } + .@position = EQI_ACC_R; + break; + case 8: + if(!getequipisequiped(EQI_HEAD_LOW)) { + mes "[Pudding]"; + mes "Hey.. Are you not wearing any Helm?"; + close2; + enable_items; + end; + } + .@position = EQI_HEAD_LOW; + break; + } + .@refine_count = getequiprefinerycnt(.@position); + .@equip_item = getequipid(.@position); + .@lhz_max_num = 4000; + if(.@equip_item == Agent_Katar || .@equip_item == Guillotine_Katar || .@equip_item == Ygnus_Stale || + .@equip_item == End_Sektura || .@equip_item = Cannon_Spear || .@equip_item == Giant_Lance || + .@equip_item == Aztoe_Nail || .@equip_item == Scarletto_Nail || .@equip_item == Bloody_Cross) { + .@type = 1; + if(.@equip_item == Giant_Lance) + .@lhz_max_num = 4200; + } else if (.@equip_item == Catapult || .@equip_item == Big_CrossBow || .@equip_item == Creeper_Bow) { + .@type = 2; + } else if (.@equip_item == Chilly_Spell_Book || .@equip_item == Recovery_Light) { + .@type = 3; + } else if (.@equip_item== Giant_Shield || .@equip_item == Geffenia_Book_Water || .@equip_item == Bible_Of_Promise2 || + .@equip_item == Salvage_Cape || .@equip_item == Assassin_Handcuffs || .@equip_item == Green_Operation_Coat || + .@equip_item == Ancient_Gold_Deco) { + if(.@equip_item == Salvage_Cape || .@equip_item == Ancient_Gold_Deco) + .@lhz_max_num = 4200; + } else { + mes "[Pudding]"; + mes "Before! I need to check if this equipment can accept the power."; + next; + specialeffect2 EF_SPHERE; + progressbar "ffff00", 2; + specialeffect2 EF_SUI_EXPLOSION; + emotion e_sob; + mes "[Pudding]"; + mes "Hm.... This equipment cannot accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'."; + close2; + enable_items; + end; + } + emotion e_ho; + mes "[Pudding]"; + mes "OHHH.. This equipment could accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'."; + next; + if (countitem(Will_Of_Warrior) >= 10) + .@menu_in$[1] = "Dwell the power of '^F2766EWill of Warrior^000000'"; + else + .@menu_in$[1] = "Not enough ^999999'Will of Warrior'^000000"; + + if (countitem(Blood_Thirst) >= 10) + .@menu_in$[2] = "Dwell the power of '^952420Thirst for Blood^000000'"; + else + .@menu_in$[2] = "Not enough ^999999'Thirst for Blood'^000000"; + + if (countitem(Goast_Chill) >= 10) + .@menu_in$[3] = "Consume the '^88C6F7Chill of the Dead^000000'"; + else + .@menu_in$[3] = "Not enough ^999999'Chill of the Dead'^000000"; + mes "[Pudding]"; + mes "OK! Which power do you want to dwell in your equipment?"; + next; + switch(select("I say no! I don't need that!!", .@menu_in$[1], .@menu_in$[2], .@menu_in$[3])) { + case 1: + mes "[Pudding]"; + mes "Ohhh.. I was looking forward to doing it, but it's all up to you......"; + close2; + enable_items; + end; + case 2: + if (countitem(Will_Of_Warrior) < 10) { + mes "[Pudding]"; + mes "Not enough '^F2766EWill of Warrior^000000', You need to bring 10 '^F2766EWill of Warrior^000000'"; + close2; + enable_items; + end; + } + else if (getequipcardid(.@position, 3) > 0) { + mes "[Pudding]"; + mes "This equipment already got the power of '^F2766EWill of Warrior^000000'."; + close2; + enable_items; + end; + } else { + .@socket_type = 4; + } + break; + case 3: + if (countitem(Blood_Thirst) < 10) { + mes "[Pudding]"; + mes "Not enough '^952420Thirst for Blood^000000', You need to bring 10 '^952420Thirst for Blood^000000'"; + close2; + enable_items; + end; + } + else if (getequipcardid(.@position, 2) > 0) { + mes "[Pudding]"; + mes "This equipment already got the power of '^952420Thirst for Blood^000000'."; + close2; + enable_items; + end; + } else { + .@socket_type = 3; + } + break; + case 4: + //---------- Enchant Removal Script ----------// + if (countitem(Goast_Chill) < 10) { + .@menu_clear$[1] = "^999999Not enough 'Chill of the Dead'^000000"; + .@menu_clear$[2] = "^999999Not enough 'Chill of the Dead'^000000"; + .@4thzptsodyd = 1; + .@3thzptsodyd = 1; + } else { + if (getequipcardid(.@position, 3) > 0) { + .@menu_clear$[1] = "Remove the power of '^F2766EWill of Warrior^000000'"; + } else { + .@menu_clear$[1] = "^999999There's no power to remove^000000"; + .@4thzptsodyd = 1; + } + if (getequipcardid(.@position, 2) > 0) { + .@menu_clear$[2] = "Remove the power of '^952420Thirst for Blood^000000'"; + } else { + .@menu_clear$[2] = "^999999There's no power to remove^000000"; + .@3thzptsodyd = 1; + } + } + mes "[Pudding]"; + mes "Alright, which power do you want to remove?"; + next; + .@menu = select("No, I don't wannna remove any.", .@menu_clear$[1], .@menu_clear$[2]); + switch(.@menu){ + case 1: + mes "[Pudding]"; + mes "Really? Ok. I got it.."; + close2; + enable_items; + end; + case 2: + case 3: + if (countitem(Goast_Chill) < 10) { + mes "[Pudding]"; + mes "Not enough '^88C6F7Chill of the Dead^000000', You need to bring 10 '^88C6F7Chill of the Dead^000000'"; + close2; + enable_items; + end; + } + if ( (.@menu==3 && .@3thzptsodyd == 1) || (.@menu==2 && .@4thzptsodyd == 1) ) { + mes "[Pudding]"; + mes "This equipment didn't get any special power."; + close2; + enable_items; + end; + } + setarray .@equip_card[0], getequipcardid(.@position,0), getequipcardid(.@position,1), getequipcardid(.@position,2), getequipcardid(.@position,3); + if (.@menu==2){ .@equip_card[3] = 0; } + else { .@equip_card[2] = 0; } + .@equip_item = getequipid(.@position); + specialeffect EF_BEGINSPELL2, AREA, "Sorcerer#Bio4Reward"; + progressbar "ffff00", 2; + specialeffect2 EF_FROSTWEAPON; + delitem Goast_Chill, 10; + delequip .@position; + getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; + mes "[Pudding]"; + if(.@menu==3) + mes "The power of '^952420Thirst for Blood^000000' has been perfectly removed."; + else + mes "The power of '^F2766EWill of Warrior^000000' has been perfectly removed."; + close2; + enable_items; + end; + } + } + mes "[Pudding]"; + mes "Before I dwell the power, let me explain to you cautions."; + next; + mes "[Pudding]"; + mes "While dwelling the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', the equipment would be not capable to accept that and will be destryed.."; + next; + mes "[Pudding]"; + mes "^9D2628If the equipment is destroyed, you will also lose the cards you inserted in it, and the refine Lv will be removed too.^000000"; + next; + mes "[Pudding]"; + mes "Alright. will you really wish to dwell the power into the equipment?"; + next; + if(select("Wait, I will think again.", "Sure, carry on.") == 1) { + mes "[Pudding]"; + mes "OK. I will be hoping to see you again."; + close2; + enable_items; + end; + } + mes "[Pudding]"; + mes "I wish you made a correct decision..."; + next; + if(.@socket_type >= 3) { + switch(.@type){ + case 1: + // Short Distance + .@i = rand(1, .@lhz_max_num); + if (.@i < 401) .@enchant = Strength1; + else if (.@i < 441) .@enchant = Strength2; + else if (.@i < 445) .@enchant = Strength3; + else if (.@i < 845) .@enchant = Agility1; + else if (.@i < 885) .@enchant = Agility2; + else if (.@i < 889) .@enchant = Agility3; + else if (.@i < 1289) .@enchant = Vitality1; + else if (.@i < 1329) .@enchant = Vitality2; + else if (.@i < 1333) .@enchant = Vitality3; + else if (.@i < 1523) .@enchant = Inteligence1; + else if (.@i < 1542) .@enchant = Inteligence2; + else if (.@i < 1544) .@enchant = Inteligence3; + else if (.@i < 1844) .@enchant = Dexterity1; + else if (.@i < 1874) .@enchant = Dexterity2; + else if (.@i < 1877) .@enchant = Dexterity3; + else if (.@i < 2067) .@enchant = Luck1; + else if (.@i < 2086) .@enchant = Luck2; + else if (.@i < 2088) .@enchant = Luck3; + else if (.@i < 2491) .@enchant = 0; + else if (.@i < 2891) .@enchant = Fighting_Spirit1; + else if (.@i < 2931) .@enchant = Fighting_Spirit2; + else if (.@i < 2935) .@enchant = Fighting_Spirit3; + else if (.@i < 3125) .@enchant = Spell1; + else if (.@i < 3144) .@enchant = Spell2; + else if (.@i < 3146) .@enchant = Spell3; + else if (.@i < 3148) .@enchant = Atk_Speed1; + else if (.@i < 3348) .@enchant = Sharp1; + else if (.@i < 3368) .@enchant = Sharp2; + else if (.@i < 3370) .@enchant = Sharp3; + else if (.@i < 3560) .@enchant = Expert_Archer1; + else if (.@i < 3579) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; + break; + case 2: + // Long Distance + .@i = rand(1, .@lhz_max_num); + if (.@i < 191) .@enchant = Strength1; + else if (.@i < 210) .@enchant = Strength2; + else if (.@i < 212) .@enchant = Strength3; + else if (.@i < 612) .@enchant = Agility1; + else if (.@i < 652) .@enchant = Agility2; + else if (.@i < 656) .@enchant = Agility3; + else if (.@i < 846) .@enchant = Vitality1; + else if (.@i < 865) .@enchant = Vitality2; + else if (.@i < 867) .@enchant = Vitality3; + else if (.@i < 1167) .@enchant = Inteligence1; + else if (.@i < 1197) .@enchant = Inteligence2; + else if (.@i < 1200) .@enchant = Inteligence3; + else if (.@i < 1600) .@enchant = Dexterity1; + else if (.@i < 1640) .@enchant = Dexterity2; + else if (.@i < 1644) .@enchant = Dexterity3; + else if (.@i < 1834) .@enchant = Luck1; + else if (.@i < 1853) .@enchant = Luck2; + else if (.@i < 1855) .@enchant = Luck3; + else if (.@i < 2258) .@enchant = 0; + else if (.@i < 2448) .@enchant = Fighting_Spirit1; + else if (.@i < 2467) .@enchant = Fighting_Spirit2; + else if (.@i < 2469) .@enchant = Fighting_Spirit3; + else if (.@i < 2669) .@enchant = Spell1; + else if (.@i < 2689) .@enchant = Spell2; + else if (.@i < 2691) .@enchant = Spell3; + else if (.@i < 2693) .@enchant = Atk_Speed1; + else if (.@i < 3093) .@enchant = Sharp1; + else if (.@i < 3133) .@enchant = Sharp2; + else if (.@i < 3137) .@enchant = Sharp3; + else if (.@i < 3537) .@enchant = Expert_Archer1; + else if (.@i < 3577) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; + break; + case 3: + .@i = rand(1, .@lhz_max_num); + if (.@i < 301) .@enchant = Strength1; + else if (.@i < 331) .@enchant = Strength2; + else if (.@i < 334) .@enchant = Strength3; + else if (.@i < 534) .@enchant = Agility1; + else if (.@i < 554) .@enchant = Agility2; + else if (.@i < 556) .@enchant = Agility3; + else if (.@i < 956) .@enchant = Vitality1; + else if (.@i < 996) .@enchant = Vitality2; + else if (.@i < 1000) .@enchant = Vitality3; + else if (.@i < 1400) .@enchant = Inteligence1; + else if (.@i < 1440) .@enchant = Inteligence2; + else if (.@i < 1444) .@enchant = Inteligence3; + else if (.@i < 1844) .@enchant = Dexterity1; + else if (.@i < 1884) .@enchant = Dexterity2; + else if (.@i < 1888) .@enchant = Dexterity3; + else if (.@i < 2078) .@enchant = Luck1; + else if (.@i < 2097) .@enchant = Luck2; + else if (.@i < 2099) .@enchant = Luck3; + else if (.@i < 2502) .@enchant = 0; + else if (.@i < 2692) .@enchant = Fighting_Spirit1; + else if (.@i < 2711) .@enchant = Fighting_Spirit2; + else if (.@i < 2713) .@enchant = Fighting_Spirit3; + else if (.@i < 3113) .@enchant = Spell1; + else if (.@i < 3153) .@enchant = Spell2; + else if (.@i < 3157) .@enchant = Spell3; + else if (.@i < 3159) .@enchant = Atk_Speed1; + else if (.@i < 3349) .@enchant = Sharp1; + else if (.@i < 3368) .@enchant = Sharp2; + else if (.@i < 3370) .@enchant = Sharp3; + else if (.@i < 3560) .@enchant = Expert_Archer1; + else if (.@i < 3579) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; + break; + case 4: + // Armor + .@i = rand(1, .@lhz_max_num); + if (.@i < 301) .@enchant = Strength1; + else if (.@i < 331) .@enchant = Strength2; + else if (.@i < 334) .@enchant = Strength3; + else if (.@i < 634) .@enchant = Agility1; + else if (.@i < 664) .@enchant = Agility2; + else if (.@i < 667) .@enchant = Agility3; + else if (.@i < 967) .@enchant = Vitality1; + else if (.@i < 997) .@enchant = Vitality2; + else if (.@i < 1000) .@enchant = Vitality3; + else if (.@i < 1300) .@enchant = Inteligence1; + else if (.@i < 1330) .@enchant = Inteligence2; + else if (.@i < 1333) .@enchant = Inteligence3; + else if (.@i < 1633) .@enchant = Dexterity1; + else if (.@i < 1663) .@enchant = Dexterity2; + else if (.@i < 1666) .@enchant = Dexterity3; + else if (.@i < 1966) .@enchant = Luck1; + else if (.@i < 1996) .@enchant = Luck2; + else if (.@i < 1999) .@enchant = Luck3; + else if (.@i < 2399) .@enchant = 0; + else if (.@i < 2549) .@enchant = Mdef2; + else if (.@i < 2599) .@enchant = Mdef4; + else if (.@i < 2609) .@enchant = Mdef6; + else if (.@i < 2614) .@enchant = Mdef8; + else if (.@i < 2616) .@enchant = Mdef10; + else if (.@i < 2766) .@enchant = Def3; + else if (.@i < 2866) .@enchant = Def6; + else if (.@i < 2876) .@enchant = Def9; + else if (.@i < 2878) .@enchant = Def12; + else if (.@i < 3278) .@enchant = 0; + else if (.@i < 3428) .@enchant = Evasion1; + else if (.@i < 3478) .@enchant = Evasion3; + else if (.@i < 3488) .@enchant = Evasion6; + else if (.@i < 3498) .@enchant = SP50; + else if (.@i < 3734) .@enchant = HP100; + else if (.@i < 3834) .@enchant = HP200; + else if (.@i < 3884) .@enchant = HP300; + else .@enchant = 0; + break; + } + setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); + .@equip_card[(.@socket_type-1)] = .@enchant; + .@equip_item = getequipid(.@position); + specialeffect EF_BEGINSPELL3, AREA, "Sorcerer#Bio4Reward"; + progressbar "ffff00", 2; + if (.@socket_type == 3) + delitem Blood_Thirst, 10; + else + delitem Will_Of_Warrior, 10; + delequip .@position; + if (.@enchant == 0) { + specialeffect2 EF_SUI_EXPLOSION; + emotion e_otl; + mes "[Pudding]"; + mes "...Well....the equipment could not accept the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" and it got destroyed."; + close2; + enable_items; + end; + } else { + specialeffect2 EF_FIREHIT; + getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; + emotion e_ho; + mes "[Pudding]"; + mes "Fortunately the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" has been dwelt well in your equipment.."; + close2; + enable_items; + end; + } + } + enable_items; + end; +} + +// Warp portal to the 4th Fl. +//============================================================================== +lhz_dun03,239,78,1 script lhz_dun03_lhz_dun04 WARPNPC,1,1,{ + end; + + OnTouch: + if (lght_duk01 > 0 && lght_duk01 < 6) { + mes "In order to investigate human experimentation, I had to go down whilst I didn't want to because of gruesome sound."; + close2; + if (lght_duk01 < 3) { + warp "que_lhz", 245, 56; + } else if (lght_duk01 == 3) { + warp "que_lhz", 96, 136; + } else { + warp "que_lhz", 148, 215; + } + } else { + if (lhz_boss < 31) { + mes "- Whistling sound -"; + mes "From below, there comes a gruesome sound mingling with the wind."; + close2; + } + warp "lhz_dun04", 245, 56; + } + end; +} + +// Warp Portal to the 3rd Fl. +//============================================================================== +lhz_dun04,244,61,1 warp lhz_dun04_lhz_dun03 1,1,lhz_dun03,240,75 + +// Inside the Lab +//============================================================================== +que_lhz,242,50,0 script #01Startpoint -1,3,3,{ + end; + + OnInit: + initnpctimer; + end; + + OnTimer60000: + mapannounce "que_lhz", "Man's whisper: Pl.. please.. save me.. I don't wanna die.. wouaaaa..", bc_map, "0x7DCBF0"; + end; + + OnTimer120000: + mapannounce "que_lhz", "Woman's whisper: .. Save.. aaaah.. us...", bc_map, "0x7DCBF0"; + end; + + OnTimer180000: + mapannounce "que_lhz", "Kid's whisper: Bawwww~ Where am I? Mama......aaaa....", bc_map, "0x7DCBF0"; + end; + + OnTimer240000: + mapannounce "que_lhz", "Oldman's whisper: Kirk...hel...help......", bc_map, "0x7DCBF0"; + end; + + OnTimer300000: + stopnpctimer; + initnpctimer; + end; + + OnTouch: + if (lght_duk01 == 1) { + mes "I arrived at a research facility which seems it has been used till these days."; + next; + mes "There are some destroyed part, but the basic facility seem fine."; + next; + lght_duk01 = 2; + mes "Get around a little more.."; + close; + } + end; +} + +// Wolfchev +//============================================================================== +que_lhz,206,74,4 script Researcher#02 4_LGTSCIENCE,3,3,{ + end; + + OnTouch: + if (lght_duk01 == 2) { + emotion e_omg, 1; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "You!!!! are Wolfchev?"; + next; + emotion e_gg, "Researcher#02"; + mes "[Wolfchev]"; + mes "A Human! kaahaha. People tend to hate this place, why are you here?"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "You!!! I heard that you were committing human experimentation. Wolfchev!!"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "And I see that you are still committing that!!!"; + next; + emotion e_gg, "Researcher#02"; + mes "[Wolfchev]"; + mes "Kihihihi. I can see that you know something about me. Is that you who accused me?"; + mes "How dare you come back to me after you did that. Kihihih"; + next; + mes "[Wolfchev]"; + mes "I feel good to see a human"; + mes "in a long time, but I gotta go. Kihihihi."; + next; + mes "- Wolfchev ran away giving a awkward laughing sound. -"; + next; + erasequest 5109; + setquest 5110; + lght_duk01 = 3; + emotion e_omg, 1; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Whoa! Wolfchev, stop!"; + close2; + warp "que_lhz", 96, 136; + } + end; +} + +// Wolfchev +//============================================================================== +que_lhz,94,119,4 script Researcher#03 4_LGTSCIENCE,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + if (lght_duk01 == 3) { + emotion e_swt2, "Researcher#03"; + mes "[Wolfchev]"; + mes "(Gasping) Pshaw... you are still following me. Hey, why do you keep following me?"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Wolfchev.. You said before. that you are doing research for everybody."; + next; + mes "[Wolfchev]"; + mes "I might have said that.... so what?"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "But, your experiment seem really dangerous. How come this is what everybody wants?"; + next; + emotion e_gg, "Researcher#03"; + mes "[Wolfchev]"; + mes "Everyone has a desire to be stronger and wants to dominate others so those other people obey and admire you. Do you not have that desire?"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "... .... ..."; + next; + mes "[Wolfchev]"; + mes "If you want to save yourself, should stop following me. Bugger off."; + next; + mes "Wolfchev is again running away with a strange sound."; + next; + lght_duk01 = 4; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Awwww!! You!! running away again..... Stop!"; + close2; + warp "que_lhz", 148, 215; + } + end; +} + +// Wolfchev +//============================================================================== +que_lhz,147,224,4 script Researcher#04 4_LGTSCIENCE,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + if (lght_duk01 == 4) { + mes "[Wolfchev]"; + mes "You are pretty persistent, aren't you? Or I think.......that you like me, huh? Kihihii."; + next; + emotion e_dots; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "... .... ..."; + next; + specialeffect EF_SIGHTRASHER; + mes "Wolfchev mocked you at your silence and pressed a button in his hand. Then guinea pigs woken up around him."; + next; + for(.@i = 1; .@i < 9; .@i++) + donpcevent "Human Guinea pig#0"+.@i+"::OnEnable"; + mes "[Wolfchev]"; + mes "Again.. it's time to say goodbye."; + next; + emotion e_gasp, "Researcher#04"; + mes "[Wolfchev]"; + mes "Well! May be...."; + next; + mes "[Wolfchev]"; + mes "If you come to me for the experimentation, I can treat you better."; + next; + donpcevent "#Eventctrl::OnEnable"; + progressbar "FF00FF", 5; + emotion e_omg, "Researcher#04"; + mes "[Wolfchev]"; + mes "Oh my,... What happened?"; + next; + donpcevent "#Eventctrl::OnEnable2"; + for(.@i = 1; .@i < 9; .@i++) + donpcevent "Human Guinea pig#0"+.@i+"::OnDisable"; + mes "[Wolfchev]"; + mes "No! Don't come to me! Don't!!"; + next; + lght_duk01 = 5; + mes "First of all, I gotta handle those guinea pigs!"; + close; + } else if (lght_duk01 == 5) { + .@i = rand(1,3); + if (.@i == 2) { + mes "Wolfchev is confused and has no idea now since those monsters are attacking him too."; + next; + specialeffect EF_STUNATTACK; + specialeffect EF_STUNATTACK; + mes "- Hit him to wake him up -"; + next; + specialeffect EF_DARKBREATH; + emotion e_no; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Hey Dude! Anyway let's get out of here first! Isn't there any place where they cannot reach?"; + next; + mes "[Wolfchev]"; + mes "Oooops.. then my....my lab....to my lab..."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Your lab?? Okay, where's that?"; + next; + mes "[Wolfchev]"; + mes "to the north....... . Not so far from here.."; + next; + erasequest 5110; + setquest 5111; + lght_duk01 = 6; + mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction..."; + close; + } else { + emotion e_spin, "Researcher#04"; + mes "Wolfchev is confused and has no idea now since those monsters are attacking him too."; + close; + } + } else if (lght_duk01 == 6) { + mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction..."; + close; + } + end; +} + +// Warp to lhz_dun04 from Wolfchev's Lab +//============================================================================== +que_lhz,148,251,0 script #Move2lab -1,12,0,{ + end; + + OnTouch: + if (lght_duk01 == 6) { + mes "I arrived at '^0000FFWolfchev's Lab^000000'."; + close2; + warp "lhz_dun04", 148, 269; + end; + } else { + mes "I still have something to do with Wolfchev."; + close; + } +} + +// Event Controller +//============================================================================== +que_lhz,1,1,0 script #Eventctrl -1,{ + end; + + OnEnable: + initnpctimer; + end; + + OnEnable2: + monster "que_lhz", 139, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 147, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 156, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 156, 224, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 156, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 147, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 139, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + monster "que_lhz", 139, 224, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead"; + end; + + OnTimer1000: + specialeffect EF_SUI_EXPLOSION,AREA, "#01"; + specialeffect EF_BEGINASURA, "Human Guinea pig#01"; + end; + + OnTimer2000: + specialeffect EF_SUI_EXPLOSION,AREA, "#02"; + specialeffect EF_BEGINASURA, "Human Guinea pig#02"; + end; + + OnTimer3000: + specialeffect EF_SUI_EXPLOSION,AREA, "#03"; + specialeffect EF_BEGINASURA, "Human Guinea pig#03"; + end; + + OnTimer4000: + specialeffect EF_SUI_EXPLOSION,AREA, "#04"; + specialeffect EF_BEGINASURA, "Human Guinea pig#04"; + end; + + OnTimer5000: + specialeffect EF_SUI_EXPLOSION,AREA, "#05"; + specialeffect EF_BEGINASURA, "Human Guinea pig#05"; + end; + + OnTimer6000: + specialeffect EF_SUI_EXPLOSION,AREA, "#06"; + specialeffect EF_BEGINASURA, "Human Guinea pig#06"; + end; + + OnTimer7000: + specialeffect EF_SUI_EXPLOSION,AREA, "#07"; + specialeffect EF_BEGINASURA, "Human Guinea pig#07"; + end; + + OnTimer8000: + specialeffect EF_SUI_EXPLOSION,AREA, "#08"; + specialeffect EF_BEGINASURA, "Human Guinea pig#08"; + stopnpctimer; + end; + + OnMyMobDead: + if(mobcount("que_lhz", "#Eventctrl::OnMyMobDead") < 4) + killmonster "que_lhz", "#Eventctrl::OnMyMobDead"; +} + +que_lhz,139,232,0 script #01 -1,{ end; } +que_lhz,147,232,0 script #02 -1,{ end; } +que_lhz,156,232,0 script #03 -1,{ end; } +que_lhz,156,224,0 script #04 -1,{ end; } +que_lhz,156,215,0 script #05 -1,{ end; } +que_lhz,147,215,0 script #06 -1,{ end; } +que_lhz,139,215,0 script #07 -1,{ end; } +que_lhz,139,224,0 script #08 -1,{ end; } + +// Human Guinea pigs +//============================================================================== +que_lhz,140,231,1 script Human Guinea pig#01 CHEN,{ + end; + + OnInit: + disablenpc strnpcinfo(0); + end; + + OnEnable: + enablenpc strnpcinfo(0); + end; + + OnDisable: + specialeffect EF_FLASHER; + disablenpc strnpcinfo(0); + end; +} + +que_lhz,147,231,0 duplicate(Human Guinea pig#01) Human Guinea pig#02 CHEN +que_lhz,155,231,7 duplicate(Human Guinea pig#01) Human Guinea pig#03 CHEN +que_lhz,155,224,6 duplicate(Human Guinea pig#01) Human Guinea pig#04 CHEN +que_lhz,155,216,5 duplicate(Human Guinea pig#01) Human Guinea pig#05 CHEN +que_lhz,147,216,4 duplicate(Human Guinea pig#01) Human Guinea pig#06 CHEN +que_lhz,140,216,3 duplicate(Human Guinea pig#01) Human Guinea pig#07 CHEN +que_lhz,140,224,2 duplicate(Human Guinea pig#01) Human Guinea pig#08 CHEN + +// Wolfchev +//============================================================================== +lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; + close; + } + .@quest_time = checkquest(5112, PLAYTIME); + .@killed_bosses = true; + for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) { + if(checkquest(.@quest_id, HUNTING) <= 1) + .@killed_bosses = false; + } + if (lght_duk01 < 6) { + mes "[Researcher]"; + mes "What! Do you have any business here?"; + next; + if(select("Yes I do!!", "Umm.. No..") == 1) { + mes "[Researcher]"; + mes "Why don't stop staring at other's laboratory, and be on your way?"; + close; + } + mes "[Researcher]"; + mes "Stop wondering here, and be on your way. Will you? Khh Khh."; + close; + } else if (lght_duk01 == 6) { + mes "It seems experimental creatures cannot come near the laboratory, just like Wolfchev said."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Hey, is there any way to stop those creatures? You should know something, you made those things!"; + next; + mes "[Wolfchev]"; + mes "Urrgg.. I didn't expect them to loose control like that..."; + next; + mes "[Wolfchev]"; + mes "What is wrong with this whole thing?"; + next; + mes "[Wolfchev]"; + mes "Urr.. I think they will ruin my whole laboratory!"; + next; + emotion e_loud, 1; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Hey! Wolfchev!!"; + next; + mes "[Wolfchev]"; + mes "You!? Hey, please stop them!"; + mes "Creatures are ^9f6077organically connected with same job field^000000."; + next; + mes "[Wolfchev]"; + mes "There is one special creature being their ^46B951boss position^000000..."; + mes "If you could deactivate that creature, all ^A1BB44slave creatures^000000 walking around here will stop moving right away."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "Boss creature?"; + mes "Hey! Wolfchev! Where is that ^46B951Boss creature^000000?"; + next; + mes "[Wolfchev]"; + mes "Inside.. of laboratory.. It should be waken up now. It's sad to destroy my life of work, but I can't take this any more.. ..."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "How can I get into the Wolfchev's laboratory?"; + next; + mes "[Wolfchev]"; + mes "Oh.. Wait!"; + mes "I will help you get in there."; + next; + mes "[Wolfchev]"; + mes "Good news is that boss creatures are not set up to wake up all at once, even though slaves are."; + next; + erasequest 5111; + lght_duk01 = 7; + for(.@i = 5113; .@i <= 5125; .@i++) + setquest .@i; + mes "[Wolfchev]"; + mes "But still, it is really dangerous since we don't know when they will escape from there."; + mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold."; + close; + } else if (lght_duk01 > 6) { + if (getcharid(1) > 0) { + mes "[Wolfchev]"; + mes "Are you all set there? I will prepare the entrance if you are the leader of that party."; + next; + switch(select("Any warnings?", "Going into the laboratory", "Do not enter")) { + case 1: + mes "[Wolfchev]"; + mes "I didn't know pressing the emergency alarm would cause such problem. The management system seems to be changed to emergency mode."; + next; + mes "[Wolfchev]"; + mes "There are so many systems set up inside of the laboratory, so eve I cannot be sure how systems are twisted by now."; + next; + mes "[Wolfchev]"; + mes "Ah! If the emergency system is activating, only the leader of party should control everything. It is a lot of pressure I understand."; + next; + mes "[Wolfchev]"; + mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt."; + close; + case 2: + if (.@quest_time == 0) { + mes "[Wolfchev]"; + mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know."; + close; + } else { + //if (.@quest_time == 2) + //recall_completequest 5112; + if (.@quest_time >= 0) + erasequest 5112; + if (!.@killed_bosses) { + if (lght_duk01 == 9) { + mes "[Wolfchev]"; + mes "You came back, Ka Ha Ha."; + next; + mes "[Wolfchev]"; + mes "After you left, I was fixing some system parts. And then suddenly strange thing happened."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "What was that?"; + next; + mes "[Wolfchev]"; + mes "All those boss creatures you took care of started to regenerate themselves.."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "What.. How is that possible...?!"; + next; + mes "[Wolfchev]"; + mes "I am also completely lost here.. But, this should not be happening.."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "... .... ..."; + next; + mes "[Wolfchev]"; + mes "As you can see, you are the only one I can trust. Would you and your party help me once again deactivating those creatures?"; + next; + if(select("I am not sure", "Why not") == 1) { + mes "[Wolfchev]"; + mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,"; + next; + } else { + for(.@i = 5113; .@i <= 5125; .@i++) { + setquest .@i; + } + lght_duk01 = 10; + mes "[Wolfchev]"; + mes "Thank you very much. "+strcharinfo(PC_NAME)+""; + mes "I will help you get in the laboratory right away."; + next; + } + } else { + mes "[Wolfchev]"; + mes "Hmm.. Those boss creatures regenerating once again.."; + next; + mes "[Wolfchev]"; + mes "Can you help me just one more time?"; + next; + if(select("I am not sure", "Why not") == 1) { + mes "[Wolfchev]"; + mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,"; + next; + } else { + for(.@i = 5113; .@i <= 5125; .@i++) { + setquest .@i; + } + lght_duk01 = 10; + mes "[Wolfchev]"; + mes "Thank you. "+strcharinfo(PC_NAME)+""; + mes "You want to get in there fast, right?"; + next; + } + } + } + } + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + .@instance = instance_create("Worsef", getcharid(1)); + if (.@instance < 0) { + mes "[Wolfchev]"; + mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?"; + } else { + mes "[Wolfchev]"; + mes "Please hold on.."; + next; + mes "Wolfchev starts to control certain gear."; + next; + progressbar "FF00FF", 2; + if (instance_attachmap("1@lhz", .@instance) != "") { + instance_set_timeout 14400, 300, .@instance; + instance_init(.@instance); + mes "[Wolfchev]"; + mes "Alright! I have marked lan entering system code as"; + mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(PC_NAME) +"^000000!!."; + next; + mes "[Wolfchev]"; + mes "Now, your party is free to pass the entrance."; + } else { + instance_destroy(.@instance); + } + } + close; + } else { + mes "[Wolfchev]"; + mes "You are not the ^0000ffLeader of the party^000000, are you? Please go get the leader."; + close; + } + case 3: + mes "[Wolfchev]"; + mes "Need more preparation? Please, we don't have all day."; + close; + } + } else { + mes "[Wolfchev]"; + mes "Are you trying to go there along? That is a suicide! Our lab entering system is not as easy as you thinkz`."; + close; + } + } else { + mes "[Wolfchev]"; + mes "Woot! Something weird just happen. If this keep happening, maybe we should try other way.."; + close; + } +} + +// +//============================================================================== +lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; + close; + } + .@lhz_time = checkquest(5112, PLAYTIME); + if (lght_duk01 < 7) { + mes "It says,"; + mes "'^0000FF****'s laboratory member only^000000'"; + close; + } + if (.@lhz_time == -1) { + mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance."; + next; + if(select("Go inside", "Think one more time") == 2) { + mes "You have stopped entering to Wolfchev's laboratory."; + close; + } + if (has_instance("1@lhz") == "") { + mes "^FF0000Warning^000000"; + mes ""+ strcharinfo(PC_NAME) +". . ."; + mes "^FF0000Unregistered personnel^000000"; + next; + pushpc 0, 10; + percentheal -5,0; + specialeffect EF_AUTOCOUNTER; + specialeffect2 EF_BASH; + mes "You have been wounded by laboratory entrance system attack."; + close; + } else { + mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297"; + setquest 5112; + warp "1@lhz.gat", 45, 148; + close; + } + } else if (.@lhz_time == 0) { + mes "Di Rit- Di- Di- Dit-"; + next; + mes ""+ strcharinfo(PC_NAME) +". . ."; + mes "^FF0000Forbidden personnel^000000"; + next; + mes "The system denied your entrance."; + close; + } else if (.@lhz_time >= 1) { + mes "Di Rit- Di- Di- Dit-"; + next; + //if (.@lhz_time == 2) + //recall_completequest 5112; + erasequest 5112; + mes ""+ strcharinfo(PC_NAME) +". . ."; + mes "^FF0000Access denial has been deactivated.^000000"; + close; + } else { + mes "^FF0000Error! Error!^000000"; + mes "^FF0000Please try again.^000000"; + close; + } +} + +// The Lab No.1 : System 1_1 +//============================================================================== +1@lhz,35,108,4 script Lab1#1_1 CLEAR_NPC,{ + end; + + OnInstanceInit: + initnpctimer; + end; + + OnDisable: + stopnpctimer; + end; + + OnType_02: + donpcevent instance_npcname("Manual Sheet#1_1")+"::OnEnable"; + donpcevent instance_npcname("Valve#1_2")+"::OnEnable"; + donpcevent instance_npcname("Valve#1_3")+"::OnEnable"; + mapannounce instance_mapname("1@lhz"),"[Security System] the persons concerned, access with the emergency access method.",bc_map,"0xff9977"; + end; + + OnTimer1000: + mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected.",bc_map,"0xff9977"; + end; + + OnTimer2000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.1's security system will be activated.",bc_map,"0xff9977"; + end; + + OnTimer7000: + donpcevent instance_npcname("MobCtrl1#mob01")+"::OnEnable"; + end; +} + +// The Lab No.1 Monster Control +//============================================================================== +1@lhz,37,108,4 script MobCtrl1#mob01 CLEAR_NPC,{ + end; + + OnEnable: + .@map$ = instance_mapname("1@lhz"); + mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977"; + areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + initnpctimer; + end; + + OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + end; + + OnTimer180000: + stopnpctimer; + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; + mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; + } else { + initnpctimer; + } + end; + + OnMyMobDead: + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; + mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; + stopnpctimer; + } + end; +} + +// Emergency Access Valve Manual +//============================================================================== +1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{ + mes "There are valve manual sheets littered on the floor."; + next; + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + mes "You the party leader, started to read the manual."; + next; + mes "[Emergency Access Valve Manual]"; + switch(lght_duk02) { + case 0: + switch(rand(1,6)) { + case 1: + lght_duk02 = 1; + mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once"; + break; + case 2: + lght_duk02 = 2; + mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once"; + break; + case 3: + lght_duk02 = 3; + mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice"; + break; + case 4: + lght_duk02 = 4; + mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once"; + break; + case 5: + lght_duk02 = 5; + mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once"; + break; + case 6: + lght_duk02 = 6; + mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice"; + break; + default: + mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM."; + break; + } + break; + case 1: + mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once"; + break; + case 2: + mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once"; + break; + case 3: + mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice"; + break; + case 4: + mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once"; + break; + case 5: + mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once"; + break; + case 6: + mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice"; + break; + default: + mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM."; + break; + } + } else { + mes "Let your party leader handle the valve."; + } + close; + + OnInstanceInit: + disablenpc instance_npcname("Manual Sheet#1_1"); + end; + + OnEnable: + specialeffect EF_LIGHTSPHERE; + enablenpc instance_npcname("Manual Sheet#1_1"); + end; +} + +// Left Valve +//============================================================================== +1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{ + .@open_portal = 0; + mes "This is the left valve for the emergency access."; + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + next; + mes "To which direction do you wish to turn?"; + next; + if(lght_duk02 < 1 || lght_duk02 > 3) { + for(.@i = 1; .@i <= 4; .@i++) { + select("Clockwise", "Counterclockwise"); + mes "-A metal sound-"; + if(.@i != 4) + mes "and, to which direction then?"; + next; + } + } else { + // lght_duk02 == 1 : Clockwise, Clockwise, Counterclockwise, Clockwise + // lght_duk02 == 2 : Clockwise, Counterclockwise, Counterclockwise, Clockwise + // lght_duk02 == 3 : Clockwise, Counterclockwise, Clockwise, Clockwise + for(.@i = 1; .@i <= 4; .@i++) { + switch(select("Clockwise", "Counterclockwise")) { + case 1: + if((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 1) || (.@i == 3 && lght_duk02 == 3)) { + .@open_portal += 1; + } + case 2: + if((.@i == 2 && lght_duk02 != 1) || (.@i == 3 && lght_duk02 != 3)) { + .@open_portal += 1; + } + } + mes "-A metal sound-"; + if(.@i != 4) + mes "and, to which direction then?"; + next; + } + } + if (.@open_portal == 4) { + donpcevent instance_npcname("#potal_01")+"::OnEnable"; + lght_duk02 = 0; + mes "-Door opened-"; + next; + mes "The door which connects to the Lab No.2 is now open."; + } else { + lght_duk02 = 0; + mes "Nothing happened."; + next; + mes "You need to review the manual."; + } + } + close; + + OnInstanceInit: + disablenpc instance_npcname("Valve#1_2"); + end; + + OnEnable: + specialeffect EF_LIGHTSPHERE; + enablenpc instance_npcname("Valve#1_2"); + end; +} + +// Right Valve +//============================================================================== +1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{ + .@open_portal = 0; + mes "This is the left valve for the emergency access."; + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + next; + mes "To which direction do you wish to turn?"; + next; + if(lght_duk02 < 4 || lght_duk02 > 6) { + for(.@i = 1; .@i <= 4; .@i++) { + select("Clockwise", "Counterclockwise"); + mes "-A metal sound-"; + if(.@i != 4) + mes "and, to which direction then?"; + next; + } + } else { + // lght_duk02 == 4 : Counterclockwise, Counterclockwise, Clockwise, Counterclockwise + // lght_duk02 == 5 : Counterclockwise, Clockwise, Clockwise, Counterclockwise + // lght_duk02 == 6 : Counterclockwise, Clockwise, Counterclockwise, Counterclockwise + for(.@i = 1; .@i <= 4; .@i++) { + switch(select("Clockwise", "Counterclockwise")) { + case 1: + if((.@i == 2 && lght_duk02 != 4) || (.@i == 3 && lght_duk02 != 6)) + .@open_portal += 1; + break; + case 2: + if((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 4) || (.@i == 3 && lght_duk02 == 6)) + .@open_portal += 1; + break; + } + mes "-A metal sound-"; + if(.@i != 4) + mes "and, to which direction then?"; + next; + } + } + if (.@open_portal == 4) { + donpcevent instance_npcname("#potal_01")+"::OnEnable"; + lght_duk02 = 0; + mes "-Door opened-"; + next; + mes "The door which connects to the Lab No.2 is now open."; + } else { + lght_duk02 = 0; + mes "Nothing happened."; + next; + mes "You need to review the manual."; + } + } + close; + + OnInstanceInit: + disablenpc instance_npcname("Valve#1_3"); + end; + + OnEnable: + specialeffect EF_LIGHTSPHERE; + enablenpc instance_npcname("Valve#1_3"); + end; +} + + +// The Lab No.1 >> The Lab No.2 Warp portal +//============================================================================== +1@lhz,45,173,0 script #potal_01 WARPNPC,2,2,{ + end; + + OnInstanceInit: + OnDisable: + disablenpc instance_npcname("#potal_01"); + end; + + OnEnable: + mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.2 is now open.",bc_map,"0xff9977"; + enablenpc instance_npcname("#potal_01"); + end; + + OnTouch: + warp instance_mapname("1@lhz"), 151, 29; + end; +} + +// The Lab No.2 +//============================================================================== +1@lhz,151,29,0 script #2_0 -1,1,1,{ + end; + + OnEnable: + enablenpc instance_npcname("#2_0"); + end; + + OnDisable: + disablenpc instance_npcname("#2_0"); + end; + + OnTouch: + donpcevent instance_npcname("Lab2#2_1")+"::OnEnable"; + donpcevent instance_npcname("#2_0")+"::OnDisable"; + end; +} + +// The Lab No.2 2_1 System - Control of Monster Wave and Pipe right before exploding +//============================================================================== +1@lhz,35,106,4 script Lab2#2_1 CLEAR_NPC,{ + end; + + OnInstanceInit: + OnDisable: + stopnpctimer; + end; + + OnEnable: + initnpctimer; + end; + + OnTimer1000: + mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977"; + end; + + OnTimer3000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.2 Security system will start working.",bc_map,"0xff9977"; + end; + + OnTimer5000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure in the Lab No.2 is too high.",bc_map,"0xff99ff"; + end; + + OnTimer8000: + mapannounce instance_mapname("1@lhz"),"[Security System] First security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On01"; + end; + + OnTimer10000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer190000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer303000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Second Security system will start working.",bc_map,"0xff9977"; + end; + + OnTimer308000: + mapannounce instance_mapname("1@lhz"),"[Security System] Second security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On02"; + end; + + OnTimer370000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer550000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer603000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Third Security system will start working.",bc_map,"0xff9977"; + end; + + OnTimer608000: + mapannounce instance_mapname("1@lhz"),"[Security System] Third security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On03"; + end; + + OnTimer730000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer903000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fourth Security system will start working.",bc_map,"0xff9977"; + end; + + OnTimer908000: + mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On04"; + end; + + OnTimer910000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer1090000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + end; + + OnTimer1203000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fifth Security system will start working.",bc_map,"0xff9977"; + end; + + OnTimer1208000: + mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On05"; + end; + + OnTimer1270000: + mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; + donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; + stopnpctimer; + end; +} + +// The Lab No.2 2_2 System - Pipe Operation Control +// When 3 pipes explode, system will shut down. +//============================================================================== +1@lhz,37,106,4 script Lab2#2_2 CLEAR_NPC,{ + end; + + OnInstanceInit: + 'broken_pipes = 0; + stopnpctimer; + end; + + OnPipePressure: + switch(rand(1,6)) { + case 1: + donpcevent instance_npcname("Valve#2_1")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_01"; + case 2: + donpcevent instance_npcname("Valve#2_2")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_02"; + case 3: + donpcevent instance_npcname("Valve#2_3")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_03"; + case 4: + donpcevent instance_npcname("Valve#2_4")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04"; + case 5: + donpcevent instance_npcname("Valve#2_5")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05"; + case 6: + donpcevent instance_npcname("Valve#2_6")+"::OnEnable"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06"; + } + initnpctimer; + end; + + OnDisableValve1: + disablenpc instance_npcname("Valve#2_1"); + stopnpctimer; + end; + + OnDisableValve2: + disablenpc instance_npcname("Valve#2_2"); + stopnpctimer; + end; + + OnDisableValve3: + disablenpc instance_npcname("Valve#2_3"); + stopnpctimer; + end; + + OnDisableValve4: + disablenpc instance_npcname("Valve#2_4"); + stopnpctimer; + end; + + OnDisableValve5: + disablenpc instance_npcname("Valve#2_5"); + stopnpctimer; + end; + + OnDisableValve6: + disablenpc instance_npcname("Valve#2_6"); + stopnpctimer; + end; + + OnTimer63000: + for(.@i = 1; .@i < 7; .@i++) { + specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); + disablenpc instance_npcname("Valve#2_"+.@i+""); + } + 'broken_pipes += 1; + if ('broken_pipes == 3) { + donpcevent instance_npcname("#2_3")+"::OnEnable"; + stopnpctimer; + } else { + mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff"; + } + end; +} + +// The Lab No.2 2_3 System +//============================================================================== +1@lhz,151,48,0 script #2_3 -1,20,20,{ + end; + + OnInstanceInit: + disablenpc instance_npcname("#2_3"); + end; + + OnEnable: + initnpctimer; + end; + + OnTimer1000: + mapannounce instance_mapname("1@lhz"),"[Management System] System Freezes! System Freezes! Evacuate from the Lab in 10 seconds.",bc_map,"0xff99ff"; + end; + + OnTimer11000: + mapannounce instance_mapname("1@lhz"),"[Management System] Evacuate!!",bc_map,"0xff99ff"; + enablenpc instance_npcname("#2_3"); + end; + + OnTouch: + warp "lhz_dun04", 147, 273; + end; +} + +// The Lab No.2 Monster Control +//============================================================================== +1@lhz,39,106,4 script MobCtrl2#mob02 CLEAR_NPC,{ + end; + + On01: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,10,.@label$; + end; + + On02: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,20,.@label$; + end; + + On03: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,16,.@label$; + end; + + On04: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,19,.@label$; + end; + + On05: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,20,.@label$; + end; + + On2_01: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),155,43,161,49,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + On2_02: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),137,40,143,46,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + On2_03: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),137,51,143,57,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + On2_04: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),143,56,149,62,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + On2_05: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),160,48,166,54,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + On2_06: + .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + areamonster instance_mapname("1@lhz"),135,44,141,50,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$; + end; + + OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; + end; + + OnMyMobDead: + if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("#potal_02")+"::OnEnable"; + donpcevent instance_npcname("Lab2#2_1")+"::OnDisable"; + mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.2 has been stopped.",bc_map,"0xff9977"; + } + end; +} + +// The Lab No.2 Valves +//============================================================================== +- script bio4FLab2Valve -1,{ + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + progressbar "0xffff00", 20; + stopnpctimer; + donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1"; + disablenpc instance_npcname(strnpcinfo(0)); + end; + } else { + mes "Let your party leader handle the valve."; + close; + } + + OnInstanceInit: + disablenpc instance_npcname(strnpcinfo(0)); + end; + + OnEnable: + enablenpc instance_npcname(strnpcinfo(0)); + initnpctimer; + end; + + OnTimer3000: + specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0)); + stopnpctimer; + initnpctimer; + end; +} + +1@lhz,158,46,0 duplicate(bio4FLab2Valve) Valve#2_1 CLEAR_NPC +1@lhz,138,43,0 duplicate(bio4FLab2Valve) Valve#2_2 CLEAR_NPC +1@lhz,139,54,0 duplicate(bio4FLab2Valve) Valve#2_3 CLEAR_NPC +1@lhz,145,60,0 duplicate(bio4FLab2Valve) Valve#2_4 CLEAR_NPC +1@lhz,165,51,0 duplicate(bio4FLab2Valve) Valve#2_5 CLEAR_NPC +1@lhz,137,47,0 duplicate(bio4FLab2Valve) Valve#2_6 CLEAR_NPC + +// The Lab No.2 >> The Lab No.3 Warp portal(General) +//============================================================================== +1@lhz,151,64,0 script #potal_02 WARPNPC,2,2,{ + end; + + OnInstanceInit: + disablenpc instance_npcname("#potal_02"); + end; + + OnEnable: + mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.3 is now open.",bc_map,"0xff99ff"; + enablenpc instance_npcname("#potal_02"); + end; + + OnDisable: + disablenpc instance_npcname("#potal_02"); + end; + + OnTouch: + warp instance_mapname("1@lhz"), 84, 28; + end; +} + +// The Lab No.3 +//============================================================================== +1@lhz,84,28,0 script #3_0 -1,1,1,{ + end; + + OnEnable: + enablenpc instance_npcname("#3_0"); + end; + + OnDisable: + disablenpc instance_npcname("#3_0"); + end; + + OnTouch: + donpcevent instance_npcname("Lab3#3_1")+"::OnEnable"; + donpcevent instance_npcname("#3_0")+"::OnDisable"; + end; +} + +// The Lab No.3 3_1 System - Monster wave control +//============================================================================== +1@lhz,35,104,4 script Lab3#3_1 CLEAR_NPC,{ + end; + + OnEnable: + initnpctimer; + end; + + OnDisable: + stopnpctimer; + end; + + OnTimer1000: + mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice!",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::OnDisable"; + end; + + OnTimer5000: + mapannounce instance_mapname("1@lhz"),"[Security System] Intruder Detected in The Lab No.3!!",bc_map,"0xff9977"; + end; + + OnTimer7000: + mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Security system of The Lab No.3 will start working.",bc_map,"0xff9977"; + end; + + OnTimer12000: + mapannounce instance_mapname("1@lhz"),"[Security System] First security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::On01"; + end; + + OnTimer192000: + mapannounce instance_mapname("1@lhz"),"[Security System] Second security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::On02"; + end; + + OnTimer372000: + mapannounce instance_mapname("1@lhz"),"[Security System] Third security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::On03"; + end; + + OnTimer552000: + mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system of The Lab No.3activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::On04"; + end; + + OnTimer732000: + mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; + donpcevent instance_npcname("MobCtrl3#mob03")+"::On05"; + stopnpctimer; + end; +} + +// The Lab No.3 Monster Control +//============================================================================== +1@lhz,37,104,4 script MobCtrl3#mob03 CLEAR_NPC,{ + end; + + On01: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$; + monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$; + monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$; + monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$; + monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$; + monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$; + monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$; + monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$; + monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$; + monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$; + end; + + On02: + .@map$ = instance_mapname("1@lhz"); + .@amount1 = rand(1,5); + .@amount2 = rand(1,5); + .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$; + monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + end; + + On03: + .@map$ = instance_mapname("1@lhz"); + .@amount1 = rand(1,5); + .@amount2 = rand(1,5); + .@amount3 = rand(1,5); + .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$; + monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + end; + + On04: + .@map$ = instance_mapname("1@lhz"); + .@amount1 = rand(1,5); + .@amount2 = rand(1,5); + .@amount3 = rand(1,5); + .@amount4 = rand(1,5); + .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$; + monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$; + monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + end; + + On05: + .@map$ = instance_mapname("1@lhz"); + .@amount1 = rand(1,5); + .@amount2 = rand(1,5); + .@amount3 = rand(1,5); + .@amount4 = rand(1,5); + .@amount5 = rand(1,5); + .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$; + monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$; + monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount4,.@label$; + monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount5,.@label$; + monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$; + monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$; + monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$; + monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$; + monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount5,.@label$; + end; + + OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; + end; + + OnMyMobDead: + if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("#potal_03")+"::OnEnable"; + donpcevent instance_npcname("Lab3#3_1")+"::OnDisable"; + mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.3 has been stopped.",bc_map,"0xff9977"; + } + end; +} + +// The Lab No.3 >> Boss's Room Warp portal +//============================================================================== +1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{ + end; + + OnInstanceInit: + disablenpc instance_npcname("#potal_03"); + end; + + OnEnable: + mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.4 is now open.",bc_map,"0x7799ff"; + enablenpc instance_npcname("#potal_03"); + end; + + OnDisable: + disablenpc instance_npcname("#potal_03"); + end; + + OnTouch: + warp instance_mapname("1@lhz"), 137, 100; + end; +} + +// The Lab No.4 +//============================================================================== +1@lhz,137,100,0 script #4_0 -1,1,1,{ + end; + + OnEnable: + enablenpc instance_npcname("#4_0"); + end; + + OnDisable: + disablenpc instance_npcname("#4_0"); + end; + + OnTouch: + donpcevent instance_npcname("Lab4#4_1")+"::OnEnable"; + donpcevent instance_npcname("#4_0")+"::OnEnable"; + end; +} + +// The Lab No.4 4_1 System - Summon of Boss Monster +//============================================================================== +1@lhz,35,102,4 script Lab4#4_1 CLEAR_NPC,{ + end; + + OnEnable: + initnpctimer; + end; + + OnDisable: + stopnpctimer; + end; + + OnTimer1000: + mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01"); + end; + + OnTimer2000: + specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02"); + end; + + OnTimer3000: + mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03"); + end; + + OnTimer4000: + specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04"); + end; + + OnTimer5000: + mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05"); + end; + + OnTimer6000: + specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06"); + end; + + OnTimer7000: + mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07"); + end; + + OnTimer8000: + specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08"); + end; + + OnTimer9000: + mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09"); + end; + + OnTimer10000: + specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10"); + end; + + OnTimer11000: + mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11"); + end; + + OnTimer12000: + specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12"); + end; + + OnTimer13000: + mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; + specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13"); + end; + + OnTimer14000: + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14"); + end; + + OnTimer15000: + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15"); + end; + + OnTimer16000: + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16"); + end; + + OnTimer17000: + mapannounce instance_mapname("1@lhz"),"Whisper: Ah....it....it's too late......",bc_map,"0x7DCBF0"; + donpcevent instance_npcname("MobCtrl4#mob04")+"::OnEnable"; + stopnpctimer; + end; +} + +// Area No. 4 - Boss Summon Control +//============================================================================== +1@lhz,37,102,4 script MobCtrl4#mob04 CLEAR_NPC,{ + end; + + OnEnable: + switch(rand(1,13)) { + case 1: + donpcevent instance_npcname("Seyren Windsor#boss01")+"::OnEnable"; + end; + case 2: + donpcevent instance_npcname("Cecile Damon#boss02")+"::OnEnable"; + end; + case 3: + donpcevent instance_npcname("Gertie Wie#boss03")+"::OnEnable"; + end; + case 4: + donpcevent instance_npcname("Eremes Guile#boss04")+"::OnEnable"; + end; + case 5: + donpcevent instance_npcname("Trentini#boss05")+"::OnEnable"; + end; + case 6: + donpcevent instance_npcname("Chen Liu#boss06")+"::OnEnable"; + end; + case 7: + donpcevent instance_npcname("Alphochio Basil#boss07")+"::OnEnable"; + end; + case 8: + donpcevent instance_npcname("Flamel Emul#boss08")+"::OnEnable"; + end; + case 9: + donpcevent instance_npcname("Randel Lawrence#boss09")+"::OnEnable"; + end; + case 10: + donpcevent instance_npcname("Celia Alde#boss10")+"::OnEnable"; + end; + case 11: + donpcevent instance_npcname("Kathryne Keyron#boss11")+"::OnEnable"; + end; + case 12: + donpcevent instance_npcname("Margaretha Sorin#boss12")+"::OnEnable"; + end; + case 13: + donpcevent instance_npcname("Howard Alt-Eisen#boss13")+"::OnEnable"; + end; + } + + OnDisable: + //stopnpctimer; + end; +} + +// Random Experiments in Tubes +//============================================================================== +1@lhz,156,148,3 script Type_**Gren#boss14 4_M_03,{ end; } +1@lhz,152,152,3 script Type_**Roke#boss15 4_M_HUMAN_01,{ end; } +1@lhz,148,156,3 script Type_**Dree#boss16 4_M_DWARF,{ end; } + +// Bosses +//============================================================================== +- script bio4FBoss -1,{ + end; + + OnEnable: + .@map$ = instance_mapname("1@lhz"); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + specialeffect EF_SUI_EXPLOSION; + if(strnpcinfo(0) == "Seyren Windsor#boss01") { + monster .@map$,129,154,"Load Knight Seyren",B_SEYREN,1,.@label$; + } + if(strnpcinfo(0) == "Cecile Damon#boss02") { + monster .@map$,125,150,"Sniper Cecile",B_SHECIL,1,.@label$; + } + if(strnpcinfo(0) == "Gertie Wie#boss03") { + monster .@map$,121,146,"Stalker Gertie",B_GERTIE,1,.@label$; + } + if(strnpcinfo(0) == "Eremes Guile#boss04") { + monster .@map$,117,142,"Assassin Cross Eremes",B_EREMES,1,.@label$; + } + if(strnpcinfo(0) == "Trentini#boss05") { + monster .@map$,117,125,"Gypsy Trentini",B_TRENTINI,1,.@label$; + } + if(strnpcinfo(0) == "Chen Liu#boss06") { + monster .@map$,121,121,"Champion Chen",B_CHEN,1,.@label$; + } + if(strnpcinfo(0) == "Alphochio Basil#boss07") { + monster .@map$,125,117,"Crown Alphochio",B_ALPHOCCIO,1,.@label$; + } + if(strnpcinfo(0) == "Flamel Emul#boss08") { + monster .@map$,129,113,"Creator Flamel",B_FLAMEL,1,.@label$; + } + if(strnpcinfo(0) == "Randel Lawrence#boss09") { + monster .@map$,146,113,"Paladin Randel",B_RANDEL,1,.@label$; + } + if(strnpcinfo(0) == "Celia Alde#boss10") { + monster .@map$,150,117,"Professor Celia",B_CELIA,1,.@label$; + } + if(strnpcinfo(0) == "Kathryne Keyron#boss11") { + monster .@map$,154,121,"High Wizard Kathryne",B_KATRINN,1,.@label$; + } + if(strnpcinfo(0) == "Margaretha Sorin#boss12") { + monster .@map$,158,125,"High Priest Margaretha",B_MAGALETA,1,.@label$; + } + if(strnpcinfo(0) == "Howard Alt-Eisen#boss13") { + monster .@map$,158,142,"White Smith Howard",B_HARWORD,1,.@label$; + } + disablenpc instance_npcname(strnpcinfo(0)); + end; + + OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + disablenpc instance_npcname(strnpcinfo(0)); + end; + + OnMyMobDead: + if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + .@map$ = instance_mapname("1@lhz"); + if(strnpcinfo(0) == "Seyren Windsor#boss01") + mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Cecile Damon#boss02") + mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Gertie Wie#boss03") + mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Eremes Guile#boss04") + mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Trentini#boss05") + mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Chen Liu#boss06") + mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Alphochio Basil#boss07") + mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Flamel Emul#boss08") + mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Randel Lawrence#boss09") + mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Celia Alde#boss10") + mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Kathryne Keyron#boss11") + mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Margaretha Sorin#boss12") + mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02"; + else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") + mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02"; + donpcevent instance_npcname("Wolfchev#last")+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; + } + end; +} + +1@lhz,127,156,5 duplicate(bio4FBoss) Seyren Windsor#boss01 B_SEYREN +1@lhz,123,152,5 duplicate(bio4FBoss) Cecile Damon#boss02 B_SHECIL +1@lhz,119,148,5 duplicate(bio4FBoss) Gertie Wie#boss03 B_GERTIE +1@lhz,115,144,5 duplicate(bio4FBoss) Eremes Guile#boss04 B_EREMES +1@lhz,115,123,7 duplicate(bio4FBoss) Trentini#boss05 B_TRENTINI +1@lhz,119,119,7 duplicate(bio4FBoss) Chen Liu#boss06 B_CHEN +1@lhz,123,115,7 duplicate(bio4FBoss) Alphochio Basil#boss07 B_ALPHOCCIO +1@lhz,127,111,7 duplicate(bio4FBoss) Flamel Emul#boss08 B_FLAMEL +1@lhz,148,111,1 duplicate(bio4FBoss) Randel Lawrence#boss09 B_RANDEL +1@lhz,152,115,1 duplicate(bio4FBoss) Celia Alde#boss10 B_CELIA +1@lhz,156,119,1 duplicate(bio4FBoss) Kathryne Keyron#boss11 B_KATRINN +1@lhz,160,123,1 duplicate(bio4FBoss) Margaretha Sorin#boss12 B_MAGALETA +1@lhz,160,144,3 duplicate(bio4FBoss) Howard Alt-Eisen#boss13 B_HARWORD + +// Wolfchev - Final encounter +//============================================================================== +1@lhz,137,156,7 script Wolfchev#last 4_LGTSCIENCE,{ + if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { + mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; + close; + } + .@all_quests_complete = true; + for(.@i = 5113; .@i <= 5125; .@i++) { + if(checkquest(.@i, HUNTING) != 2) + .@all_quests_complete = false; + } + if (.@all_quests_complete) { + // Quests Complete. Get Rewards. + .@reward = rand(1, 1000); + if (lght_duk01 == 8) { + // First time beating the instance. + mes "[Wolfchev]"; + mes "You finally defeated my Boss creature."; + next; + mes "[Wolfchev]"; + mes "Finally. is this the result?? For whom did I experiment? Did they cheat me?"; + next; + mes "[Wolfchev]"; + mes "The button was supposed to be pressed for an emergency case...but.."; + next; + mes "[Wolfchev]"; + mes "Hey.. You and I met by a bad connection...."; + next; + mes "[Wolfchev]"; + mes "But...., you helped me... How could you do that?"; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "When I met you for the first time, you seemed mad but sad, even if you could commit those cruel and horrific experiments."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "But actually, you did that because you was lonely,.. you just concentrated on that for this reason, huh?"; + next; + mes "[Wolfchev]"; + mes "HAHAHAHa. Loneliness.. You say?"; + next; + mes "[Wolfchev]"; + mes "It might be seen like that to you. But, it isn't. Loneliness is just a good and easy excuse of the losers."; + next; + mes "[Wolfchev]"; + mes "I'm so happy doing experiments pursuing for a perfection, I never feel lonely."; + next; + mes "[Wolfchev]"; + mes "Anyway, since I realized that Rekenber betrayed me, I cannot just let them do what they want."; + next; + mes "[Wolfchev]"; + mes "For now, I will leave them alone, but I will make them cry and regret for trying to remove Wolfchev."; + next; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "... .... ... ...."; + next; + for(.@i = 5113; .@i <= 5125; .@i++) { + erasequest .@i; + } + lght_duk01 = 9; + if (.@reward >= 1 && .@reward < 84) { + getitem Salvage_Cape, 1; + } else if (.@reward >= 84 && .@reward < 167) { + getitem Ancient_Gold_Deco, 1; + } else if (.@reward >= 167 && .@reward < 250) { + getitem Giant_Lance, 1; + } else if (.@reward >= 250 && .@reward < 333) { + getitem Bloody_Cross, 1; + } else if (.@reward >= 333 && .@reward < 416) { + getitem Guillotine_Katar, 1; + } else if (.@reward >= 416 && .@reward < 499) { + getitem Chilly_Spell_Book, 1; + } else if (.@reward >= 499 && .@reward < 582) { + getitem Goast_Chill, 10; + } else if (.@reward >= 582 && .@reward < 665) { + getitem Blood_Thirst, 10; + } else if (.@reward >= 665 && .@reward < 748) { + getitem Will_Of_Warrior, 10; + } else if (.@reward >= 748 && .@reward < 831) { + getitem Goast_Chill, 20; + } else if (.@reward >= 831 && .@reward < 914) { + getitem Blood_Thirst, 20; + } else { + getitem Will_Of_Warrior, 20; + } + mes "[Wolfchev]"; + mes "aaaaaah, "+ strcharinfo(PC_NAME) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore."; + next; + mes "[Wolfchev]"; + mes "And, if you can...hope you to come back often, especially with your friends. I want the place to be with human heart again so the sadness in here gets disappear."; + next; + mes "I looked at Wolfchev again before leaving his lab. and I could feel that he was not obsessed anymore.."; + close2; + warp "lhz_dun04", 147, 273; + end; + } else { + mes "[Wolfchev]"; + mes "You did defeat all of the Boss creatures. Thank you again."; + next; + for(.@i = 5113; .@i <= 5125; .@i++) { + erasequest .@i; + } + if (.@reward >= 1 && .@reward < 84) { + getitem Salvage_Cape, 1; + } else if (.@reward >= 84 && .@reward < 167) { + getitem Ancient_Gold_Deco, 1; + } else if (.@reward >= 167 && .@reward < 250) { + getitem Giant_Lance, 1; + } else if (.@reward >= 250 && .@reward < 333) { + getitem Bloody_Cross, 1; + } else if (.@reward >= 333 && .@reward < 416) { + getitem Guillotine_Katar, 1; + } else if (.@reward >= 416 && .@reward < 499) { + getitem Chilly_Spell_Book, 1; + } else if (.@reward >= 499 && .@reward < 582) { + getitem Goast_Chill, 10; + } else if (.@reward >= 582 && .@reward < 665) { + getitem Blood_Thirst, 10; + } else if (.@reward >= 665 && .@reward < 748) { + getitem Will_Of_Warrior, 10; + } else if (.@reward >= 748 && .@reward < 831) { + getitem Goast_Chill, 20; + } else if (.@reward >= 831 && .@reward < 914) { + getitem Blood_Thirst, 20; + } else { + getitem Will_Of_Warrior, 20; + } + mes "[Wolfchev]"; + mes "I say again, "+ strcharinfo(PC_NAME) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore."; + next; + mes "[Wolfchev]"; + mes "Khahaha, See you again. Do you want to get out of here now?"; + next; + if(select("Not yet", "Yes") == 1) { + mes "[Wolfchev]"; + mes "Then tell me when you want to."; + close; + } + mes "[Wolfchev]"; + mes "Then I will send you out."; + close2; + warp "lhz_dun04", 147, 273; + end; + } + } else { + if (!.@all_quests_complete) { + mes "[Wolfchev]"; + mes "I was looking at the system.... don't know who made this..... but it's so complicated to get..no idea..."; + next; + } else { + mes "[Wolfchev]"; + mes "kakakaah.. Thank you. You handled those Boss creatures well.."; + next; + } + if (lght_duk01 == 7) { + lght_duk01 = 8; + mes "[Wolfchev]"; + mes "While you were struggling..."; + next; + mes "[Wolfchev]"; + mes "I figured out something..and there's a system error which doesn't let us come and go freely, so you could help me in 72 hours... Go somewhere to take rest before you come back.."; + next; + mes "[Wolfchev]"; + mes "Ah.. and I can send you out of my laboratory. Do you want?"; + next; + } else { + mes "[Wolfchev]"; + mes "Do you want to get out of here now?"; + next; + } + if(select("Not yet", "Yes") == 1) { + mes "[Wolfchev]"; + mes "Then tell me when you want to."; + close; + } + mes "[Wolfchev]"; + mes "Then I will send you out."; + close2; + warp "lhz_dun04", 147, 273; + end; + } + + OnInstanceInit: + OnDisable: + disablenpc instance_npcname("Wolfchev#last"); + end; + + OnEnable: + enablenpc instance_npcname("Wolfchev#last"); + end; +} diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt index 8300576f2..e34fccc72 100644 --- a/npc/re/jobs/3-1/mechanic.txt +++ b/npc/re/jobs/3-1/mechanic.txt @@ -728,4 +728,4 @@ OnTouch: } jupe_core2,150,33,0 duplicate(#Acquiring Knowledge) #Acquiring Knowledge2 HIDDEN_WARP_NPC,1,0 -jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0
\ No newline at end of file +jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0 diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt index 0efc323c8..671340a03 100644 --- a/npc/re/jobs/3-1/warlock.txt +++ b/npc/re/jobs/3-1/warlock.txt @@ -1093,4 +1093,4 @@ job3_war01,1,2,0 script Button Girl#wl 1_F_01,{ } spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0 -spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0
\ No newline at end of file +spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0 diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index 21dfc943a..92b015bf4 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -1042,4 +1042,4 @@ job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 -job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
\ No newline at end of file +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt index 8b9288ad6..1435b23fd 100644 --- a/npc/re/jobs/3-2/minstrel.txt +++ b/npc/re/jobs/3-2/minstrel.txt @@ -1915,4 +1915,4 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "[Karian]"; mes "How did you get in here?"; close; -}
\ No newline at end of file +} diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt index af38058a3..05c568431 100644 --- a/npc/re/jobs/3-2/sorcerer.txt +++ b/npc/re/jobs/3-2/sorcerer.txt @@ -415,4 +415,4 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ thor_v01,64,252,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#1 2_BOARD2 ice_dun01,274,274,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#2 2_BOARD2 mjo_dun03,200,141,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#3 2_BOARD2 -gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 2_BOARD2
\ No newline at end of file +gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 2_BOARD2 diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt index 5926b7bcb..9ce297068 100644 --- a/npc/re/jobs/3-2/wanderer.txt +++ b/npc/re/jobs/3-2/wanderer.txt @@ -1032,4 +1032,4 @@ xmas,145,127,7 duplicate(#wander_xmas) Spectator#xmas2 4_M_05 xmas,148,127,7 duplicate(#wander_xmas) Soy#xmas 4_F_06 xmas,149,127,1 duplicate(#wander_xmas) Mimi#xmas 4_F_06 xmas,151,127,1 duplicate(#wander_xmas) Spectator#xmas3 4_M_KID2 -xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 4_M_NFLOSTMAN
\ No newline at end of file +xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 4_M_NFLOSTMAN diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index 05d98dc96..044e386fe 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -477,7 +477,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ nude; callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player jobchange roclass(eaclass()|EAJL_THIRD); - set EXSUPNOV_Q,5; + set EXSUPNOV_Q,5; emotion e_heh; mes "[Nodor]"; mes "Puhahahahahahahahahahah!!"; diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt index 448bbc8c4..3e94f180d 100644 --- a/npc/re/kafras/kafras.txt +++ b/npc/re/kafras/kafras.txt @@ -9,12 +9,12 @@ //= arg(0): 0 - Default Kafra message //= 1 - Niflhiem Kafra message //= 2 - Guild Kafra message -//= arg(1): 1 - Disable teleport menu +//= arg(1): 1 - Disable teleport menu //= arg(2): 1 - Disable info menu //= arg(3): Cost of Storage service //= arg(4): Cost of Rent a Pushcart service //===== Additional Comments: ================================= -//= 0.x Previous Authors: +//= 0.x Previous Authors: //= - L0ne_W0lf, Daegaladh //= 1.0 Merged and cleaned up Kafras. [Euphy] //= 1.1 Added Dewata Kafra. [Lemongrass] diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index fd8863776..abbc0896a 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -261,4 +261,4 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "It seems you have chosen the wrong job??"; close; } -}
\ No newline at end of file +} diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index 4905feb4a..db57a1d5d 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -226,7 +226,7 @@ function script refinenew { } else set .@menu2,2; switch(.@menu2){ - case 1: + case 1: set .@refinecnt,.@safe - getequiprefinerycnt(.@part); break; case 2: diff --git a/npc/re/mobs/dungeons/alde_dun.txt b/npc/re/mobs/dungeons/alde_dun.txt index 5f1570b49..56ed111e7 100644 --- a/npc/re/mobs/dungeons/alde_dun.txt +++ b/npc/re/mobs/dungeons/alde_dun.txt @@ -11,13 +11,13 @@ //============================================================ //================================================== -// alde_dun01 - Clock Tower B1f +// alde_dun01 - Clock Tower B1f //================================================== alde_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0 alde_dun01,0,0,0,0 monster Drainliar 1111,40,5000,0,0 //================================================== -// alde_dun02 - Clock Tower B2f +// alde_dun02 - Clock Tower B2f //================================================== alde_dun02,0,0,0,0 monster High Orc 1213,50,5000,0,0 alde_dun02,0,0,0,0 monster Brilight 1211,20,5000,0,0 @@ -25,7 +25,7 @@ alde_dun02,0,0,0,0 monster Arclouze 1194,20,5000,0,0 alde_dun02,0,0,0,0 monster Orc Archer 1189,20,5000,0,0 //================================================== -// alde_dun03 - Clock Tower B3f +// alde_dun03 - Clock Tower B3f //================================================== alde_dun03,0,0,0,0 monster Penomena 1216,85,5000,0,0 alde_dun03,0,0,0,0 monster Cramp 1209,56,5000,0,0 diff --git a/npc/re/mobs/dungeons/beach_dun.txt b/npc/re/mobs/dungeons/beach_dun.txt index 658444a76..0e4d2ee26 100644 --- a/npc/re/mobs/dungeons/beach_dun.txt +++ b/npc/re/mobs/dungeons/beach_dun.txt @@ -12,7 +12,7 @@ //============================================================ //================================================== -// beach_dun - Karu, the West cave +// beach_dun - Karu, the West cave //================================================== beach_dun,0,0,0,0 monster Medusa 1148,60,5000,0,0 beach_dun,0,0,0,0 monster Nereid 1255,20,5000,0,0 @@ -21,7 +21,7 @@ beach_dun,0,0,0,0 monster Merman 1264,3,5000,0,0 beach_dun,0,0,0,0 boss_monster Tao Gunka 1583,1,18000000,600000,0 //================================================== -// beach_dun2 - Ruande the northern cave +// beach_dun2 - Ruande the northern cave //================================================== beach_dun2,0,0,0,0 monster Stalactic Golem 1278,65,5000,0,0 beach_dun2,0,0,0,0 monster Tri Joint 1279,20,5000,0,0 @@ -30,7 +30,7 @@ beach_dun2,0,0,0,0 monster Hydra 1068,10,5000,0,0 beach_dun2,0,0,0,0 monster Nereid 1255,3,5000,0,0 //================================================== -// beach_dun3 - Mao, the East Cave +// beach_dun3 - Mao, the East Cave //================================================== beach_dun3,0,0,0,0 monster Thara Frog 1034,50,5000,0,0 beach_dun3,0,0,0,0 monster Megalodon 1064,30,5000,0,0 diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt index 267541aa5..fa746ef29 100644 --- a/npc/re/mobs/dungeons/glastheim.txt +++ b/npc/re/mobs/dungeons/glastheim.txt @@ -35,7 +35,7 @@ gl_cas01,0,0,0,0 monster Owl Baron 1295,6,5000,0,0 gl_cas01,0,0,0,0 monster Alice 1275,1,5000,0,0 //================================================== -// gl_cas02 - Glast Heim 2f +// gl_cas02 - Glast Heim 2f //================================================== gl_cas02,0,0,0,0 monster Wanderer 1208,41,5000,0,0 gl_cas02,0,0,0,0 monster Raydric 1163,36,5000,0,0 diff --git a/npc/re/mobs/dungeons/kh_dun.txt b/npc/re/mobs/dungeons/kh_dun.txt index b4c700534..4e9d1fbf7 100644 --- a/npc/re/mobs/dungeons/kh_dun.txt +++ b/npc/re/mobs/dungeons/kh_dun.txt @@ -12,7 +12,7 @@ //============================================================ //================================================== -// kh_dun01 - Robot Factory level 1 +// kh_dun01 - Robot Factory level 1 //================================================== kh_dun01,0,0,0,0 monster Aliza 1737,45,5000,0,0 kh_dun01,0,0,0,0 monster Alice 1275,25,5000,0,0 @@ -32,7 +32,7 @@ kh_dun02,0,0,0,0 monster Constant 1745,5,5000,0,0 kh_dun02,0,0,0,0 boss_monster Kiel D-01 1734,1,7200000,600000,0 //================================================== -// kh_kiehl01 - Kiehl's Room +// kh_kiehl01 - Kiehl's Room //================================================== kh_kiehl01,0,0,0,0 monster Constant 1745,10,5000,0,0 kh_kiehl01,67,171,5,5 monster Aliot 1740,1,180000,120000,0 diff --git a/npc/re/mobs/dungeons/lou_dun.txt b/npc/re/mobs/dungeons/lou_dun.txt index 1c6637712..6f50cebad 100644 --- a/npc/re/mobs/dungeons/lou_dun.txt +++ b/npc/re/mobs/dungeons/lou_dun.txt @@ -11,7 +11,7 @@ //============================================================ //================================================== -// lou_dun01 - The Royal Tomb +// lou_dun01 - The Royal Tomb //================================================== lou_dun01,0,0,0,0 monster Jing Guai 1517,45,5000,0,0 lou_dun01,0,0,0,0 monster Grizzly 1381,15,5000,0,0 @@ -31,7 +31,7 @@ lou_dun02,0,0,0,0 monster Mimic 1191,5,5000,0,0 lou_dun02,0,0,0,0 monster Zhu Po Long 1514,5,5000,0,0 //================================================== -// lou_dun03 - Suei Long Gon +// lou_dun03 - Suei Long Gon //================================================== lou_dun03,0,0,0,0 monster Zhu Po Long 1514,25,5000,0,0 lou_dun03,0,0,0,0 monster Yao Jun 1512,25,5000,0,0 diff --git a/npc/re/mobs/dungeons/prt_sew.txt b/npc/re/mobs/dungeons/prt_sew.txt index a7608aa7c..0ec2fe5dd 100644 --- a/npc/re/mobs/dungeons/prt_sew.txt +++ b/npc/re/mobs/dungeons/prt_sew.txt @@ -10,7 +10,7 @@ //============================================================ //================================================== -// prt_sewb1 - Prontera Culvert +// prt_sewb1 - Prontera Culvert //================================================== prt_sewb1,0,0,0,0 monster Thief Bug 1051,30,5000,0,0 prt_sewb1,0,0,0,0 monster Thief Bug Egg 1048,80,5000,0,0 diff --git a/npc/re/mobs/dungeons/ra_san.txt b/npc/re/mobs/dungeons/ra_san.txt index 51f7c42fd..eea77aa0f 100644 --- a/npc/re/mobs/dungeons/ra_san.txt +++ b/npc/re/mobs/dungeons/ra_san.txt @@ -20,7 +20,7 @@ ra_san01,0,0,0,0 monster Beholder 1633,6,5000,0,0 ra_san01,0,0,0,0 monster Hodremlin 1773,6,5000,0,0 //================================================== -// ra_san02 - Holy Ground +// ra_san02 - Holy Ground //================================================== ra_san02,0,0,0,0 monster Isilla 1772,85,5000,0,0 ra_san02,0,0,0,0 monster Vanberk 1771,30,5000,0,0 diff --git a/npc/re/mobs/dungeons/tha_t.txt b/npc/re/mobs/dungeons/tha_t.txt index eb84e8975..efa7cca38 100644 --- a/npc/re/mobs/dungeons/tha_t.txt +++ b/npc/re/mobs/dungeons/tha_t.txt @@ -85,7 +85,7 @@ tha_t06,0,0,0,0 monster Plasma 1694,10,5000,0,0 tha_t06,0,0,0,0 monster Maero of Thanatos 1706,2,5000,0,0 //================================================== -// tha_t07 - Thanatos Tower - Upper Level +// tha_t07 - Thanatos Tower - Upper Level //================================================== tha_t07,0,0,0,0 monster Baroness of Retribution 1702,15,5000,0,0 tha_t07,0,0,0,0 monster Death Word 1698,10,5000,0,0 diff --git a/npc/re/mobs/fields/comodo.txt b/npc/re/mobs/fields/comodo.txt index 45a39f7bb..d2d4ef236 100644 --- a/npc/re/mobs/fields/comodo.txt +++ b/npc/re/mobs/fields/comodo.txt @@ -65,7 +65,7 @@ cmd_fild06,293,235,5,5 monster Yellow Plant 1081,2,1800000,900000,1 cmd_fild06,84,375,10,10 monster Yellow Plant 1081,3,1800000,900000,1 //================================================== -// cmd_fild07 - Beacon Island, Pharos +// cmd_fild07 - Beacon Island, Pharos //================================================== cmd_fild07,0,0,0,0 monster Raggler 1254,100,5000,0,0 cmd_fild07,0,0,0,0 monster Aster 1266,30,5000,0,0 diff --git a/npc/re/mobs/fields/mjolnir.txt b/npc/re/mobs/fields/mjolnir.txt index 78e39d96b..fddd95c6b 100644 --- a/npc/re/mobs/fields/mjolnir.txt +++ b/npc/re/mobs/fields/mjolnir.txt @@ -159,7 +159,7 @@ mjolnir_07,97,210,0,0 monster Green Plant 1080,1,180000,90000,1 mjolnir_07,249,214,0,0 monster Blue Plant 1079,2,360000,180000,1 //================================================== -// mjolnir_08 - Mt.Mjolnir +// mjolnir_08 - Mt.Mjolnir //================================================== mjolnir_08,0,0,0,0 monster Beetle King 1494,140,5000,0,0 mjolnir_08,0,0,0,0 monster Savage 1166,30,5000,0,0 @@ -200,7 +200,7 @@ mjolnir_10,123,331,10,10 monster Shining Plant 1083,1,1800000,900000,1 mjolnir_10,0,0,0,0 monster Green Plant 1080,10,180000,90000,1 //================================================== -// mjolnir_11 - Mt.Mjolnir +// mjolnir_11 - Mt.Mjolnir //================================================== mjolnir_11,0,0,0,0 monster Argiope 1099,130,5000,0,0 mjolnir_11,0,0,0,0 monster Argos 1100,35,5000,0,0 @@ -220,7 +220,7 @@ mjolnir_11,282,300,0,0 monster Green Plant 1080,1,180000,90000,1 mjolnir_11,295,271,0,0 monster Green Plant 1080,1,180000,90000,1 //================================================== -// mjolnir_12 - Mt.Mjolnir +// mjolnir_12 - Mt.Mjolnir //================================================== mjolnir_12,0,0,0,0 monster Dustiness 1114,130,5000,0,0 mjolnir_12,0,0,0,0 monster Hunter Fly 1035,35,5000,0,0 diff --git a/npc/re/mobs/fields/morocc.txt b/npc/re/mobs/fields/morocc.txt index 663f46134..048dda6ba 100644 --- a/npc/re/mobs/fields/morocc.txt +++ b/npc/re/mobs/fields/morocc.txt @@ -17,7 +17,7 @@ //============================================================ //================================================== -// moc_fild01 - Sograt Desert +// moc_fild01 - Sograt Desert //================================================== moc_fild01,0,0,0,0 monster Peco Peco 1019,130,5000,0,0 moc_fild01,0,0,0,0 monster Muka 1055,50,5000,0,0 @@ -25,7 +25,7 @@ moc_fild01,0,0,0,0 monster Peco Peco Egg 1047,20,5000,0,0 moc_fild01,194,51,10,10 monster Yellow Plant 1081,10,900000,450000,1 //================================================== -// moc_fild02 - Sograt Desert +// moc_fild02 - Sograt Desert //================================================== moc_fild02,0,0,0,0 monster Muka 1055,130,5000,0,0 moc_fild02,0,0,0,0 monster Peco Peco 1019,60,5000,0,0 @@ -46,7 +46,7 @@ moc_fild02,353,103,0,0 monster Green Plant 1080,1,180000,90000,1 moc_fild02,337,35,0,0 monster Green Plant 1080,1,180000,90000,1 //================================================== -// moc_fild03 - Sograt Desert +// moc_fild03 - Sograt Desert //================================================== moc_fild03,0,0,0,0 monster Wolf 1013,140,5000,0,0 moc_fild03,0,0,0,0 monster Argos 1100,20,5000,0,0 @@ -72,7 +72,7 @@ moc_fild03,200,263,5,5 monster Green Plant 1080,2,180000,90000,1 //================================================== //================================================== -// moc_fild07 - Sograt Desert +// moc_fild07 - Sograt Desert //================================================== moc_fild07,0,0,0,0 monster Drops 1113,140,5000,0,0 moc_fild07,0,0,0,0 monster Chonchon 1011,30,5000,0,0 @@ -101,7 +101,7 @@ moc_fild11,0,0,0,0 monster Condor 1009,30,5000,0,0 moc_fild11,0,0,0,0 monster Scorpion 1001,30,5000,0,0 //================================================== -// moc_fild12 - Sograt Desert +// moc_fild12 - Sograt Desert //================================================== moc_fild12,0,0,0,0 monster Picky 1049,50,5000,0,0 moc_fild12,0,0,0,0 monster Picky 1050,50,5000,0,0 @@ -111,7 +111,7 @@ moc_fild12,0,0,0,0 monster Condor 1009,30,5000,0,0 moc_fild12,181,336,40,20 monster Yellow Plant 1081,10,180000,90000,1 //================================================== -// moc_fild13 - Sograt Desert +// moc_fild13 - Sograt Desert //================================================== moc_fild13,0,0,0,0 monster Steel Chonchon 1042,140,5000,0,0 moc_fild13,0,0,0,0 monster Wolf 1013,15,5000,0,0 @@ -157,7 +157,7 @@ moc_fild16,0,0,0,0 monster Hode 1127,30,5000,0,0 moc_fild16,0,0,0,0 monster Frilldora 1119,10,5000,0,0 //================================================== -// moc_fild17 - Sograt Desert +// moc_fild17 - Sograt Desert //================================================== moc_fild17,0,0,0,0 monster Hode 1127,130,5000,0,0 moc_fild17,0,0,0,0 monster Sandman 1165,30,5000,0,0 @@ -192,7 +192,7 @@ moc_fild18,325,272,0,0 monster Yellow Plant 1081,1,180000,90000,1 //================================================== //================================================== -// moc_fild20 - Sograt Desert - Continental Guard Quarantine +// moc_fild20 - Sograt Desert - Continental Guard Quarantine //================================================== moc_fild20,0,0,0,0 monster Incarnation of Morroc 1918,1,30000,0,0 moc_fild20,0,0,0,0 monster Incarnation of Morroc 1919,1,30000,0,0 @@ -200,7 +200,7 @@ moc_fild20,0,0,0,0 monster Incarnation of Morroc 1920,1,30000,0,0 moc_fild20,0,0,0,0 monster Incarnation of Morroc 1921,1,30000,0,0 //================================================== -// moc_fild21 - Dimensional Gorge +// moc_fild21 - Dimensional Gorge //================================================== moc_fild21,0,0,0,0 monster Incarnation of Morroc 1918,46,30000,0,0 moc_fild21,0,0,0,0 monster Incarnation of Morroc 1919,46,30000,0,0 @@ -208,7 +208,7 @@ moc_fild21,0,0,0,0 monster Incarnation of Morroc 1920,46,30000,0,0 moc_fild21,0,0,0,0 monster Incarnation of Morroc 1921,34,30000,0,0 //================================================== -// moc_fild22 - Dimensional Gorge +// moc_fild22 - Dimensional Gorge //================================================== moc_fild22,0,0,0,0 monster Incarnation of Morroc 1918,60,30000,0,0 moc_fild22,0,0,0,0 monster Incarnation of Morroc 1919,60,30000,0,0 diff --git a/npc/re/mobs/fields/payon.txt b/npc/re/mobs/fields/payon.txt index 0d2f13874..473bd2bfd 100644 --- a/npc/re/mobs/fields/payon.txt +++ b/npc/re/mobs/fields/payon.txt @@ -36,7 +36,7 @@ pay_fild01,70,246,0,0 monster Black Mushroom 1084,1,180000,90000,1 pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1 //================================================== -// pay_fild02 - Payon Forest +// pay_fild02 - Payon Forest //================================================== pay_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0 pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0 diff --git a/npc/re/mobs/fields/prontera.txt b/npc/re/mobs/fields/prontera.txt index ec7091e0b..7968cbdc0 100644 --- a/npc/re/mobs/fields/prontera.txt +++ b/npc/re/mobs/fields/prontera.txt @@ -13,7 +13,7 @@ //============================================================ //================================================== -// prt_fild00 - Prontera Field +// prt_fild00 - Prontera Field //================================================== prt_fild00,0,0,0,0 monster Roda Frog 1012,130,5000,0,0 prt_fild00,0,0,0,0 monster Ambernite 1094,50,5000,0,0 @@ -22,7 +22,7 @@ prt_fild00,227,212,0,0 monster Shining Plant 1083,1,1800000,900000,1 prt_fild00,285,138,10,10 monster Green Plant 1080,5,360000,180000,1 //================================================== -// prt_fild01 - Prontera Field +// prt_fild01 - Prontera Field //================================================== prt_fild01,0,0,0,0 monster Lunatic 1063,140,5000,0,0 prt_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0 @@ -31,7 +31,7 @@ prt_fild01,199,266,3,3 monster Green Plant 1080,3,360000,180000,1 prt_fild01,199,266,3,3 monster Blue Plant 1079,1,900000,450000,1 //================================================== -// prt_fild02 - Prontera Field +// prt_fild02 - Prontera Field //================================================== prt_fild02,0,0,0,0 monster Stainer 1174,140,5000,0,0 prt_fild02,0,0,0,0 monster Creamy 1018,30,5000,0,0 @@ -41,7 +41,7 @@ prt_fild02,339,309,3,3 monster Shining Plant 1083,1,1800000,900000,1 prt_fild02,0,0,0,0 monster Shining Plant 1083,2,1800000,900000,1 //================================================== -// prt_fild03 - Prontera Field +// prt_fild03 - Prontera Field //================================================== prt_fild03,0,0,0,0 monster Yoyo 1057,100,5000,0,0 prt_fild03,0,0,0,0 monster Poporing 1031,30,5000,0,0 @@ -54,7 +54,7 @@ prt_fild03,147,219,5,5 monster Green Plant 1080,5,360000,180000,1 prt_fild03,148,107,5,5 monster Green Plant 1080,5,360000,180000,1 //================================================== -// prt_fild04 - Prontera Field +// prt_fild04 - Prontera Field //================================================== prt_fild04,0,0,0,0 monster Ambernite 1094,80,5000,0,0 prt_fild04,0,0,0,0 monster Roda Frog 1012,20,5000,0,0 @@ -62,7 +62,7 @@ prt_fild04,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0 prt_fild04,350,114,10,10 monster Green Plant 1080,5,900000,450000,1 //================================================== -// prt_fild05 - Prontera Field +// prt_fild05 - Prontera Field //================================================== prt_fild05,0,0,0,0 monster Hornet 1004,140,5000,0,0 prt_fild05,0,0,0,0 monster Thief Bug Egg 1048,30,5000,0,0 @@ -71,7 +71,7 @@ prt_fild05,208,37,10,10 monster Green Plant 1080,6,900000,450000,1 prt_fild05,208,37,10,10 monster Blue Plant 1079,1,900000,450000,1 //================================================== -// prt_fild06 - Prontera Field +// prt_fild06 - Prontera Field //================================================== prt_fild06,0,0,0,0 monster Fabre 1007,140,5000,0,0 prt_fild06,0,0,0,0 monster Poring 1002,30,5000,0,0 @@ -79,7 +79,7 @@ prt_fild06,0,0,0,0 monster Lunatic 1063,30,5000,0,0 prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1 //================================================== -// prt_fild07 - Prontera Field +// prt_fild07 - Prontera Field //================================================== prt_fild07,0,0,0,0 monster Rocker 1052,150,5000,0,0 prt_fild07,0,0,0,0 monster Savage Babe 1167,50,5000,0,0 @@ -87,14 +87,14 @@ prt_fild07,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0 prt_fild07,225,110,5,5 monster Black Mushroom 1084,3,360000,180000,1 //================================================== -// prt_fild08 - Prontera Field +// prt_fild08 - Prontera Field //================================================== prt_fild08,0,0,0,0 monster Poring 1002,140,5000,0,0 prt_fild08,0,0,0,0 monster Lunatic 1063,40,5000,0,0 prt_fild08,0,0,0,0 monster Fabre 1007,40,5000,0,0 //================================================== -// prt_fild08 - Duplicates +// prt_fild08 - Duplicates //================================================== prt_fild08a,0,0,0,0 monster Poring 1002,140,5000,0,0 prt_fild08b,0,0,0,0 monster Poring 1002,140,5000,0,0 @@ -110,14 +110,14 @@ prt_fild08c,0,0,0,0 monster Fabre 1007,40,5000,0,0 prt_fild08d,0,0,0,0 monster Fabre 1007,40,5000,0,0 //================================================== -// prt_fild09 - Prontera Field +// prt_fild09 - Prontera Field //================================================== prt_fild09,0,0,0,0 monster Magnolia 1138,140,5000,0,0 prt_fild09,0,0,0,0 monster Metaller 1058,60,5000,0,0 prt_fild09,237,115,5,5 monster Yellow Plant 1081,3,360000,180000,1 //================================================== -// prt_fild10 - Prontera Field +// prt_fild10 - Prontera Field //================================================== prt_fild10,0,0,0,0 monster Elder Willow 1033,140,5000,0,0 prt_fild10,0,0,0,0 monster Poporing 1031,20,5000,0,0 diff --git a/npc/re/mobs/fields/umbala.txt b/npc/re/mobs/fields/umbala.txt index 34e9d10de..24e93dfd2 100644 --- a/npc/re/mobs/fields/umbala.txt +++ b/npc/re/mobs/fields/umbala.txt @@ -11,7 +11,7 @@ //============================================================ //================================================== -// um_fild01 - Luluka Forest +// um_fild01 - Luluka Forest //================================================== um_fild01,0,0,0,0 monster Dryad 1493,70,5000,0,0 um_fild01,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0 @@ -23,7 +23,7 @@ um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1 um_fild01,0,0,0,0 monster Shining Plant 1083,5,180000,90000,1 //================================================== -// um_fild02 - Hoomga Forest +// um_fild02 - Hoomga Forest //================================================== um_fild02,0,0,0,0 monster Wootan Fighter 1499,40,5000,0,0 um_fild02,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0 @@ -33,7 +33,7 @@ um_fild02,0,0,0,0 monster Red Plant 1078,5,180000,90000,1 um_fild02,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1 //================================================== -// um_fild03 - Kalala Swamp +// um_fild03 - Kalala Swamp //================================================== um_fild03,0,0,0,0 monster Parasite 1500,60,5000,0,0 um_fild03,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0 @@ -44,7 +44,7 @@ um_fild03,0,0,0,0 monster Green Plant 1080,10,180000,90000,1 um_fild03,0,0,0,0 monster Shining Plant 1083,2,180000,90000,1 //================================================== -// um_fild04 - Hoomga Jungle +// um_fild04 - Hoomga Jungle //================================================== um_fild04,0,0,0,0 monster Wild Rose 1261,30,5000,0,0 um_fild04,0,0,0,0 monster Stone Shooter 1495,10,5000,0,0 diff --git a/npc/re/mobs/fields/veins.txt b/npc/re/mobs/fields/veins.txt index dd52b4257..54261c8d6 100644 --- a/npc/re/mobs/fields/veins.txt +++ b/npc/re/mobs/fields/veins.txt @@ -50,7 +50,7 @@ ve_fild03,200,212,114,60 monster Red Plant 1078,10,10000,0,1 ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1 //================================================== -// ve_fild04 - Veins Field +// ve_fild04 - Veins Field //================================================== ve_fild04,0,0,0,0 monster Muscipular 1780,100,5000,0,0 ve_fild04,0,0,0,0 monster Drosera 1781,50,5000,0,0 diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt index 40641ff5c..3916884ca 100644 --- a/npc/re/mobs/fields/yuno.txt +++ b/npc/re/mobs/fields/yuno.txt @@ -23,7 +23,7 @@ //============================================================ //================================================== -// yuno_fild01 - Border Posts +// yuno_fild01 - Border Posts //================================================== yuno_fild01,0,0,0,0 monster Geographer 1368,50,5000,0,0 yuno_fild01,0,0,0,0 monster Dustiness 1114,35,5000,0,0 @@ -112,7 +112,7 @@ yuno_fild08,0,0,0,0 monster Green Plant 1080,10,180000,90000,1 yuno_fild08,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1 //================================================== -// yuno_fild09 - Schwaltzvalt Guards Camp +// yuno_fild09 - Schwaltzvalt Guards Camp //================================================== yuno_fild09,0,0,0,0 monster Grand Peco 1369,130,5000,0,0 yuno_fild09,0,0,0,0 monster Sleeper 1386,30,5000,0,0 diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt index 182214064..829ec2dae 100644 --- a/npc/re/quests/cupet.txt +++ b/npc/re/quests/cupet.txt @@ -158,7 +158,7 @@ function script cute_pet_manager { next; // Create Menu System - for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) { + for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) { set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); } @@ -193,7 +193,7 @@ function script cute_pet_manager { mes "Do you want to exchange with me?"; next; - if (select("Exchange:Don't Exchange") == 2) { + if (select("Exchange:Don't Exchange") == 2) { mes "[Cute Pet Manager]"; mes "You don't? You will come back again."; close; diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt index 7746d6be3..01c8fec29 100644 --- a/npc/re/quests/eden/86-90.txt +++ b/npc/re/quests/eden/86-90.txt @@ -4,6 +4,8 @@ //= Chilly //===== Current Version: ===================================== //= 1.3 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= Repetable Quests for Players between Baselevel 86 - 90. //===== Additional Comments: ================================= diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt index 2985463bf..e6744e80f 100644 --- a/npc/re/quests/eden/91-99.txt +++ b/npc/re/quests/eden/91-99.txt @@ -4,6 +4,8 @@ //= Chilly //===== Current Version: ===================================== //= 1.3 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= Repetable Quests for Players between Baselevel 91 - 99. //===== Additional Comments: ================================= diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index f7481d04d..78107cc46 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -340,7 +340,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ if (Weight < MaxWeight / 2) { mes "You're carrying too many items right now."; - close; + close; } mes "[Trader Machine]"; mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals."; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index cebd70b87..f1b54a9e7 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -4562,7 +4562,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ if (para_suv02 == 14) { setarray .@check[0],18514,2571,2473,15031; setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(set .@i,0; .@i<4; set .@i,.@i+1) + for(set .@i,0; .@i<4; set .@i,.@i+1) if (countitem(.@check[.@i]) < 1) { mes "[Toren]"; mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index 7afe04039..d17b63267 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -4,6 +4,8 @@ //= Gennosuke Kouga, Muad_Dib //===== Current Version: ===================================== //= 2.3 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= [Official Conversion] //= Quest NPCs related to Dewata: @@ -50,13 +52,13 @@ manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ if(select("Yes.:No.") == 2) { mes "[Entrance Manager]"; mes "Then use the tunnel next time."; - close; + close; } mes "[Entrance Manager]"; mes "Be careful."; close2; - warp "dic_dun01",33,212; - end; + warp "dic_dun01",33,212; + end; } mes "[Entrance Manager]"; mes "Sorry."; @@ -122,12 +124,12 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ if (.@deal == 0) { mes "[Curious Sapha]"; mes "You changed your mind?"; - close; + close; } if (Zeny < .@deal) { mes "[Curious Sapha]"; mes "You don't have enough money."; - close; + close; } mes "[Curious Sapha]"; mes "Will you buy "+.@input+"?"; @@ -352,7 +354,7 @@ OnEnable: mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; next; mes "- Cannot communicate with him. -"; - close; + close; } if (ep13_3_invite < 4) { mes "[Capital City Guard]"; @@ -424,11 +426,11 @@ dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{ if(select("Use safe:No way.")==2) { mes "["+strcharinfo(0)+"]"; mes "I will use it later."; - close; + close; } if (Zeny < 500) { mes "Not enough Zeny."; - close; + close; } Zeny -= 500; close2; @@ -454,17 +456,17 @@ sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{ function script que_dic { if (!getarg(0)) { if (checkquest(getarg(1),HUNTING) != 2) return; - mes getarg(3); + mes getarg(3); } else if (getarg(0) == 1) { if (checkquest(getarg(1)) == -1) return; if (countitem(getarg(3)) < getarg(4)) { mes "It looks like you are short on the amount."; - close; + close; } - mes getarg(5); + mes getarg(5); mes getarg(6,""); - delitem getarg(3), getarg(4); + delitem getarg(3), getarg(4); } else if (getarg(0) == 2) { for(set .@i,1; .@i<getargcount(); set .@i,.@i+1) { @@ -1042,7 +1044,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ } else if (.@doc > 60 && .@doc <= 70) { mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait."; setquest 12165; - close; + close; } else if (.@doc == 1) eldicastes_dp(12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.",""); else if (.@doc == 2) eldicastes_dp(12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology."); @@ -1107,7 +1109,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; specialeffect2 EF_STEAL; setquest getarg(0); - close; + close; } } dic_in01,31,192,0 duplicate(Document Package#main) Document Package#0001 CLEAR_NPC @@ -1804,7 +1806,7 @@ OnTouch: mes "Just a moment."; } close2; - warp "dic_in01",155,188; + warp "dic_in01",155,188; } end; } @@ -3691,7 +3693,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "What will it be?"; mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc."; mes "A bit on the expensive side though."; - next; + next; if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) { mes "[Shay]"; mes "Here.. "; @@ -3837,7 +3839,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "What is it now?"; mes "Any luck?"; next; - setarray .@ward$, + setarray .@ward$, "7188","The Knits at the square are interested in Ahat.", "7189","I heard from Pioms that most of the Saphas are interested in the minister.", "7190","Galtens are interested in the Cat Merchant for their cat ears."; @@ -4839,7 +4841,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ set ep13_3_secret, 11; getitem .@item[.@type], 1; erasequest 7193; - setquest 7194; + setquest 7194; donpcevent strnpcinfo(0)+"::OnDisable"; next; mes "[" + strcharinfo(0) + "]"; @@ -4900,7 +4902,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ } if (.@npc$[.@type] == "Rock Pile") mes "You collect another stone fragment that emits a strange magical force."; else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile."; - else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; + else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; getitem .@item[.@type], 1; donpcevent strnpcinfo(0)+"::OnDisable"; close; @@ -4977,7 +4979,7 @@ dic_fild02,207,94,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef6 CLEAR_NPC dic_fild02,230,71,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef7 CLEAR_NPC dic_fild02,188,50,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef8 CLEAR_NPC dic_fild02,248,36,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef9 CLEAR_NPC -dic_fild02,206,115,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef10 CLEAR_NPC +dic_fild02,206,115,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef10 CLEAR_NPC dic_fild02,194,86,0 duplicate(ep133_crack#main) Split Earth#ep133_ef1 CLEAR_NPC dic_fild02,240,51,0 duplicate(ep133_crack#main) Split Earth#ep133_ef2 CLEAR_NPC dic_fild02,176,65,0 duplicate(ep133_crack#main) Split Earth#ep133_ef3 CLEAR_NPC @@ -5037,7 +5039,7 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ close; } mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û"; + mes "¢£¡ô¡ñ ¡û"; mes "¡ú¡ö¡ø ¢£ ¡ô"; close; OnTouch: @@ -6085,7 +6087,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ close; } mes "[Bouy]"; - mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; + mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; mes "¡ï¡ú¡ö ¡ù"; mes "¡õ¡ï¡õ ¡ò"; close; @@ -6099,7 +6101,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "[Maha]"; mes "But I do think the Sapha race is overly kind, almost unnaturally."; mes "Guess it'll be fine."; - close; + close; } mes "[Ben]"; mes "There is nothing strange!"; @@ -6107,7 +6109,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ next; mes "[Ben]"; mes "I can also visit the Sapha if I work well here, can't I?"; - close; + close; } mes "[Ben]"; mes "Hmm. Hey, Maha,"; @@ -6396,7 +6398,7 @@ function script eldicastes_c { mes "[Vyhannus]"; mes "Amazing."; mes "Like with Hound, that ring you humans made..."; - mes "is like a ring of wisdom."; + mes "is like a ring of wisdom."; } else { mes "[Hound]"; @@ -6411,7 +6413,7 @@ function script eldicastes_c { } mes "[Vyhannus]"; mes "Shall we skip to the point?"; - mes "The reason why I am here..."; + mes "The reason why I am here..."; next; mes "[Someone's voice]"; mes "Excuse me, hold on a second."; @@ -6510,7 +6512,7 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ mes "You just stand there without"; mes "knowing what he says, so the"; mes "expedition guard next to you starts to talk. -"; - next; + next; callfunc "eldicastes_c",3; } else if (ep13_3_invite == 2) { @@ -6520,7 +6522,7 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ mes "He's name is Galten. He is so quick, you won't notice the weight of his armor."; next; callfunc "eldicastes_c",1; - } + } else if (ep13_3_invite == 3) { callfunc "eldicastes_c",2; } @@ -6531,7 +6533,7 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ mes "The tunnel might be a little scary."; mes "But I'm sure you will reach the end of it since you are strong."; close; - } + } else if (ep13_3_invite == 5) { mes "[Vyhannus]"; mes "Oh, the tunnel?"; @@ -6544,8 +6546,8 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ next; mes "[Vyhannus]"; mes "That is it."; - close; - } + close; + } else if (ep13_3_invite == 6) { mes "[Vyhannus]"; mes "You received the Light of El Dicastes."; @@ -6611,10 +6613,10 @@ mid_campin,168,125,3 script Hound#ep133_is06 4_M_MOCASS1,{ } else if (ep13_3_invite == 2) { callfunc "eldicastes_c",1; - } + } else if (ep13_3_invite == 3) { callfunc "eldicastes_c",2; - } + } else if (ep13_3_invite == 4) { mes "[Hound]"; mes "First thing you need to do when you reach Manuk is to meet General Guard Avalanche."; @@ -6627,7 +6629,7 @@ mid_campin,168,125,3 script Hound#ep133_is06 4_M_MOCASS1,{ mes "[Hound]"; mes "And don't forget what the captain said."; mes "Inspector Doha is in the next room."; - close; + close; } else if (ep13_3_invite > 4) { mes "[Hound]"; @@ -6658,7 +6660,7 @@ mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{ close2; OnInit: disablenpc strnpcinfo(0); - end; + end; } man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ @@ -6667,7 +6669,7 @@ man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; mes "¡ï¡ò¡Ð ¢¤ ?"; mes "¡ñ¡ï..?"; - close; + close; } if (ep13_3_invite == 4) { mes "[Avalanche]"; @@ -7153,12 +7155,12 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "When you are ready,"; mes "Please come back again"; - close; + close; } if (countitem(.@Items_) < 1) { mes .@n$; mes "Then, take the equipment off first."; - close; + close; } specialeffect2 EF_OVERTHRUST; mes .@n$; @@ -7173,7 +7175,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "But..."; mes "you don't seem to be wearing or even carrying equipment to upgrade on you."; - close; + close; } } if (getd("ep13_3_"+.@v$) == 0) { @@ -7199,7 +7201,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?"; set .@req, 2; - } + } else if (getd("ep13_3_"+.@v$) < 69) { mes .@n$; mes "I'm preparing for the"; @@ -7261,7 +7263,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "When you are ready,"; mes "Please come back again."; - close; + close; } if (countitem(6304) < .@req) { mes .@n$; @@ -7332,7 +7334,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ set .@cri[5], 4764; set .@cri[7], 4765; set .@atk[2], 4766; set .@atk[3], 4767; set .@dex[1], 4720; set .@dex[2], 4721; set .@dex[3], 4722; - set .@int[1], 4710; set .@int[2], 4711; set .@int[3], 4712; + set .@int[1], 4710; set .@int[2], 4711; set .@int[3], 4712; set .@agi[1], 4730; set .@agi[2], 4731; set .@agi[3], 4732; // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>). @@ -7378,7 +7380,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ next; mes "[Jahbong]"; mes "Come back to me once you have one. I'll give you something good in exchange."; - close; + close; } set .@cattalkj,rand(1,9); if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously."; diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt deleted file mode 100644 index 19ca406d6..000000000 --- a/npc/re/quests/quests_lighthalzen.txt +++ /dev/null @@ -1,594 +0,0 @@ -//===== Hercules Script ======================================= -//= Quest NPCs located in Lighthalzen -//===== By: ================================================== -//= Ziu, Heris (translation) -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= Quests related to Lighthalzen City. -//===== Additional Comments: ================================= -//= 1.0 Updated to match the new Izlude Map. [Masao] -//= 1.1 Added Somatology Laboratory F4 quest. [Euphy] -//= 1.2 Added Izlude duplicates. [Euphy] -//============================================================ - -// Renewal split [Daegaladh] -//============================================================ -izlude,172,73,6 duplicate(Scamp) Scamp#iz 4_M_YURI -izlude_a,172,73,6 duplicate(Scamp) Scamp#iz_a 4_M_YURI -izlude_b,172,73,6 duplicate(Scamp) Scamp#iz_b 4_M_YURI -izlude_c,172,73,6 duplicate(Scamp) Scamp#iz_c 4_M_YURI -izlude_d,172,73,6 duplicate(Scamp) Scamp#iz_d 4_M_YURI - -// Somatology Laboratory F4 -//============================================================ -lighthalzen,303,304,5 script Jerome Jameson#start 4_M_KHMAN,{ - if (lhz_dun04 == 0) { - mes "[Jerome Jameson]"; - mes "Wow, what a "+((Sex)?"strong man!":"beautiful dame!"); - next; - mes "[Jerome Jameson]"; - mes ((Sex)?"Sir":"Ma'am")+", please take heed -- as soon"; - mes "as a dangerous rumor aroused about"; - mes "the endangerment of everyone in"; - mes "town, the best thing to do is lock"; - mes "your doors."; - - // To do: check BaseLevel requirement. - if (BaseLevel < 90 || hg_tre < 54) close; - - next; - select("Dangerous rumor?"); - mes "[Jerome Jameson]"; - mes "Strong rumors have been heard from"; - mes "Rekenber Investigation Institute"; - mes "about terrible, secret experiments"; - mes "with human beings!"; - next; - select("What? Experiments?"); - mes "[Jerome Jameson]"; - mes "Yes. Biological experiments!!"; - mes "Experiments with human beings"; - mes "conducted in the undergrounds of"; - mes "these very slums. Apparently, they"; - mes "have spread the rumors upon being"; - mes "denied of social benefits."; - next; - mes "[Jerome Jameson]"; - mes "This rumor cannot go about"; - mes "unhandled. The biological"; - mes "experiments that have been carried"; - mes "out in this place can be real."; - mes "This really needs to be"; - mes "investigated, and soon!"; - setquest 5109; - set lhz_dun04,1; - close; - } - mes "[Jerome Jameson]"; - mes "Please investigate the deeper"; - mes "parts of the laboratory. I hope"; - mes "to hear from you soon."; - close; -} - -// Is this the correct behavior? (limited and conflicting sources) -// - NPC in lhz_dun04 warps into que_lhz. (?) -// - lhz_dun03 warps directly to que_lhz. (?) -function script lhz4enter { - if (getmapusers("que_lhz") == 0 && mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { - if (getarg(0) == 0) { - mes "- Having Jerome Jameson's orders"; - mes "in mind, you hold your breath and"; - mes "descend the flooded flight of"; - mes "stairs. -"; - } else { - mes "[Researcher]"; - mes "Who are you?"; - mes "................"; - emotion e_omg; - next; - mes "The man runs away and you go after him."; - } - if (lhz_dun04 > 1) { - changequest 5110,5109; - set lhz_dun04,1; - } - close2; - // Check twice because of 'next'. - if (getmapusers("que_lhz") == 0 && mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { - donpcevent "#lhz4mes1::OnEnable"; - warp "que_lhz",244,52; - } - end; - } - mes "Right now there are other people inside. Wait for your turn."; - close; -} - -lhz_dun03,239,77,0 script #warplhz3lhz4 WARPNPC,1,1,{ -OnTouch: - if (lhz_dun04 == 0) { - mes "It doesn't make sense to go down these flooded stairs."; - close; - } else if (lhz_dun04 < 6) { - callfunc "lhz4enter",0; - end; - } - warp "lhz_dun04",244,52; - end; -} -lhz_dun04,245,61,0 warp #warplhz4lhz3 1,1,lhz_dun03,240,74 - -// Does this portal exist? -que_lhz,245,61,0 warp #warplhzqlhz3 1,1,lhz_dun03,240,74 - -que_lhz,244,52,0 script #lhz4mes1 -1,2,2,{ -OnTouch: - mes "- You find another flight of"; - mes "stairs that is raised and deviates"; - mes "from the flooded path. -"; - // Missing dialogue. - close2; - donpcevent "#lhz4mes1::OnDisable"; - end; -OnInit: -OnDisable: - disablenpc "#lhz4mes1"; - end; -OnEnable: - enablenpc "#lhz4mes1"; - end; -} - -lhz_dun04,151,276,3 script Researcher#lhz4 4_LGTSCIENCE,{ - if (lhz_dun04 == 0) { - mes "[Researcher]"; - mes "................"; - close; - } else if (lhz_dun04 < 6) { - callfunc "lhz4enter",1; - end; - } else if (lhz_dun04 == 6) { - mes "Think twice before saying that these samples are a reason to shut this place down."; - next; - mes "["+strcharinfo(0)+"]"; - mes "You're stopping me for doing nothing good? What about the last four men I've created?"; - next; - mes "[Wolfchev]"; - mes "Hmm. This place will be completely flooded..."; - next; - mes "[Wolfchev]"; - mes "What is the problem?"; - next; - mes "[Wolfchev]"; - mes "Hmm... All this burocracy is ruining my laboratory. For God's sake!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hey! Wolfchev!!"; - next; - mes "[Wolfchev]"; - mes "Oh yes? To please them all! ^FF0080The different specimen^000000 are organically connected to each other."; - next; - mes "[Wolfchev]"; - mes "Perhaps the boss of these ^00FF00things^000000..."; - mes "My inability to control my own experiment... Here, are all the ^808000slaves used as decoys^000000 and the laboratory will be shut down."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hey, Wolfchev!! This ^00FF00boss^000000 you're talking about. Where is it?"; - next; - mes "[Wolfchev]"; - mes "...in my laboratory. I awakened it. I tried to use it to destroy them all, but it didn't work... you'll have to do it..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "How can I get access to your laboratory?"; - next; - mes "[Wolfchev]"; - mes "Now... One moment!"; - mes "I will help you."; - next; - mes "[Wolfchev]"; - mes "Luckily, the boss hasn't awaken sober, though he's still strong and destructive."; - next; - mes "[Wolfchev]"; - mes "But it's still dangerous. He wil release his colleagues and this means we don't have much time here."; - set lhz_dun04,7; - completequest 5111; - setquest 5113; - setquest 5114; - setquest 5115; - setquest 5116; - setquest 5117; - setquest 5118; - setquest 5119; - setquest 5120; - setquest 5121; - setquest 5122; - setquest 5123; - setquest 5124; - setquest 5125; - close; - } else if (lhz_dun04 == 7) { - mes "[Wolfchev]"; - mes "Are you going alone?"; - mes "You will need a really good group to bypass the system and defeat the boss."; - close; - } - end; -} - -que_lhz,207,75,3 script Researcher#ins 4_LGTSCIENCE,3,3,{ -OnTouch: - if (lhz_dun04 == 1) { - mes "[Researcher]"; - mes ".........."; - next; - mes "["+strcharinfo(0)+"]"; - mes "You! Are you professor Wolfchev?"; - emotion e_omg,1; - next; - mes "[Wolfchev]"; - mes "Many people come here looking for me. But most of them are reluctant to."; - mes "What do you want?"; - emotion e_gg; - next; - mes "["+strcharinfo(0)+"]"; - mes "I've heard rumors about biological experiments."; - mes "Wolfchev!!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "These experiments..."; - next; - mes "[Wolfchev]"; - mes "I think I know what you're gonna say. Are you accusing me of something?"; - mes "I don't want to hear more of that."; - mes "You better leave."; - emotion e_gg; - next; - mes "[Wolfchev]"; - mes "They seem to have cried for a long time... I'm busy, excuse me!"; - next; - mes "From Wolfchev's eyes tears welled and he started laughing before running away."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hey! Wolfchev there..."; - emotion e_omg,1; - changequest 5109,5110; - set lhz_dun04,2; - close2; - warp "que_lhz",96,136; - end; - } - mes "[Researcher]"; - mes ".........."; - close; -} - -que_lhz,94,119,3 script Researcher#ins2 4_LGTSCIENCE,{ - if (lhz_dun04 == 2) { - mes "[Wolfchev]"; - mes "Hehehe. You are really persistent. What do you want from someone like me?"; - emotion e_swt2; - next; - mes "["+strcharinfo(0)+"]"; - mes "Wolfchev... You've admitted it's dangerous already. And all these investigations..."; - next; - mes "[Wolfchev]"; - mes "You're right...hehe."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Your research is too dangerous. Do you think everybody wants it to keep going?"; - next; - mes "[Wolfchev]"; - mes "Everyone wants to be strong and dominate the others. Have their obedience, respect and attention. Don't you want that? Hehe."; - emotion e_gg; - next; - mes "["+strcharinfo(0)+"]"; - mes "... ... ..."; - next; - mes "[Wolfchev]"; - mes "With such a dangerous life, avoiding being damaged... Don't you see it?. Hehe."; - next; - mes "Again, Wolfchev hastily escapes."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh! He's far... and..."; - set lhz_dun04,3; - close2; - warp "que_lhz",148,215; - end; - } - mes "[Researcher]"; - mes ".........."; - close; -} -que_lhz,147,224,3 script Researcher#ins3 4_LGTSCIENCE,{ - if (lhz_dun04 == 4 || mobcount("que_lhz","#controllhz4::OnMyMobDead") > 0) { - mes "[Wolfchev]"; - mes "Wolfchev is freaking out. He is out of his mind."; - emotion e_turn; - close; - } else if (lhz_dun04 == 3) { - mes "[Wolfchev]"; - mes "You really are a bothersome little"; - mes "tick, aren't you? Isn't that"; - mes "apparent to you at all?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "... ... ..."; - emotion e_dots,1; - next; - mes "Wolfchev didn't want to talk to you anymore, so while laughing he pressed a button on his hand. Then he went mad."; - specialeffect EF_SIGHTRASHER; - next; - mes "[Wolfchev]"; - mes "Unfortunately to you, I will beat you here."; - donpcevent "#controllhz4::OnEnable"; - next; - mes "[Wolfchev]"; - mes "You're such a fool."; - emotion e_gasp; - next; - mes "[Wolfchev]"; - mes "Look at all these experimental bodies you'll have to deal and see how good they are."; - next; - donpcevent "#controllhz4::OnEnable2"; - progressbar "ffff00",6; - set lhz_dun04,4; - next; - mes "[Wolfchev]"; - mes "NO!! ...Look what you did!! You"; - mes "wreckless madman!!!"; - emotion e_omg; - next; - mes "[Wolfchev]"; - mes "Go back!"; - next; - mes "First, let's destroy all these experiments!"; - close; - } else if (lhz_dun04 == 5) { - mes "Wolfchev is freaking out. He is out of his mind."; - next; - mes "["+strcharinfo(0)+"]"; - mes "*Slaps Face* Hey, snap out of it!"; - mes "We've destroyed them!"; - specialeffect EF_STUNATTACK; - sleep2 1000; - specialeffect EF_STUNATTACK; - next; - mes "["+strcharinfo(0)+"]"; - mes "Let's get out of here first! Is there a place we can go?"; - specialeffect EF_DARKBREATH; - emotion e_no,1; - next; - mes "[Wolfchev]"; - mes "This. My laboratory... My laboratory..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "The laboratory? Where am I indeed?"; - next; - mes "[Wolfchev]"; - mes "Back to the beggining... here's when..."; - next; - mes "- Wolfchev weakly points to the 12 o' clock direction. -"; - next; - mes "I have to go to ^0000FF Wolfchev's Laboratory^000000..."; - changequest 5110,5111; - set lhz_dun04,6; - donpcevent "#controllhz4d::OnEnable"; - close; - } else if (lhz_dun04 == 6) { - mes "I have to go to ^0000FF Wolfchev's Laboratory^000000..."; - close; - } - end; -} - -- script Awake Specimen#lhz -1,{ - end; -OnInit: -OnDisable: - hideonnpc strnpcinfo(0); - end; -OnEnable: - hideoffnpc strnpcinfo(0); - end; -OnEffect1: - specialeffect EF_SUI_EXPLOSION; - end; -OnEffect2: - specialeffect EF_BEGINASURA; - end; -OnEffect3: - specialeffect EF_FLASHER; - end; -} -que_lhz,148,231,0 duplicate(Awake Specimen#lhz) Awake Specimen#0 QUEST_CHEN -que_lhz,140,231,1 duplicate(Awake Specimen#lhz) Awake Specimen#1 QUEST_CHEN -que_lhz,140,224,2 duplicate(Awake Specimen#lhz) Awake Specimen#2 QUEST_CHEN -que_lhz,140,216,3 duplicate(Awake Specimen#lhz) Awake Specimen#3 QUEST_CHEN -que_lhz,147,216,4 duplicate(Awake Specimen#lhz) Awake Specimen#4 QUEST_CHEN -que_lhz,155,216,5 duplicate(Awake Specimen#lhz) Awake Specimen#5 QUEST_CHEN -que_lhz,155,224,6 duplicate(Awake Specimen#lhz) Awake Specimen#6 QUEST_CHEN -que_lhz,155,231,7 duplicate(Awake Specimen#lhz) Awake Specimen#7 QUEST_CHEN - -- script #controllhz4 -1,{ -OnInit: - disablenpc "#controllhz4"; - end; -OnEnable: - enablenpc "#controllhz4"; - donpcevent "Awake Specimen#0::OnEnable"; - donpcevent "Awake Specimen#1::OnEnable"; - donpcevent "Awake Specimen#2::OnEnable"; - donpcevent "Awake Specimen#3::OnEnable"; - donpcevent "Awake Specimen#4::OnEnable"; - donpcevent "Awake Specimen#5::OnEnable"; - donpcevent "Awake Specimen#6::OnEnable"; - donpcevent "Awake Specimen#7::OnEnable"; - end; -OnEnable2: - initnpctimer; - end; -OnTimer1000: - donpcevent "Awake Specimen#0::OnEffect1"; - end; -OnTimer2000: - donpcevent "Awake Specimen#0::OnEffect2"; - donpcevent "Awake Specimen#7::OnEffect1"; - end; -OnTimer3000: - donpcevent "Awake Specimen#7::OnEffect2"; - donpcevent "Awake Specimen#6::OnEffect1"; - end; -OnTimer4000: - donpcevent "Awake Specimen#6::OnEffect2"; - donpcevent "Awake Specimen#5::OnEffect1"; - end; -OnTimer5000: - donpcevent "Awake Specimen#5::OnEffect2"; - donpcevent "Awake Specimen#4::OnEffect1"; - end; -OnTimer6000: - donpcevent "Awake Specimen#4::OnEffect2"; - donpcevent "Awake Specimen#3::OnEffect1"; - end; -OnTimer7000: - donpcevent "Awake Specimen#3::OnEffect2"; - donpcevent "Awake Specimen#2::OnEffect1"; - end; -OnTimer8000: - donpcevent "Awake Specimen#2::OnEffect2"; - donpcevent "Awake Specimen#1::OnEffect1"; - end; -OnTimer9000: - donpcevent "Awake Specimen#1::OnEffect2"; - end; -OnTimer11000: - donpcevent "Awake Specimen#0::OnEffect3"; - donpcevent "Awake Specimen#1::OnEffect3"; - donpcevent "Awake Specimen#2::OnEffect3"; - donpcevent "Awake Specimen#3::OnEffect3"; - donpcevent "Awake Specimen#4::OnEffect3"; - donpcevent "Awake Specimen#5::OnEffect3"; - donpcevent "Awake Specimen#6::OnEffect3"; - donpcevent "Awake Specimen#7::OnEffect3"; - end; -OnTimer14000: - donpcevent "Awake Specimen#0::OnDisable"; - donpcevent "Awake Specimen#1::OnDisable"; - donpcevent "Awake Specimen#2::OnDisable"; - donpcevent "Awake Specimen#3::OnDisable"; - donpcevent "Awake Specimen#4::OnDisable"; - donpcevent "Awake Specimen#5::OnDisable"; - donpcevent "Awake Specimen#6::OnDisable"; - donpcevent "Awake Specimen#7::OnDisable"; - end; -OnTimer16000: - monster "que_lhz",148,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",140,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",140,224,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",140,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",147,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",155,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",155,224,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - monster "que_lhz",155,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; - donpcevent "#controllhz4b::OnEnable"; - stopnpctimer; - end; -OnMyMobDead: - if (mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { - donpcevent "#controllhz4b::OnStop"; - donpcevent "#controllhz4c::OnEnable"; - disablenpc "#controllhz4"; - end; - } - end; -} - -- script #controllhz4b -1,{ -OnInit: -OnDisable: - disablenpc "#controllhz4b"; - end; -OnEnable: - enablenpc "#controllhz4b"; - initnpctimer; - end; -OnStop: - stopnpctimer; - donpcevent "#controllhz4b::OnDisable"; - end; -OnTimer400000: - killmonster "que_lhz","#controllhz4::OnMyMobDead"; - mapwarp "que_lhz","lighthalzen",263,200; - disablenpc "#controllhz4"; - disablenpc "#controllhz4b"; - stopnpctimer; - end; -} - -- script #controllhz4c -1,{ -OnInit: - disablenpc "#controllhz4c"; - end; -OnEnable: - enablenpc "#controllhz4c"; - initnpctimer; - end; -OnTimer10000: - mapannounce "que_lhz","Whisper of a man: Help me... Please... Aaah... I don't want to... Die....",bc_map,0x0080C0; - donpcevent "#controllhz4d::OnEnable"; - stopnpctimer; - disablenpc "#controllhz4c"; - end; -} - -que_lhz,147,248,0 script #controllhz4d -1,6,4,{ -OnTouch: - if (lhz_dun04 == 4) { - mes "Looks like it's all done."; - set lhz_dun04,5; - donpcevent "#controllhz4d::OnDisable"; - close; - } else if (lhz_dun04 == 6) { - mes "- Concrete falls from the ceiling"; - mes "due to the weakened structure of"; - mes "the lab and you tumble down the"; - mes "flight of stairs avoiding it. -"; - close2; - warp "lhz_dun04",148,269; - donpcevent "#lhz4mes2::OnEnable"; - donpcevent "#controllhz4d::OnDisable"; - end; - } - end; -OnInit: -OnDisable: - disablenpc "#controllhz4d"; - end; -OnEnable: - enablenpc "#controllhz4d"; - end; -} - -lhz_dun04,148,269,0 script #lhz4mes2 -1,2,2,{ -OnTouch: - if (lhz_dun04 == 6) { - heal -Hp/2,0; // To do: check HP value. - mes "- You awaken injured, hearing the"; - mes "sounds of footsteps all around"; - mes "you... -"; - close2; - donpcevent "#lhz4mes2::OnDisable"; - end; - } - end; -OnInit: -OnDisable: - disablenpc "#lhz4mes2"; - end; -OnEnable: - enablenpc "#lhz4mes2"; - end; -} diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index 5593300ec..0511a1e55 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -4,6 +4,8 @@ //= Muad_Dib //===== Current Version: ===================================== //= 1.6 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= [Official Conversion] //= Quest NPCs related to Malangdo: diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 150928d49..0c9eb2a82 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -3820,7 +3820,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ delitem 6499,20; //Ancient_Grudge delequip .@part; - getitem .@newItem, 1; + getitem .@newItem, 1; mes "[Bayani]"; mes "Ha ha. Perfect."; diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index 1d7e9bbd0..a8697058a 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -4,6 +4,8 @@ //= Euphy //===== Current Version: ===================================== //= 1.1 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= [Official Conversion] //= Quest NPCs related to Mora: @@ -3382,26 +3384,26 @@ L_ShowReport: mes "[Experimental Results]"; mes "*** Researcher - Inffle"; mes "*** Research Assistant - "+strcharinfo(0); - mes "¡¡"; + mes " "; mes "<Research topic>"; mes "*** Bath of Mora Village"; - mes "¡¡"; + mes " "; mes "<Aim>"; mes "To investigate the mysterious power of the bath water"; mes "and to find out ways to better utilize"; mes "the water."; - mes "¡¡"; + mes " "; mes "<Methods>"; mes "1. Obtained an unidentified DNA sample."; mes "Obtained a sample of an unidentified DNA,"; mes "and collected more samples to look further into it."; - mes "¡¡"; + mes " "; mes "2. A comparison analysis on the unidentified DNA"; mes "Concluded that the DNA belongs to"; mes "an unidentified creature living in the bath water."; mes "combine and result in"; mes "from the swordfish DNA."; - mes "¡¡"; + mes " "; mes "3. Research on the puddles around the village"; mes "From the four puddles around the village,"; mes "confirmed that the testing substances were"; @@ -3409,9 +3411,9 @@ L_ShowReport: mes "It is thought that the four puddles"; mes "combine and result in"; mes "the mysterious power."; - mes "¡¡"; + mes " "; mes "<Material analysis>"; - mes "*** Temperature ***** 33.5° "; + mes "*** Temperature ***** 33.5¡Æ"; mes "*** PH ************ 9.8"; mes "*** Solid residues *** 176"; mes "*** K+ ************ 0,23"; @@ -4182,7 +4184,7 @@ OnTimer20000: OnTimer30000: OnTimer40000: OnTimer50000: - if (rand(2)) + if (rand(2)) donpcevent strnpcinfo(0)+"::OnEnable"; end; OnTimer60000: diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index c271a2b3b..1e5f28ed8 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -57,6 +57,7 @@ npc: npc/re/instances/HazyForest.txt npc: npc/re/instances/MalangdoCulvert.txt npc: npc/re/instances/OctopusCave.txt npc: npc/re/instances/OldGlastHeim.txt +npc: npc/re/instances/WolfchevLaboratory.txt // ---------------- Kafras & Cool Event Corp. ------------------- npc: npc/re/kafras/kafras.txt @@ -125,7 +126,6 @@ npc: npc/re/quests/quests_dewata.txt npc: npc/re/quests/quests_dicastes.txt npc: npc/re/quests/quests_eclage.txt npc: npc/re/quests/quests_izlude.txt -npc: npc/re/quests/quests_lighthalzen.txt npc: npc/re/quests/quests_malangdo.txt npc: npc/re/quests/quests_malaya.txt npc: npc/re/quests/quests_mora.txt diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf index 8ee3c45e5..28f514d19 100644 --- a/npc/re/scripts_main.conf +++ b/npc/re/scripts_main.conf @@ -4,7 +4,7 @@ // The idea of this new system is to make scripts more organized // since the old system was rather messy with all the NPCs in one // file. Now scripts are organized in to files arraged by type. -// Custom scripts are now in scripts_custom.conf, all other +// Custom scripts are now in scripts_custom.conf, all other // scripts are deemed as 'official'. You should place your NPCs // in to scripts_custom.conf to follow the trend. // diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt index 6ad933aa3..9af35d123 100644 --- a/npc/re/warps/cities/dicastes.txt +++ b/npc/re/warps/cities/dicastes.txt @@ -4,12 +4,14 @@ //= Chilly, Muad_Dib //===== Current Version: ===================================== //= 1.3 +//===== File Encoding ======================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: ========================================= //= Warp Points for El Dicastes //===== Additional Comments: ================================= //= 1.0 First Version. //= 1.1 Added Elevators. -//= 1.2 Removed a warp. [Joseph] +//= 1.2 Removed a warp. [Joseph] //= 1.3 Updated to match official script. [Joseph] //============================================================ @@ -69,4 +71,4 @@ dic_in01,57,48,0 duplicate(Elevator#main) Elevator#9 CLEAR_NPC dic_in01,137,46,0 duplicate(Elevator#main) Elevator#10 CLEAR_NPC dic_in01,222,46,0 duplicate(Elevator#main) Elevator#11 CLEAR_NPC dic_in01,388,272,0 duplicate(Elevator#main) Elevator#12 CLEAR_NPC -dic_in01,389,208,0 duplicate(Elevator#main) Elevator#13 CLEAR_NPC
\ No newline at end of file +dic_in01,389,208,0 duplicate(Elevator#main) Elevator#13 CLEAR_NPC diff --git a/npc/re/warps/cities/rachel.txt b/npc/re/warps/cities/rachel.txt index 608e7ec2b..9ec33e229 100644 --- a/npc/re/warps/cities/rachel.txt +++ b/npc/re/warps/cities/rachel.txt @@ -7,14 +7,14 @@ //===== Description: ========================================= //= Warp Points for Rachel City, shops & other locations //===== Additional Comments: ================================= -//= 1.0 Added the official warps and commented out the +//= 1.0 Added the official warps and commented out the //= "custom duplicates" for future checkout. Special thanks //= to RockmanEXE who provided all the info. [erKURITA] //= 1.1 Added warp to Veins Field [Playtester] //= 1.2 Fully official rachel warps [Playtester] //= 1.2a Added missing warp (Pope's office entryway -> temple) [L0ne_W0lf] //= 1.3 Updated Rachel -> Veins Field warp. [L0ne_W0lf] -//= 1.4 Disabled rachel33, moved to quest_rachel.txt [L0ne_W0lf] +//= 1.4 Disabled rachel33, moved to quest_rachel.txt [L0ne_W0lf] //= 1.5 Renewal warp adjustments. //============================================================ diff --git a/npc/re/warps/other/jobquests.txt b/npc/re/warps/other/jobquests.txt index 39eebc334..cefa5dd5f 100644 --- a/npc/re/warps/other/jobquests.txt +++ b/npc/re/warps/other/jobquests.txt @@ -47,4 +47,4 @@ job3_gen01,71,56,0 warp #from2to1gen 1,1,job3_gen01,11,60 //============================================================================== //Shadow Chaser //============================================================================== -job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224
\ No newline at end of file +job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224 diff --git a/npc/re/warps/other/s_workshop.txt b/npc/re/warps/other/s_workshop.txt index 286c63e45..32895ee74 100644 --- a/npc/re/warps/other/s_workshop.txt +++ b/npc/re/warps/other/s_workshop.txt @@ -26,4 +26,4 @@ s_atelier,80,66,0 warp s_atelier0012 1,1,s_atelier,32,56 s_atelier,109,129,0 warp s_atelier0013 1,1,s_atelier,159,125 s_atelier,160,130,0 warp s_atelier0014 1,1,s_atelier,114,129 yuno,278,66,0 warp s_atelier0015 1,1,s_atelier,111,122 -s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66
\ No newline at end of file +s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66 |